Room Boundaries and Entrances - Internal Units without PreVis and PreCombine
Maximize the performance of internal units by using Room Bounds and Portals instead of PreVis and PreCombination.
Screenshots 8 screenshots
About this mod Machine translation
Maximize the performance of internal units by using Room Bounds and Portals instead of PreVis and PreCombination.
Prefix:
Mechanical Legion
Far Harbor
nuclear world
Shelter Tech Workshop DLC
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*Room markers are simple shapes that define areas as rooms. The room essentially acts as a collector. When culling, the renderer treats everything in another room as invisible, saving valuable processing power. *
*–Bethesda Tutorial Optimization*
Preface
Optimized room boundaries and portals, or just ORBP will change/remove preview and composition references in internal cells, forcing the game to use room boundaries and portals. Room Bounds and Portals are more optimized tools that improve performance on the client side. Because, it allows a lot of rendering to be cut off, as the interior parts beyond the current Defined Room will not be rendered, but only the space beyond the space will be fully rendered as the player passes through the Room Portal. This technique was probably abandoned at some point during FO4's development because it was time-consuming to set up.
Some Fallout 4 interios have room boundaries and portals available, but almost all interior units use PreVis and Combination, which may override Portal and Room Bounds. Since it takes much less time to generate Combined and PreVis meshes, Room Bounds and Portals can be considered the rest of the game files, reference.
During the development of this mod I noticed that many of the (remaining) room boundaries were set incorrectly, did not cover the entire area or had misplaced portals. This issue has been fixed. Also, I think Room Bounds net into a more compact cluster improved FPS so much, I can't believe it. This was done on an iGPU to immediately notice subtle changes in FPS. My observations prove that it completely transcends the logic of PreVis and Combination in the room. From there, the idea for this mod was born.
The Foundation is directed to clear out Cell Headers and make room for Room Bounds and Portals... By removing PreVis and PreCombine references, the game will simply unmark former Combined statics as true Placed Objects. Just like any other object class. This would make the mod best for mod authors as it would allow changing the entire cell, all objects!
Overview
In short, this mod...
- Affects internal cells
- Change PreVis
⠀- Add "No PreVis" flag to all internal cells
⠀- Blank PreVis File Timestamp (VISI) ⠀-
Blank PreVis Reference Index (XPRI)
- Change PreCombination
⠀ - Blank PreCombined File Timestamp (PCMB)
⠀- Blank Combination Reference Index (XCRI)
- Untag static objects: "[Place Object]" to "Place Object"
- Improved performance due to room boundaries and portals ⠀
- Optimized room boundaries and portals (WIP) ⠀
- Added missing room boundaries and portals
- Build the install around a stable 60 FPS on an iGPU setup
This mod can be stalled/unstuck at any time and does not require a new game to run.
It should be loaded last, otherwise manual patching is required. This mod (here) can be loaded first if you follow the instructions in the image below.
This plugin is not marked as ESL. It may break the game using Room Bounds and Portals.
This mod affects PreCombined meshes and/or PreVis data but does not reduce performance.
compatibility
This mod works on both old gen and next gen updates.
▲ Unofficial Fallout 4 Patch - Arthmoor's UFO4P is fully patched and must be loaded before
▲ Previsibines fix package stable branch - BenRierimanu's PRP must be loaded before
NOTE: Mods that change cell headers or room boundaries and portals require a patch.
Developer Instructions
In order to patch internal cells, the following must be done, but as part of the mod:
In written text you should patch:
- In the "Record Flags (Sort)" tab
Add "no previsible" flag - remove/blank VISI and PCMB entries
- Delete/Blank XPRI - PreVis Reference Index (sorted)
- Delete/Blank XCRI - Combined Reference Index
All of these are valid for Cell Header …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.