Unbound world space - no PreVis and PreCombine for external areas (updated)
Change the performance of the outer zone by disabling Pre Vis and Pre Combination.
Screenshots 5 screenshots
About this mod Machine translation
Change the performance of the outer zone by disabling Pre Vis and Pre Combination.
Prefix:
Mechanical Legion
Far Harbor
nuclear world
Shelter Technology Workshop
CC content (if next-gen version)
Updated on January 24th:
Version 008
In South Boston, Waterfront, FourLeaf, Pickmen basically covering the entire orbit of BC's downtown/financial district, the center of BC remains unfinished with more work on Bunker Hill and east of Cambridge
Version 007
Removed ESM flags and INI commands
- Note: It caused more problems than before, the INI command will also remove PreCombination in inner cells, this was an oversight on my part, sorry for the inconvenience. Load the plugin last as before.
- NOTE 2: Please remove remaining INI commands from your Fallou4Custom.ini (bUseCombinedObjects must be removed)
Updated on January 23:
Version 006
Added ESM flag so that plugins will be loaded first to minimize mod conflicts
Added INI commands, which also need to be added to your Fallout4Custom.ini;
⠀bUseCombinedObjects=0
⠀bUsePreCreatedSCOL=1
⠀bBorderRegionsEnabled=0
Go down to Theater District on DiamondCityExt
Updated on January 22nd:
Version 005
Merged plugins into one plugin, removed ESL flag - NOTE: Removed other plugins from load order, changes can be applied mid-game.
- in Cambridge and DiamondCityExt
Updated on January 21st:
Version 004
Optimized PlaneMarker;
- Concord, DiamonCityExt, Fens, ForgedCamp, Lexington, Parsons in
- Concord, DiamondCityExt, Fens, PublicLibrary, Lexington
Version 003
Fixed remaining XPRI records in NukaWorld, Bradberton Amphitheater world space unit - special thanks to wipeout for the report
Added occlusion plugin
- Added occlusion planes and boxes to skip certain objects for rendering and reduce overall draw calls - NOTE: This file is a first impression of what is to come, some areas of Downton BC are now optimized, Concord, Lexington, Malden are almost fully optimized, the first area of Cambridge is fully optimized
Original address:
The main files of the standard version and the next-generation compatible version (CC) have been packaged and uploaded together. You can choose to install them according to your needs.
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Preface
This mod is the logical answer to Optimized Room Bounds and Portals and has been a personal dream of mine since mod Fallout 4. Now that it's finished and ready to test, I can tell you that it's been my GOAT experience since playing FO4!
This mod gets rid of the huge reference manipulation on the outer cell headers and simply leaves the references empty, the result is that the game now loads uGrid 5 in real time and all object rendering is real time.
At first I wasn't sure if it would slow down performance and how much worse it would be...but no, BC City Center ran super stable, no microstutters, nothing. Never mind. . . I got almost 60 FPS on the Corvega using the iGPU at high to ultra-high settings. There was almost no microstuttering until I was about 30 or 40 years old, probably doomed by the huge combo grid loading in the background.
I've tested it using a mod in my load order, this one. It must be loaded at the very bottom of your load order! Therefore, please be sure to read the following precautions carefully.
Overview
In short, this mod...
- Affects external cells
- Change PreVis
⠀- Blank PreVis File Timestamp (VISI) ⠀-
Blank PreVis Reference Index (XPRI)
- Change PreCombination
⠀ - Blank PreCombined File Timestamp (PCMB)
⠀- Blank Combined Reference Index (XCRI)
- Unmarked static objects: "[Place Object]" to "Place Object", which in turn allows any mod author to change any object without worrying about breaking anything, now you can actually modify the game ;)
- Improve performance
⠀- Occlusion markers as these alone can improve performance but are a hell of a job
⠀ - SCOL will be added later to the skyscrapers in downtown Boston, which will further increase rendering as SCOL reduces object count/draw calls (!), if you're curious, go into CK and …
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.