It doesn't any more than the base game, but you should probably also get a High FPS physics fix mod if you're using unlocked FPS, since otherwise you're gonna get some pretty gnarly frame drops or crashes.
The high FPS fix mod takes care of the game mechanics side of increasing fps. I use the FPS fix mod as a replacement to load accelerator though and keep in game FPS capped to 60 , and in loading screen and black screens unlocked to it loads the game faster. My tv looks like ass though at anything higher then 60 FPS since it’s a 4k60 tv from a few years ago anything faster results in screen tear for me. I’m trying to replace it this year with a 4k120 oled.Papyrus Scripts are designed to run in a 60 fps allotment. To high of rate and you might hurt script performance.
Papyrus Scripts are designed to run in a 60 fps allotment. To high of rate and you might hurt script performance.
This say otherwiseThere is no reason to cap at 60 if using High FPS Physics Fix at Fallout 4 Nexus - Mods and community (nexusmods.com) which works quite nicely, in fact more fps gives more time for active scripts to run and can help out script performance considerably. This sounds counter intuitive but consider that scripts supposedly have a set amount of time to run per frame, if you increase the frame rate then that increases the number of "windows" they have to run so long as you don't increase the frame rate so high that the window is no longer there (I've read 2.5ms). Frame times don't drop to under 2.5ms until a little over 350fps. This is why many people play uncapped in 3d and 350 is a good number to cap load screens at. I don't know of any reliable way to show this in terms of SS2 but transfer settlements will export the same settlement twice as fast at 120fps than it will at 60fps, and export time at 30fps is about half as fast as 60fps.
No it doesn't aside from correcting me on the number of ms per frame, so its 1.2ms by default according to that. You seem to be thinking that rendering and running scripts can't occur simultaneously, they absolutely can and do as they are entirely different threads. So long as you don't run your fps so high that the 1.2ms (default) window per frame isn't shortened (this would have to be 700+fps) then the scripts are going to have time to run assuming you aren't using hardware from 1980.This say otherwise
Post in thread 'Understanding CTDs in The Triangle of Death (Sanctuary, Abernathy Farm, and Red Rocket)' https://simsettlements.com/site/ind...abernathy-farm-and-red-rocket.6964/post-51354
That’s a nice test there and great outcome. On Fo4 I run the high FPS mod that allows uncapped 350fps when traveling or black screen or loading. That explains why the fast travel is so much smoother with the mod running I do cap to 61 gives a net 60 FPS for normal play but that’s because my tv doesn’t support higher frame rates but I can see where using the mod to decouple FPS from the physics and stuff would make the scripting a lot smoother as well.
just ordered an oled 4K 120 refresh rate tv so maybe I’ll try boosting the FPS to that 120 and use vrr to help with making it less juttery and see how the game plays. I don’t run a lot of script heavy mods though just basically ss2, gun4hire, and the advanced needs 76.
honestly I really hope bathesda ( and the company that optimized the new creation kit engine) fixed a lot of these problems with the new 2.0 creation engine, I know they will use what’s familiar but hopefully it’s all updated to the newest programs and latest tech so it’s not so hard for mods to run on.
fUpdateBudgetMS
and fExtraTaskletBudgetMS
The trade off is less time for other systems to do their job. While these changes can increase VM performance, the caveat is it is a hard setting. Its fine when VM load is heavy but when it is light and the game is trying to load your 4k textures, the engine is unable to reduce VM time to increase graphics performance so you will most likely experience fps drop and/or stutter.Yeah also why when sleeping your FPS goes crazy down to 1 sometimes 20 then back to 60 when your about to wake up.Yes the 350 fps increasing your loading times has a lot to do with more windows to run scripts. Basically each frame has an allocated budget to do papyrus work, and then the rest of the frame time is for other game systems.
I suspect during loading screens the bottleneck is script calls and that's why you see such an improved loading speed in high fps. Typically the higher fps you go, the trade-off is that you give less time for the rest of the game systems to do everything else. So seeing such huge increase in speed means that there is far more scripting work to do than any other kind of engine work during loading screens.
One can probably assume something similar while using SS2 in settlements.
so on the catwalk FPS drop my theory on this is when you take that last step out of the vault and get that FPS hit is when the commonwealth loads, before this happens you had came from the sanctuary world space prewar. Can’t prove it but I think instead of loading the commonwealth while your sleeping in the pod it loads last min on the way out just before the vault exit.An interesting fun fact: Even though I have read in many different places that the Papyrus VM and other game systems are not supposed to affect fps, I have found that when a quest starts up, it can cause fps drop. (this is a quest in a test mod I have) I don't know what exactly causes this behavior, just that if I delay the quest start by 0.5 sec, I no longer see the fps drop. This same behavior can be seen when exiting vault 111 for the first time. When you get to the end of the catwalk past the vault entrance door just before the stairs. I get around a 10 fps drop for a split second. (GTX 1070, default game settings) There is a trigger box there that forces a quick save when you leave. I haven't yet tested to see if its an F4SE or UFO4 Patch thing.
You can increase Papyrus VM performance by increasing fps and/or increasing the ini settingsfUpdateBudgetMS
andfExtraTaskletBudgetMS
The trade off is less time for other systems to do their job. While these changes can increase VM performance, the caveat is it is a hard setting. Its fine when VM load is heavy but when it is light and the game is trying to load your 4k textures, the engine is unable to reduce VM time to increase graphics performance so you will most likely experience fps drop and/or stutter.
So, it comes down to your graphics card. The more powerful the card, more resources can be devoted to the Papyrus VM without reducing gameplay to a slideshow. Removing the fps limit during a load screen is no big deal due to the game only having to render the load screen. The best test for figuring out how high you can go with fps would be downtown. If you can keep a steady fps, you most likely have fps at a good value, otherwise I would lower it and test again.
An interesting fun fact: Even though I have read in many different places that the Papyrus VM and other game systems are not supposed to affect fps, I have found that when a quest starts up, it can cause fps drop. (this is a quest in a test mod I have) I don't know what exactly causes this behavior, just that if I delay the quest start by 0.5 sec, I no longer see the fps drop. This same behavior can be seen when exiting vault 111 for the first time. When you get to the end of the catwalk past the vault entrance door just before the stairs. I get around a 10 fps drop for a split second. (GTX 1070, default game settings) There is a trigger box there that forces a quick save when you leave. I haven't yet tested to see if its an F4SE or UFO4 Patch thing.
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