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Umbrecht's Performance Manifest - DAS KAPITAL PERFORMANCE

KarlMarx

New Member
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17
Good day Comrades, below im going to paste short and easy solution [ just backup Fallout.ini and Falloutprefs.ini ] to speed up not only Fallout 4 but ES:Skyrim [both normal and SSE].

STABLE PERFORMANCE FOR THE PEOPLE ! Wastelanders Unite!
Following lines are legacy of my findings posted in 2013 on Nexus, for Skyrim, it is called Ugrids to Load Solution, and helped around 1800 comrades who endorsed.

As im in love with Sim Settlements i think my personal findings could help some people.

For messing with inis always use Notepad++ , freeware program which make things clear and easy to edit, much better than any of Word/Wordpad/Notepad/OpenOffice/Excel can offer.

If You don't like the effect simply go back to default ini. And no it was created BEFORE all that beth.ini like mods and contains some lines that ever newest interface mods does not contain as it comes from my personal findings of Bethesda engine since Oblivion - and yes, they are working to this day. They helped me with Arcoolka Real Time Settler in F3 and countless of other mods for Bethesda Games - im always using around 200 or over mods for Beth games so lag free, ctd free and script stable gaming is quite important for me.

Yes some of them are illogical BUT WORKS im using them personally for about 10 years now in Oblivion, Skyrim, Skyrim SSE, Fallout 3, Fallout NV and Fallout 4.

So before long explanation of each line:
What it gives:
stable fps and script space gain, performance friendly game , without messing with ugrids even while keeping long range view like with ugridstoload=7 or 9 BUT without making scripts goes crazy, thus resolving some asshurt problems like famous triangle of death hangs and sttuter.
So WITHOUT touching ugrids parameter even [you can always do that but it's not needed].
How hard it is to use:
just backup Fallout.ini and Falloutprefs.ini and paste few lines into Fallout.ini , f you dont like , you can go back to your previous settings by using backup. - it works for Skyrim and Skyrim SSE too, thus some lines works for Oblivion even. [ It takes around 30 seconds ]
Im quite interested how it works: okay just read further and forgive me my weak english skill

Are You Crazy: Of course, dozen of Jet injections could make you quite off

WHAT TO PASTE [im not interested in reading first i just want to give it a try] :

Paste into Fallout4.ini:

[General]
sLanguage=en
uGridsToLoad=5
uExterior Cell Buffer=36
bDisableAllGore=0
bPreemptivelyUnloadCells=0
iPreloadSizeLimit=8388608000 / [if you have 16gb ram - but if you have only 8 divide value by 2 ]
bUseHardDriveCache=0
bUseBackgroundFileLoader=1
bSelectivePurgeUnusedOnFastTravel=1
uStaticNeverFade=1
iPostProcessMillisecondsLoadingQueuedPriority=5
bForceFullLOD=1


Thats all. I tested it with over 200 mods and newest Sim Settlements + Conqueror - works just fine.
Again if you think it's shit - just use your default values from backup.

Here COMES STEP BY STEP EXPLANATION [ it's based on my own fidnings since Morrowind and Oblivion, long before Skyrim and later , long before Real Time Settler, or various Dynalod or Bethini configurators etc.], make a coffe as it's amateur modder to amateur modder story, its mainly for Skyrim but works on every Beth title from Oblivion up to Fallout 4:


Its' take straight from my PDF notepad - i may add some update.


My discovery (short story about very long research and experience):

Im using ugrids 7 becouse rest of higher ugrids makes bad things happens at various mods
(quests/scripts) and vanilla quests , trust me im playing with these settings for 2 years ;) and having a few weaks of gaming fuc..d up is not worth using 9 instead of 7 without editing specific ugrids(read later on). After introducing new lines few days ago now, im able to get back to ugrids 5 with range of view from ugrids even at 9 ;).
But there WAS ONE THING I NEVER TRIED for Skyrim uGrids, i always followed that stupid
formula for exterior cell buffer : 36 / 64 /100 / 144 etc.
And i was thinking only on ugrids ! But it is a lot wider thing, and we need correct perspective tomake that game working good.


======================================================================

[[[[[[[[[[[[[[[[[[[[[[[[[[[ READ CAREFULLY]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]
What is a Exterior cell?

„Exterior cells belong to a Worldspace, and are part of the worldspace's landscape, which is
basically a grid that extends infinitely in all directions.
Each exterior cell is 4096 units by 4096 units (or approximately 192x192ft or 58.5x58.5m).
Each vertex in an exterior cell is 128 units (6ft) apart. „ (cit. from official CK Wiki)
What is a Worldspace?
„A world space is simply an entire world, with its own landscape, sky and weather. All exterior
cells belong to a worldspace -- in Skyrim, most of the exterior is in the Tamriel worldspace, but
there are many more worldspaces used in the game, and adding a new worldspace is relatively
simple.
Worldspaces can share landscape with a Parent worldspace (for example, all the city worldspaces in
Skyrim have Tamriel as a parent), or they can use an entirely different landscape (for example, the
Sovngarde worldspace).” (cit. from official CK Wiki)

"BUFFER" means place for temporary storing something, well it looks logical to me when we use
hell a lot of textures, supported by ENB profiles and other graphical and heavy scripted mods (like
quest mods, mechanic mods) , each cell of the world (and in this engine whole world of Skyrim is
divided into cells) takes more place than programmers planned.

EXTERIOR CELL BUFFER is STRONGLY CONNECTED with PRELOADSIZELIMIT
I also changed (hidden) line in Skyrim.ini/Fallout4.ini , to match my settings.
Im talking about "iPreloadSizeLimit= " , default like in Oblivion was funny low
(around 25mb , up to 250mb! on some forums ;-) )

Why it is important, becouse it is strictly connected with Cell Buffer Size , imagine it is a power
reserve for working cells, when it gets low all breaks up.
I decided to go full (i have 8gb RAM) and set it to 4 GB Ram from for matching my exterior buffer
value. - update now i have 16gb so i use value for 8gb in the ini.


iPreloadSizeLimit= 262144000
(funny low anyway, but we are brave, huh?) what it is , how much it is?
Well it is simple : divide it by 1024 to get number of kB, and then divide again by 1024 to get
MB.

So it is only 250Mb
. Yes it quite same in F4 :)

What the hell is 250mb? I have more memory in my phone:) .

I decided to make it 4gb so i need value 1gb first, so 1gb is 4x250mb , so 4 x 262144000 =
1048576000 so now i need 4x1 gb so 4 x 1048576000=4194304000

So value we need for 4gb Ram for preloaded size is 4194304000, so in the end this line should look like that (i keep in mind that i have 8gb ram in my computer):
iPreloadSizeLimit= 4194304000

If it is too much try 2gb (so 4194304000 divided by 2 = 2097152000)

If that is too much too , then try 1gb (so 1048576000)

I have also discovered new lines (it takes me a lot of time, especially for uStaticNeverFade....), which will change a lot, even for previous (already working for many people) solutions, so please read further!

We have similar (but hidden) INTERIOR BUFFER for interior cells, while buffer from above is for
EXTERIOR cells (everything outside dungeons, homes, castles, inns) for open world.

And i just imagined that we let that old engine handle 7 grids full of cells to work at once , with all
that mods and oly 64 of "somethnig" buffer and i know that (HIDDEN normally) line of preload
size limit gives us about 25 up to 50 mb memory for „operating” these buffer and cells.
And what if that means some kind of memory space? While not let it use more and see what
happen? ;)

Now i don't have any freezes and CTD, only delicate, lasting 1-5 miliseconds freezes while i
have cell transition, and not every time, also my game behaves better in terms of stuttering
and other crashes /slowdowns or scripting errors when using high density npc mods, or just
heavy scripted mods (read futher )

My current [modified after new lines discoveries][General] section of Skyrim.ini / Fallout4.ini looks like that (included below in extras too):

[General]
sLanguage=ENGLISH
uGridsToLoad=5
uExterior Cell Buffer=64
bPreemptivelyUnloadCells=0
iPreloadSizeLimit= 4194304000
bUseHardDriveCache=0
bUseBackgroundFileLoader=1
bSelectivePurgeUnusedOnFastTravel=1
uStaticNeverFade=1
iPostProcessMillisecondsLoadingQueuedPriority=5
bForceFullLOD=1


NEW LINES WORKSHOP and DISCOVERIES
as i tweak engine „lines” a bit for myself, today:
1. uStaticNeverFade=1 I' ve introduced that line yesterday, it should make
all „Static” class objects (for example elements of landscape like bridges,
buildings, sculptures, rocks, etc.) should remain always visible, no more popups.
It works for me very well .
AND WHAT IT IS MORE INNOVATIVE it should let You keep ugrids=5
(at default level ) - while KEEPING VIEW range of even uGRIDS = 9 and not
using SCRIPTS in more distance than SAFE 5-7 ugrids;)
 
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2. bForceFullLOD=1 this line will take your breath away as good as
that one above;), for example it will make trees visible in high details
from very very far [do You like looking at Throat of the World from
Solitude castle ? ;) ] or maybe more actual, watch detailed settlements from long distance.
 
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As word of explanation - Yes all current release Bethesda games using same engine [started since Oblivion ] with very little changes to it's core feautres. So many lines above works even in Oblivion , not to mention Fallout 3 or NV or F4.

Extra tip.
To make settlers and npc use all floors - ie. make npc walks and use 3rd floor defensive site naturally, or just make use of upper floor rooms, add these to Custom.ini in My Documents/My Games/Fallout 4 folder:
[Pathfinding]
fSandboxCylinderTop=550
fSandboxCylinderBottom=-550

You can experiment further.
 
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A very interesting wakeup read. Looks like I will be experimenting tonight.

Save, backup ini’s, and tweak.

Something to sink the teeth into. :grin
 
As for something new strictly directed to SS stability and performance.
Its best to choose 30 threads for SS scripts form SS MCM menu and while using many custom plots [ like from 1 year addon pack or others] to turn off Designer Choice option there too.
It is very wise to use FASTER WORKSHOP mod from Nexus too - workshop icons and categories loads in 1-2 seconds [just wow].
Now i have completely bug free Red Rocket massive city.
 
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