Jason Moyer on 21/11/2015 at 17:17
Yeah, this is the first game that's making me seriously consider investing in an SSD, assuming that more RAM wouldn't make the constant loading more tolerable.
Ostriig on 21/11/2015 at 17:24
Alrighty, got to play with the graphics settings. Arrived at a scene in a wooded area where I was sitting on ~45fps idle and ~30 looking through a scope.
- Disabling Vsync did nothing. Didn't even get around to forcing it through the graphics drivers, just set iPresentInterval to 0 in Fallout4prefs.ini and loaded the game, no effect whatsoever.
- Lowering or outright disabling Antialiasing or Anisotropic filtering did nothing. Nearly nothing, maybe a frame or two when setting AA to Off.
- Lowering Godrays from Ultra to High... boom! Frame counter jumped back up to the 60 cap straight away. I was taking a random stab at it there, since there were no light shafts on display at all, but yeah, that's the culprit. Guessing the game is calculating around all those trees just in case there are any godrays to render, if the weather conditions are right.
If I stumble upon a scene with clearly visible light shafts in a forest and I remember to, I'll take some screenshots to compare, right now I can't say whether there's any real difference between Godrays Ultra and High, but as it stands, if you're having trouble with your framerate, consider dropping this setting to see for yourselves.
Edit: Jason, SSDs are a beautiful upgrade in general. I've only got one for the OS, though, not sparing the space to stick games on it. Dunno whether RAM capacity would help with load times at this point, but funnily enough it appears that RAM speed has a noticeable impact on framerate - search for
The importance of RAM (
http://www.eurogamer.net/articles/digitalfoundry-2015-the-best-pc-hardware-for-fallout-4-4023) on this page.
Nameless Voice on 21/11/2015 at 18:03
Quote Posted by Ostriig
I've yet to see much that I'd file under
bugs, to be honest. Bugs are development errors that result in unintended behaviours, my bellyaching's been with stuff that is working per design. So, for instance, the Lone Wanderer perk working despite having Dogmeat along or subtitles and lipsync skipping lines, those are bugs.
Eh. The key binding or inventory listing, though, are down to shortcomings in interface design, and even stuff like mechanics failing on uncapped framerates I wouldn't consider a bug in the strict sense - it's poor coding practice and a surprising from an experienced developer like Bethesda, but it occurs when the game's run outside of release parameters, regardless of what we think of said parameters.
Yup.
I've seen plenty of minor bugs that make the game look unpolished, but nothing really significant. Things like NPCs sitting where they shouldn't be able to, horrible AI around elevators (where they stay outside then teleport inside a moment later), buildings floating above the ground (not so much that this is possible, but that it's really hard not to do it when building your own), some corrupted scope graphics, a few other minor oddities.
Sometimes the bugs show up all the time - which kind of makes me wonder why they didn't fix something that was so prominent - but they're not game-breakers.
The flaws in the game are all design problems, shortcomings, things that weren't thought out properly, or just a lack of consistency and coherence in the systems.
Lone Wanderer works with Dogmeat? I was wondering if it applied to him or only to the human companions.
Load times? I haven't noticed any. It loads almost instantly after the initial load. My computer is slightly dated, but has 16GB.
I do have it installed on an SSD, though. Those are one of the best inventions in the last few years, everyone should get one.
The larger ones have become much cheaper lately.
Jason Moyer on 22/11/2015 at 03:31
The only real notable glitchy things I've found are the load times being incredibly long even though my hard drive activity is sporadic rather than steady during most loads/transitions, a single item from a completed quest (Trish's Note, don't think that's really spoilery) that I can't drop (compare that to the dozens of items in Oblivion or FO3 that become stuck in your inventory without the unofficial patches), and a couple radiant Minutemen quests that became uncompletable but for some reason suddenly disappeared from my journal (think it was when I advanced the main questline further). Oh, and the system for fast-switching weapons seems to break pretty easily. I've had situations where I put my gun away and pulled out an invisible one, but mostly it will take like 15-20 seconds to pull the new gun out which isn't really convenient when I'm trying to swap from a .50 cal sniper to a combat shotty.
Nameless Voice on 22/11/2015 at 03:35
Ah yeah, that weapon swap bug is really annoying.
Luckily, combat is pretty easy so you can usually survive 15 seconds of waving your empty hands around while it fixes itself.
I couldn't think of it when making the previous post, but that's one of those frequent bugs that make me wonder how they managed to not fix that before shipping, since it's pretty prominent, fairly frequent, and interferes with gameplay.
Jason Moyer on 22/11/2015 at 06:50
Welp, I've hit the point in the main quest that actively pisses me off. There are parts of it that initially make no sense that are hand-waved away on a terminal. If you know what I mean then keep reading (trust me, the part I'm talking about is ridiculously obvious and fairly late into the MQ).
So on Shaun's terminal they hand-waved away all of the obvious inconsistencies with Shaun's age and why Kellogg still looks young (he's a cyborg) and how Valentine and people in Diamond City remember Shaun (it was synth-Shaun). But the thing that really bothers me is this: If Kellogg knows who you are, knows you're looking for your son and WORKS FOR YOUR SON, why in god's name does he try to kill you instead of taking you to him? Kellogg's motivation in that quest makes no fucking sense whatsoever. And I don't see how the hell they can hand-wave that away.
Judith on 22/11/2015 at 09:47
It only gets worse. I finished the main quest today, and it was awful. When you enter this world, they do everything to make you the boss of every faction, the easiest way possible - it's pathetic. But towards the end, when all the things escalate, you can do nothing but participate in a giant slaughter of all but one faction. I maxed out my charisma, because at some point I believed a peaceful solution is possible, there was really no need for all this.
But I don't know what I expected from the devs, at this point Bethesda is so obsessed with single 'iconic' elements that were Fallout, they can't even use the phrase 'war never changes' in a sentence without sounding ridiculous.
Btw. "I'm Commander Shepard, and The Institute is the worst Citadel rip-off ever." And it looks abysmal in terms of visuals.
Ostriig on 24/11/2015 at 11:55
- (
http://www.gamespot.com/articles/fallout-4-patch-notes-include-new-features-bug-fix/1100-6432537/) Patch coming in the near future, will address the Activate/E mapping for quick loot;
- Only got to try this once, but there's some sort of first person cover mechanism working as a stand-in for leaning. Snuck up to a wall right beside an open door and went to look down the iron sights, camera automatically moved into the open doorway. Seemed good.
- Crafting's cool, quite the timesink. I like the settlement building, I like the weapons and armour modding and the tactical implications there, it's not a plain "make stuff better" button like in Skyrim. Downside is that it's dialled the inventory micromanagement up.
henke on 27/11/2015 at 20:52
While playing FO4 i've been thinking that, for the next game, I'd love to see jetpacks introduced, to add some verticality. Just now, while lazily scrolling through the buildable mods for the power suit, what do I find at the very bottom of the list? Jet pack! It's possible to add jet pack functionaily to the suit! :D It needs rank 4 Armorer and Science skills tho, and I have rank 1 in both of these. So far I've been sorta haphazardly adding points to whatever sounded good at the time, but now I've found something to actually work towards.
henke on 30/11/2015 at 19:23
Has anyone finished this yet? The main story line that is. Do the credits ever roll?
I headed to the Institute tonight, expecting the finale to be imminent, but instead the game just goes on and it seems I'll have to do some morally dubious stuff to keep the story going.