Watch those spaces, because there are 2 more 'series' expansion mods in the works, as well as a few other ideas.
In the meantime, feel free to tinker with this save; Vault 88 MB may have it's issues, but it's also completely built in and ready for population, and most of the other settlements are built up to dazzling proportion as well.
1/9/17 Vault 88 Mega Build is dead. One can only CTD when trying to fix things so many times before it gets old, and since that was the only reason I was keeping this 800+ hour old game going, it's time to start over on the modding path.
I'm going to keep this savefile up though, in case anyone wants to use it for anything else.
Thanks for all the interest and help.
-------- earlier updates:
1/5/17 found a workaround by reducing object draw distance to zero 1/6/17 determined that root cause is culling issue with longest hallway in default vault 88 building space 1/7/17 discovered pervasive Z misalignment through level 2 and up that may aggravate problems, described quick check process using console 1/9/17 found Skyrim room boundary/portal tutorial on creationkit.com that would cull objects, but needs to be applied as mod. Outlined steps needed. 1/9/17 depending on success, may abandon in-game vault 88 build in lieu of creating 'Vault 201' mod.. or may make mod regardless
After lots of goofing around with the current constructed vault and some heavy, heavy research I have a game plan to try a more permanent fix; it will involve making a custom mod for my own vault.
I discovered this process: http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Optimization#Room_Markers_and_Portals
I'm going to give this a shot and see how it shakes out. Step 1: finish realigning and reconnecting the gym room, possibly reconfigure the shower and storage room to better 'square' things (important later) Step 2: Note the XYZ and angles on a few of the corner connecting pieces and the doorways Step 3: In CK, drop a couple of the constructables and manually edit for XYZ/Angle so they're in exactly the same place as in the in-game constructed room Step 4: (If possible, since the directions I found are for Skyrim) create a room bound with edges that fit inside the gym room pieces Step 5: Create portals that fit the gym room doors and window Step 6: Remove the dropped constructable pieces, leaving the room boundary and portals Step 7: Load the game with the new mod and see if the boundary works properly.
As noted in step 1, I may have to reconfigure the shower and storage rooms to make things more squared off... the back of the gym wall under those rooms is, or was, the storage room for the weapons shop, but it's been ripped out already to help realignment so redoing that will just be some mental architecture (it was a little large as it was, had trouble dressing it out without repetition). If I rearrange enough things properly then I can get the entryways to the gym all 'sideways', so the modded portals aren't still looking far down that hallway.
The other option is to simply drop Vault 88 Mega Build and start working on something else, remembering the issues and techniques found. Already started playing with the CK and created 'Mod01Vault201'... which is just a room with a teleporting door, where I stuck the 'other end' to the inside of the wall in Covenant for testing. I'm new to modmaking but hopefully should pick it up quickly. Without the constraints in the vault 88 area things could get amazing, and the room boundary and separate cell techniques will prevent performance issues like discovered here, mainly by properly using what's available. I'm actually surprised Bethesda didn't foresee that long hallway being a problem...
Since any decent mod has to have a backstory, I'm thinking Vault 201 is a vault without a door... that vault-tec was on the very edge of developing relay technology and it's actually their work that was discovered by the institute and modified for their own purposes. VT's relay never actually worked, but they were 98% of the way there and it's all machine configuration, that we handily know about once the Institute has been reached. Where the prototype will be, i.e. the little 'transporter room' that shoots you into Vault 201's transporter room, I don't know yet, but it's a handy-dandy way to get around having to add another vault door. How VT created vault 201 without external access... that's a story lost to time and data corruption
Object fade distance must be set as low as possible. Thankfully this is one of the display settings that can be changed 'on the fly'. Previous attempts at object fade distance manipulations were reductions and not 'eliminations', which is probably why they didn't work.
Misaligned vault parts can still glitch out, but not entire screens worth of objects.
Leading up to this I had attempted Monte's 'light remover' mod, which had no effect on the problem; I then removed the entirety of the gym and hydroponics section walls/lights (ineffective), every constructed/scrappable light on that end of the vault (no effect), removed the free paths down flag hall by installing a door and removing the window (no effect), started removing everything that clipped into native objects (nada), and remembered that I'd used the console setpos command to align the planters in hydroponics and removed those (nothing).
This strengthens my theory that this is a problem with culling, or occlusion... that the game is not properly "disregarding" object info for items that are not visible in the viewing frustrum, and overloading itself, perhaps not getting through processing before the frame is drawn, leaving that missing item to be 'stuck' without textures, which causes the tearing. Misaligned parts might be more prone to this because, perhaps, the engine is trying to resolve the mesh for that object with the surrounding meshes and failing.
God, I wish FO4's engine was more open...
Testing will resume tomorrow on the newest saves, which should really start to push the engine again.
Reduced object fade distance appears to have eliminated the problem with the latest-greatest save.
I then proceeded to demonstrate that culling is essentially nonfunctional for constructed vault objects, using command TWF. After checking a few spots, I realized I still had all the generators unhooked and all lighting is ambient, and promptly hung the game trying the SLB (ShowLightBoundary) command. Remaining effort tonight will be spent in the CK finding the FormID for an offending hanging 'cave' light that's no longer attached to it's missing fixture, figuring out which is the best ambient/default light killer is for V88, and brainstorming on how to reduce the load for each rendered vault object, because they're *all* rendering unless they're occluded by cave structure.
Wondering what it would take to include an occlusion plane *inside* a DLC vault wall or floor panel... or if that would make things even worse with extra processing time.
EDIT: Ended up poking around in the game again and discovered something that may be aggravating both the graphics issue AND myself, in that everything above the ground floor in the main atrium and beyond is misaligned +0.49 on Z axis. That would likely follow through to enough of the structure that honestly, it would be easier to start over from scratch. You all can probably see it for yourselves in the save file with a simple 'getpos z'.
(20170107) The day's work was spent attempting some alignment tweaks in the current save, which culminated in an unsaved CTD. Oh well, good practice with a very important method unveiled;
The Z position of items that properly snap to the vault entry, 24.00. A whole number. Vault parts are 256.00 tall, a whole number as well.
If multifloor levels don't end up a Z 24.00, 280.00, 536.00, 792.00, 1048.00, then there's a vertical misalignment. Console, select part, 'getpos z' is all it takes to check.
Why is this critical? Because of the size of floors in the main room, the pervasiveness of Z snap errors, and the fact that it's likely you have an entire floor's worth of overlapping parts somewhere, floors 2-3 or up. All it takes is mis-aligning a middle floor, but getting an upper one right.
SO... in the interest of testing, I'm going to take the current, modded save and totally strip out all the decoration and lighting from misaligned areas, realign it, and do a partial restart. With it empty, the draw/triangle accounts should be much lower, and it'll give me a much easier time when trying to figure what parts of the floorplan need drastic changes. If I can introduce a solid wall or dogleg into Hall North, then I may be able to drop an occlusion plane into that using AOP command and cut *drastically* the number of rendered objects in that N/S viewing line. Really just need to play with that function first, because it could end up useful putting one in the back walls of the main atrium east side shops, since that's a pretty large uninterrupted plane.
I remember back in the day, watching a certain mod maker making a very large and canceled mod for Skyrim, have issues like this. It has something to with just how big something can be in a single cell. That is why Bethesda breaks large places into multiple cells. Now one fix was to build your mod not in an interior cell, but a worldspace. Worldspaces are setup to handle allot more objects being placed in them than any interior cell does. I mean stop and think of a single worldspace cell in Fallout 4 and all the objects in it. So they handle memory and rendering differently. So you have might only have two choices. Break your vault into multiple sections with load doors or just decorated loading halls. Or create a small worldspace and duplicate your entire vault into it, adjust the worldspace lighting and then make sure your other cell is not a masterfile.
This is an old game engine that has been pulled and stretched like silly-puddy and features grafted to it and it starting to reach the breaking point. So that in itself is a problem. Don't get me wrong, its a great engine to build things in. But if you are adding to many things to a single interior cell you are going to have these issues. You need to break the vault into separate sections or you are going to have to live with all the visual mess. That is just how it is done, and how it always will be done. Limits of the CK and the Creation Engine.
This was in-game settlement construction. If I were building same in CK I'd be able to figure out where to hide some occlusion planes and eliminate most of the issues with the 'long hall' effect down the front north/south corridors. Or for that matter, simply tweak the available layout so that occlusion from the static 'cave walls' is enough. All it would take is dog-legging the hallway at the immediate left of the construction entrance. Depending on where the kink is, that knocks between 9 and 28 'squares' worth of distance off the north>south viewing frustum, IIRC that's from 2304 to 7168 units... a LONG way.
GetBudgetCounts on the current build: Draws: 51790 Triangles: 17625361
Without some manner of occlusion culling, there are spots where enough is being rendered that the engine just can't do everything to complete the next frame in time. That back corner of the gym is the third level, and with the angle there it's possible that the center of the viewing frustum is reaching out ~36 squares, down the stairwell to the bottom of Hall North, ~9216 units out, or exactly two and a quarter 'normal' cell-widths. Check out the wireframe screenshot added to illustrate the complexity, it's so dense it looks like a solid render in places.
EDIT: Long story short, this isn't a mod. This is Bethesda's Vault-Tec Workshop DLC with *no* mods.
The same thing happens in my vault. It happens when you have too many objects in view. Setting my FOV lower helps reduce the issue. I also had to start removing lights from my atrium (which had over 100) to reduce the number of objects in that room. This helped with the hall of mirrors glitch.
Unfortunately that was one of the things I tried, the issue remained the same even down to FOV 20.
I'm literally at the end of my wits on this one. Tried all the ambient occlusion settings, reduced the item and object draw distances, turned bokeh off/on, even started to completely scrap the gym area (and earned several CTDs in the process).
AH, and the number of objects in view... I actually have a strong suspicion that this is a pre-culling bug and the problem is the number of objects *behind* the viewing frustrum in these two spots, mixed with some oddness, possibly, with ambient lighting.
The actual views, if culled/occluded properly, are really quite bare. But, there is a *lot* going on behind the immediate object draws...
Try removing lights first. Lights are huge resource drains, at least on my card (AMD). It not only causes the same bug you experience, but I get severe hitching in Vault 88 (and I did with your game save too). I explored previous game saves before these two problems appeared to diagnose what went wrong, and I discovered that they only occurred after I added light to my vault. I am in the process of removing as many lights as I can from my vault to finally fix this issue.
Also, what tool did you use to make your vault map?
One of the things tried was cutting off all power to the vault... all lights but ambient were out, and the issue still happened.
Of note is probably 98% of the lighting in V88MB consists of either the base game hanging bulbs or base industrial cage lights, specifically because they cast the best light with the fewest objects. There are some spots and 'hi-tec' wall lamps around from Contraptions, but actual vault DLC lighting is minimal... just a handful of them anywhere, can't stand the lighting values.
The map is, believe it or not, Trimble SketchUp. Made baseline objects to fit within an 8'x8'x8' cube, combined some, changed the colors, and then copy/paste/snapped my way to a 3D vault map. That's only the lowest floors, btw... main hall is 6 levels, there's several unrepresented levels back in the industrial section, and the massive built-around rooms in the pump room cover the pump and provide reactor space. I think that's all in this save... can't remember.
Got a workaround! Set object fade distance as low as the scale allows.
It's still a workaround because I'd likely turn it back up if I left the vault, but since it's changeable on the fly through the display settings menu it's not all that horrible. Still need to test with the new/modded/more firmly packed save files, but I'm hopeful.
In my head it helps confirm the theory that it's an object culling issue, that the game isn't really disregarding draws or other processing for objects that aren't in view and is basically overloading itself with working out data for 'useless' objects... and the worst areas are where, were the vault not built up, you could see the furthest. Since there's no cubic inch left unturned in mine, it was just *bad*.
I have this problem too and not only in Vault 88 Used Settlement Object Expansion Mod and build large structures using the Institute Items of SOE at Starlight and Spectacle.
Have you tried another Mod? I only ask because I have seen this issue MANY times when creating settlements and clearing trash using Spring Cleaning to clear out items that were not normally scrapable. To replicate this issue you can go to Sanctuary or Red Rocket and using Spring Cleaning remove the large green hedges that are used as a bit of a wall. This will cause the hall of mirrors issue in those specific areas (moving away from the problem area will restore the video).
NOTE: Do a quicksave before removing the objects and you can restore the game right after, the issue only occurs for me when these kinds of items are removed.
To correct this issue I found No More Disappearing Act (http://www.nexusmods.com/fallout4/mods/13294/?) to be extremely effective. This prevents the pre-culling issue and allowed me to remove these items without the hall of mirror effect. You may still have some glitches where the FPS drops but overall the fix provided the by that mod was fantastic.
I am currently working on my own massive vault build (have all areas connected and have almost 30 settlers) and have not run into this issue in my own game. That said, this time around I did NOT use anything like spring cleaning to scrap stuff in the vault, instead I created my own issues by using the scrapall command from the console (Dont do this LOL it DOES break stuff).
Anyway just thought I would throw my 2 cents on the pile and offer the other possible mod as a solution to your issue. Hope it helps. Happy Building .
The save file here was untouched by mods, completely. All scrapping and construction was done with plain old build mode.
Unfortunately No More Disappearing Act is apparently only for exterior cells. But, I might take a poke at it's code to get some idea of how it does what it does. I've tried the tpc command to toggle pre-culling and without pre-culling the vault goes *nuts*, half the objects in front of me disappear, etc.
Dang i was hoping I had something there. I know i have seen the same issue in Vault 88 using Spring Cleaning as I removed a few stone pieces that couldn't normally be removed and it caused the problem. Well I hope something comes up as it seems i may eventually get hit with the same thing since my vault is getting pretty complex.
I would like to start off with i spent sometime walking around and you did a hell of a job making that vault with that said
This is what i am running your save on a sabertooth fx 990 r2 12 gigs of ram a amd 8350 8 core over clocked to a 4.5 2 amd radeon hd 7770 in crossfire that gives me 4 gigs of ddr5 video ram and the game is set on high
and when i was walking around i was getting for 35 to 60 fps but in them 2 spots i was getting 15 to 20 fps i did not get what you where showing in the photos i even walked out side as much as i could
and the only mod im running for Performance is trashday http://www.nexusmods.com/fallout4/mods/15954/? i dont like the trash all over and thats why i have it
Well... I'm running an i5-2320 on an H67 chipset (Asus P8H67M Pro) with 12Gb RAM (limited to DDR3-1333 by chipset/proc, single channel mode b/c not paired) and an MSI RX470 8Gb. Issue happened originally on an xfx r7 250 core 2gb... low-medium on that one and ultra on the new GPU.
Did trashday remove items from your vault that were otherwise unscrappable? I picked mine clean before I started, but maybe the mod removed some invisibles... I'll mark it up on 'the list' of things to try later.
what windows are you running im running 7 and i just saw this and i have mine in window mod so i can go from one screen to the other in game something you may want to try https://www.reddit.com/r/fo4/comments/3s9fap/borderless_window_mode_screen_tear_fix/ idk if it will help you or not
Notes on fixes: (these are *not* being added to the downloadable save, internal testing notes only)
(20170104) First and foremost, this survived a massive upgrade to my GPU (described elsewhere). Ambient occlusion settings had no effect. Bokeh, no effect. Draw distances, no effect. The original settings were slightly above 'low' and the latest testing is in ultra, no difference other than frame rate (expected). Added a mod to disable interior fog after noticing "smoke" curling around in some of the draw errors... no change. Ambient light mods did nothing. Removing all the main hall default lamps (the hanging ones) changed nothing as well. Scrapping the glitching parts, and the rest of those walls, had some effect but it was still present. There were several CTDs during scrapping tests.
This save file predates all these efforts, so it's not 'contaminated'.
(20170105) Last thing I tried last night appeared to have made some impact but not much, and I didn't have time to seriously test.
First, I stripped the game of all the console-spawned objects (statue, showers, mirrors, etc) via disable/markfordelete, removed all the Vault DLC lighting (remembering there were some CTD issues with those in the past, which is why there aren't many) and started stripping lights from overdone areas. Then I saved and quit to menu, reloaded... still have the issue, *maybe* reduced, but that could just have been psychological.
Second... started easing into the gym room from the hallways and noticed there's a small but pervasive misalignment in parts, small enough that it's difficult to tell where the start is, but not difficult to tell (and know, from past effort) that it may actually involve half of this wing of the hall. I know misalignments can invoke mesh calculation errors, with settlers treating doorways and 'broken' floor connections as walls, but culling errors? Sure, why not. That's the next focus later, ridding the old save of misalignments in the gym and finding them elsewhere, and seeing if it correlates to the latest save files.
29 comments
7/3/2017
Vault 88 Mega Build may have hit a dead end, but the modding idea didn't. Here's what came of that:
Vault 201 - Skeleton Crew
http://www.nexusmods.com/fallout4/mods/23634
Vault 201 - Food and Misc Item Playable Resource Pack
http://www.nexusmods.com/fallout4/mods/24742
Watch those spaces, because there are 2 more 'series' expansion mods in the works, as well as a few other ideas.
In the meantime, feel free to tinker with this save; Vault 88 MB may have it's issues, but it's also completely built in and ready for population, and most of the other settlements are built up to dazzling proportion as well.
1/9/17 Vault 88 Mega Build is dead. One can only CTD when trying to fix things so many times before it gets old, and since that was the only reason I was keeping this 800+ hour old game going, it's time to start over on the modding path.
I'm going to keep this savefile up though, in case anyone wants to use it for anything else.
Thanks for all the interest and help.
--------
earlier updates:
1/5/17 found a workaround by reducing object draw distance to zero
1/6/17 determined that root cause is culling issue with longest hallway in default vault 88 building space
1/7/17 discovered pervasive Z misalignment through level 2 and up that may aggravate problems, described quick check process using console
1/9/17 found Skyrim room boundary/portal tutorial on creationkit.com that would cull objects, but needs to be applied as mod. Outlined steps needed.
1/9/17 depending on success, may abandon in-game vault 88 build in lieu of creating 'Vault 201' mod.. or may make mod regardless
After lots of goofing around with the current constructed vault and some heavy, heavy research I have a game plan to try a more permanent fix; it will involve making a custom mod for my own vault.
I discovered this process: http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Optimization#Room_Markers_and_Portals
I'm going to give this a shot and see how it shakes out.
Step 1: finish realigning and reconnecting the gym room, possibly reconfigure the shower and storage room to better 'square' things (important later)
Step 2: Note the XYZ and angles on a few of the corner connecting pieces and the doorways
Step 3: In CK, drop a couple of the constructables and manually edit for XYZ/Angle so they're in exactly the same place as in the in-game constructed room
Step 4: (If possible, since the directions I found are for Skyrim) create a room bound with edges that fit inside the gym room pieces
Step 5: Create portals that fit the gym room doors and window
Step 6: Remove the dropped constructable pieces, leaving the room boundary and portals
Step 7: Load the game with the new mod and see if the boundary works properly.
As noted in step 1, I may have to reconfigure the shower and storage rooms to make things more squared off... the back of the gym wall under those rooms is, or was, the storage room for the weapons shop, but it's been ripped out already to help realignment so redoing that will just be some mental architecture (it was a little large as it was, had trouble dressing it out without repetition). If I rearrange enough things properly then I can get the entryways to the gym all 'sideways', so the modded portals aren't still looking far down that hallway.
The other option is to simply drop Vault 88 Mega Build and start working on something else, remembering the issues and techniques found. Already started playing with the CK and created 'Mod01Vault201'... which is just a room with a teleporting door, where I stuck the 'other end' to the inside of the wall in Covenant for testing. I'm new to modmaking but hopefully should pick it up quickly. Without the constraints in the vault 88 area things could get amazing, and the room boundary and separate cell techniques will prevent performance issues like discovered here, mainly by properly using what's available. I'm actually surprised Bethesda didn't foresee that long hallway being a problem...
Since any decent mod has to have a backstory, I'm thinking Vault 201 is a vault without a door... that vault-tec was on the very edge of developing relay technology and it's actually their work that was discovered by the institute and modified for their own purposes. VT's relay never actually worked, but they were 98% of the way there and it's all machine configuration, that we handily know about once the Institute has been reached. Where the prototype will be, i.e. the little 'transporter room' that shoots you into Vault 201's transporter room, I don't know yet, but it's a handy-dandy way to get around having to add another vault door. How VT created vault 201 without external access... that's a story lost to time and data corruption
A WORKAROUND HAS BEEN IDENTIFIED.
Object fade distance must be set as low as possible. Thankfully this is one of the display settings that can be changed 'on the fly'. Previous attempts at object fade distance manipulations were reductions and not 'eliminations', which is probably why they didn't work.
Misaligned vault parts can still glitch out, but not entire screens worth of objects.
Leading up to this I had attempted Monte's 'light remover' mod, which had no effect on the problem; I then removed the entirety of the gym and hydroponics section walls/lights (ineffective), every constructed/scrappable light on that end of the vault (no effect), removed the free paths down flag hall by installing a door and removing the window (no effect), started removing everything that clipped into native objects (nada), and remembered that I'd used the console setpos command to align the planters in hydroponics and removed those (nothing).
This strengthens my theory that this is a problem with culling, or occlusion... that the game is not properly "disregarding" object info for items that are not visible in the viewing frustrum, and overloading itself, perhaps not getting through processing before the frame is drawn, leaving that missing item to be 'stuck' without textures, which causes the tearing. Misaligned parts might be more prone to this because, perhaps, the engine is trying to resolve the mesh for that object with the surrounding meshes and failing.
God, I wish FO4's engine was more open...
Testing will resume tomorrow on the newest saves, which should really start to push the engine again.
Reduced object fade distance appears to have eliminated the problem with the latest-greatest save.
I then proceeded to demonstrate that culling is essentially nonfunctional for constructed vault objects, using command TWF.
After checking a few spots, I realized I still had all the generators unhooked and all lighting is ambient, and promptly hung the game trying the SLB (ShowLightBoundary) command. Remaining effort tonight will be spent in the CK finding the FormID for an offending hanging 'cave' light that's no longer attached to it's missing fixture, figuring out which is the best ambient/default light killer is for V88, and brainstorming on how to reduce the load for each rendered vault object, because they're *all* rendering unless they're occluded by cave structure.
Wondering what it would take to include an occlusion plane *inside* a DLC vault wall or floor panel... or if that would make things even worse with extra processing time.
EDIT: Ended up poking around in the game again and discovered something that may be aggravating both the graphics issue AND myself, in that everything above the ground floor in the main atrium and beyond is misaligned +0.49 on Z axis. That would likely follow through to enough of the structure that honestly, it would be easier to start over from scratch. You all can probably see it for yourselves in the save file with a simple 'getpos z'.
The day's work was spent attempting some alignment tweaks in the current save, which culminated in an unsaved CTD. Oh well, good practice with a very important method unveiled;
The Z position of items that properly snap to the vault entry, 24.00. A whole number. Vault parts are 256.00 tall, a whole number as well.
If multifloor levels don't end up a Z 24.00, 280.00, 536.00, 792.00, 1048.00, then there's a vertical misalignment. Console, select part, 'getpos z' is all it takes to check.
Why is this critical? Because of the size of floors in the main room, the pervasiveness of Z snap errors, and the fact that it's likely you have an entire floor's worth of overlapping parts somewhere, floors 2-3 or up. All it takes is mis-aligning a middle floor, but getting an upper one right.
SO... in the interest of testing, I'm going to take the current, modded save and totally strip out all the decoration and lighting from misaligned areas, realign it, and do a partial restart. With it empty, the draw/triangle accounts should be much lower, and it'll give me a much easier time when trying to figure what parts of the floorplan need drastic changes. If I can introduce a solid wall or dogleg into Hall North, then I may be able to drop an occlusion plane into that using AOP command and cut *drastically* the number of rendered objects in that N/S viewing line. Really just need to play with that function first, because it could end up useful putting one in the back walls of the main atrium east side shops, since that's a pretty large uninterrupted plane.
This is an old game engine that has been pulled and stretched like silly-puddy and features grafted to it and it starting to reach the breaking point. So that in itself is a problem. Don't get me wrong, its a great engine to build things in. But if you are adding to many things to a single interior cell you are going to have these issues. You need to break the vault into separate sections or you are going to have to live with all the visual mess. That is just how it is done, and how it always will be done. Limits of the CK and the Creation Engine.
GetBudgetCounts on the current build:
Draws: 51790
Triangles: 17625361
Without some manner of occlusion culling, there are spots where enough is being rendered that the engine just can't do everything to complete the next frame in time. That back corner of the gym is the third level, and with the angle there it's possible that the center of the viewing frustum is reaching out ~36 squares, down the stairwell to the bottom of Hall North, ~9216 units out, or exactly two and a quarter 'normal' cell-widths. Check out the wireframe screenshot added to illustrate the complexity, it's so dense it looks like a solid render in places.
EDIT: Long story short, this isn't a mod. This is Bethesda's Vault-Tec Workshop DLC with *no* mods.
I'm literally at the end of my wits on this one. Tried all the ambient occlusion settings, reduced the item and object draw distances, turned bokeh off/on, even started to completely scrap the gym area (and earned several CTDs in the process).
The actual views, if culled/occluded properly, are really quite bare. But, there is a *lot* going on behind the immediate object draws...
Also, what tool did you use to make your vault map?
Of note is probably 98% of the lighting in V88MB consists of either the base game hanging bulbs or base industrial cage lights, specifically because they cast the best light with the fewest objects. There are some spots and 'hi-tec' wall lamps around from Contraptions, but actual vault DLC lighting is minimal... just a handful of them anywhere, can't stand the lighting values.
The map is, believe it or not, Trimble SketchUp. Made baseline objects to fit within an 8'x8'x8' cube, combined some, changed the colors, and then copy/paste/snapped my way to a 3D vault map. That's only the lowest floors, btw... main hall is 6 levels, there's several unrepresented levels back in the industrial section, and the massive built-around rooms in the pump room cover the pump and provide reactor space. I think that's all in this save... can't remember.
Great youtube work, by the way. Always enjoyable.
It's still a workaround because I'd likely turn it back up if I left the vault, but since it's changeable on the fly through the display settings menu it's not all that horrible. Still need to test with the new/modded/more firmly packed save files, but I'm hopeful.
In my head it helps confirm the theory that it's an object culling issue, that the game isn't really disregarding draws or other processing for objects that aren't in view and is basically overloading itself with working out data for 'useless' objects... and the worst areas are where, were the vault not built up, you could see the furthest. Since there's no cubic inch left unturned in mine, it was just *bad*.
Used Settlement Object Expansion Mod and build large structures using the Institute Items of SOE at Starlight and Spectacle.
GTX 980ti and Core i7
My solution: ignore the bug
next homebase build at Starlight...
and last one at Spectacle Island...
Now started new game.
Hope someone find a solution
NOTE: Do a quicksave before removing the objects and you can restore the game right after, the issue only occurs for me when these kinds of items are removed.
To correct this issue I found No More Disappearing Act (http://www.nexusmods.com/fallout4/mods/13294/?) to be extremely effective. This prevents the pre-culling issue and allowed me to remove these items without the hall of mirror effect. You may still have some glitches where the FPS drops but overall the fix provided the by that mod was fantastic.
I am currently working on my own massive vault build (have all areas connected and have almost 30 settlers) and have not run into this issue in my own game. That said, this time around I did NOT use anything like spring cleaning to scrap stuff in the vault, instead I created my own issues by using the scrapall command from the console (Dont do this LOL it DOES break stuff).
Anyway just thought I would throw my 2 cents on the pile and offer the other possible mod as a solution to your issue. Hope it helps. Happy Building .
Unfortunately No More Disappearing Act is apparently only for exterior cells. But, I might take a poke at it's code to get some idea of how it does what it does. I've tried the tpc command to toggle pre-culling and without pre-culling the vault goes *nuts*, half the objects in front of me disappear, etc.
but the pre-culling effect when cleaned too much, is different from that problem here
This is what i am running your save on
a sabertooth fx 990 r2
12 gigs of ram
a amd 8350 8 core over clocked to a 4.5
2 amd radeon hd 7770 in crossfire that gives me 4 gigs of ddr5 video ram
and the game is set on high
and when i was walking around i was getting for 35 to 60 fps
but in them 2 spots i was getting 15 to 20 fps i did not get what you where showing in the photos i even walked out side as much as i could
and the only mod im running for Performance is trashday http://www.nexusmods.com/fallout4/mods/15954/? i dont like the trash all over and thats why i have it
You say you have the one mod for performance, have you changed out any textures or decal packages? Any environmental mods?
Did trashday remove items from your vault that were otherwise unscrappable? I picked mine clean before I started, but maybe the mod removed some invisibles... I'll mark it up on 'the list' of things to try later.
what windows are you running im running 7 and i just saw this and i have mine in window mod so i can go from one screen to the other in game something you may want to try https://www.reddit.com/r/fo4/comments/3s9fap/borderless_window_mode_screen_tear_fix/ idk if it will help you or not
(these are *not* being added to the downloadable save, internal testing notes only)
(20170104)
First and foremost, this survived a massive upgrade to my GPU (described elsewhere).
Ambient occlusion settings had no effect.
Bokeh, no effect.
Draw distances, no effect.
The original settings were slightly above 'low' and the latest testing is in ultra, no difference other than frame rate (expected).
Added a mod to disable interior fog after noticing "smoke" curling around in some of the draw errors... no change.
Ambient light mods did nothing. Removing all the main hall default lamps (the hanging ones) changed nothing as well.
Scrapping the glitching parts, and the rest of those walls, had some effect but it was still present. There were several CTDs during scrapping tests.
This save file predates all these efforts, so it's not 'contaminated'.
(20170105)
Last thing I tried last night appeared to have made some impact but not much, and I didn't have time to seriously test.
First, I stripped the game of all the console-spawned objects (statue, showers, mirrors, etc) via disable/markfordelete, removed all the Vault DLC lighting (remembering there were some CTD issues with those in the past, which is why there aren't many) and started stripping lights from overdone areas. Then I saved and quit to menu, reloaded... still have the issue, *maybe* reduced, but that could just have been psychological.
Second... started easing into the gym room from the hallways and noticed there's a small but pervasive misalignment in parts, small enough that it's difficult to tell where the start is, but not difficult to tell (and know, from past effort) that it may actually involve half of this wing of the hall. I know misalignments can invoke mesh calculation errors, with settlers treating doorways and 'broken' floor connections as walls, but culling errors? Sure, why not. That's the next focus later, ridding the old save of misalignments in the gym and finding them elsewhere, and seeing if it correlates to the latest save files.
It's definitely beyond the stock triangle/draw limits.