When you do a bug report, please post the Fallout4Upscaler.log to pastebin, or use spoiler tag. It should be located X:\Documents\My Games\Fallout4\F4SE\Fallout4Upscaler.log And if there's crash log, post it as well. Remember to update UpscalerBasePlugin when updating to v1.0.1.
Players using many other mods (like visual overhalls) can cause their resources to be a little tied down. DLSS can help with the framerate to make it a little smoother, albeit still technically running at the regular framerate (think of it as a virtual boost in framerate).
For buffout users, anyone else getting a kernelbase crash log from buffout while using upscaler dlss mod, just rename the upscalerbaseplugin folder to that, for whatever reason mine had extra numbers added onto the end with the manual install and I guess that broke it, removed that and it fixed the entire thing for me.
I am an idiot and know nothing about modding but after 2 hours of research and a few hours of gameplay after that, this confirmingly fixed it for me. This was for vr as well.
For any DXVK/Linux users, since FSR2 and DLSS have a native dx11 implementation with this mod, DXVK is compatible with these two upscalers. Since XeSS uses a hybrid DX11/DX12 solution, DXVK is not compatible with that.
For Windows users with an AMD or Intel card, unless you really need that extra 5-10fps in the Boston area, XeSS in terms of visual quality is so much better than FSR2 that it is worth forgoing DXVK. While both upscalers' native AA is better than the in-game AA, XeSS is visually on such a higher level compared to FSR2 with this game.
Just got back to fallout 4 after many years away, thank god I can finally get rid of TAA! I'm just using this for DLAA with enb and it makes the game so much more crisp.
more people care about money than their own little community lol, even if they did put in the effort to make the mods in question, its still a shitty move so hold updated versions of the mod behind a paywall.
but it does not increase the fps XD. It's called "Fluid motion" for a reason... because... it falsifies the feeling of fps... NVIDIA, on the other hand, does give us between 33% and 50% more performance with the real Frame Generator. Why do I specify it? Because AMD's Fluid Motion only increases input lag and nothing more. And well, NVIDIA's Frame Generator (which really increases performance) doesn't cost 5 million dollars... with the RTX 4060, it only costs 300 dollars.
There are two different frame generation methods from AMD.
Fluid motion frames is generated outside of the engine and takes nothing into account except what is on the screen. Fluid motion frames works well enough to be an improvement in many cases. If your base FPS is already too low it won't improve things though, which is a general rule of thumb with frame generation anyway. Fluid motion frames works best when camera movement is slow, because the more change is on the screen the lower is the performance, so in a fast-paced game you won't generate a lot of additional frames.
Then there is FSR 3 frame generation, which is generated inside the engine. FSR 3 frame generation takes motion vectors into account and has HUD functions implemented that treat HUD differently when used to gain more performance. FSR 3 frame generation works with the same performance regardless of change on the screen, so it also works well in fast-paced games.
Another difference between the two is that fluid motion frames can be used on almost every dx11 and dx12 game via the driver, while FSR 3 frame generation needs to be implemented into the game. Although there are possibilities to mod a FSR 2 implementation into FSR 3 with frame generation, and it will work decently enough, but it will operate with missing data, so not optimal.
You can even use FSR 3 frame generation and fluid motion frames at the same time, I tried it. And they both generate frames, but if FSR 3 frame generation is already working that's just a waste.
They are both "real frame generation" but the performance of fluid motion frames is limited by how it was made, basically compatibility reasons.
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It should be located X:\Documents\My Games\Fallout4\F4SE\Fallout4Upscaler.log
And if there's crash log, post it as well.
Remember to update UpscalerBasePlugin when updating to v1.0.1.
Ruined me 30m of my life to figure out that this mod is behind paywall
I am an idiot and know nothing about modding but after 2 hours of research and a few hours of gameplay after that, this confirmingly fixed it for me.
This was for vr as well.
For Windows users with an AMD or Intel card, unless you really need that extra 5-10fps in the Boston area, XeSS in terms of visual quality is so much better than FSR2 that it is worth forgoing DXVK. While both upscalers' native AA is better than the in-game AA, XeSS is visually on such a higher level compared to FSR2 with this game.
Theres already a next gen version on this guys patreon. with built in DRM.
If he spent as much time on the mod as he did the DRM we'd have it public by now
Or is it not because it's not advertised here?
Why do I specify it? Because AMD's Fluid Motion only increases input lag and nothing more. And well, NVIDIA's Frame Generator (which really increases performance) doesn't cost 5 million dollars... with the RTX 4060, it only costs 300 dollars.
Fluid motion frames is generated outside of the engine and takes nothing into account except what is on the screen.
Fluid motion frames works well enough to be an improvement in many cases.
If your base FPS is already too low it won't improve things though, which is a general rule of thumb with frame generation anyway.
Fluid motion frames works best when camera movement is slow, because the more change is on the screen the lower is the performance, so in a fast-paced game you won't generate a lot of additional frames.
Then there is FSR 3 frame generation, which is generated inside the engine.
FSR 3 frame generation takes motion vectors into account and has HUD functions implemented that treat HUD differently when used to gain more performance.
FSR 3 frame generation works with the same performance regardless of change on the screen, so it also works well in fast-paced games.
Another difference between the two is that fluid motion frames can be used on almost every dx11 and dx12 game via the driver, while FSR 3 frame generation needs to be implemented into the game.
Although there are possibilities to mod a FSR 2 implementation into FSR 3 with frame generation, and it will work decently enough, but it will operate with missing data, so not optimal.
You can even use FSR 3 frame generation and fluid motion frames at the same time, I tried it.
And they both generate frames, but if FSR 3 frame generation is already working that's just a waste.
They are both "real frame generation" but the performance of fluid motion frames is limited by how it was made, basically compatibility reasons.