About this mod
Performance alteration for exterior cells by using Occlusion Planes and Boxes instead of Pre Vis and Pre Combination.
- Requirements
- Permissions and credits
- Changelogs
The purpose of occlusion culling is to find geometry that has zero effect on the final render buffer because it is behind other geometry, and eliminate that geometry as early in the render process as possible to reduce wasted CPU and GPU time.
Preface
Optimized Occlusion Planes and Boxes uses occlusion culling and disables Pre Vis and Pre Combination to render. Occlusion planes and boxes are added where ever possible to skip objects not required to be rendered.
All the objects formerly precombined can now be used and interacted with.
As of version 010, this seems to work as expected, so proof of concept worked as expected.
Due to the amount of work to SCOL the rest of the clutter and decoration this project is still considered a Proof Of Concept. Expect certain areas to cast additional load on your system due to increase in draw calls due to missing optimization in regard to missing SCOLs.
Overview
- Affects Exterior Cells
- Alters PreVis
⠀- Blanks PreVis Files Timestamp (VISI)
⠀- Blanks PreVis Reference Index (XPRI)
- Alters PreCombination
⠀- Blanks PreCombined Files Timestamp (PCMB)
⠀- Blanks Combined Reference Index (XCRI)
- Unflags static objects: "[Placed Object]" to "Placed Object" which in turn allows any modder to alter any object without fearing to break anything now you can truely mod the game ;)
- Affects performance
⠀- Occlusion Markers have been and more will be added since these increase performance almost close and sometimes better than PreVis and PreCombination
⠀- SCOLs will be added later for the Skyscrapers in downtown Boston this will increase rendering even more, since a SCOL reduces object count/draw calls (!), if your curious, go into the CK and search for "BIGBILDING" its an unused SCOL super building structure and this is what should have been used from the beginning.
- Disables most micro stuttering due to new/old rendering method
This mod also disables the Data\Textures\Shared\Cubemaps\mipblur_DefaultOutside1.dds file by default, to allow puddles to reflect sunlight much better. Just like Nuka-World does it right.
Installation
This mod can be in-/unstalled anytime but it is recommended to start a new game with minimal load order since its in active development.
This mod affects Pre Combined meshes and/or Pre Vis data.
Load absolutely last!
Compatibility
This mod works with both, the Old- and Next-Gen Update.
Load order:
▲ Higher
► Base
▼ Lower
▲ Unofficial Fallout 4 Patch - UFO4P by Arthmoor is fully patched and must be loaded before
► ... any other mod
► Optimized Occlusion Planes and Boxes: Main File
▼ Optimized Occlusion Planes and Boxes: CC / NG File
- PRP will not work and is not required since the engine will only use one type of rendering at a time afaik, use only file at a time.
For other third party mods please ask the author of the mod of interest.
NOTE: Mods which alter Exterior Cell Header require a patch. This mod also contains ALL exterior cell references and thus some ITM (idential to master records) are present on purpose.
Credits
- Bethesda
- FO4Edit Team, for their invaluable tool - at this point without it, this mod would not be possible THANK YOU SO MUCH!
- Nexus Community
References | Interesting to read
Concerning the new system:
- https://geckwiki.com/index.php/Occlusion_Culling
- https://geckwiki.com/index.php/Bethsoft_Tutorial_Static_Collections
- https://forums.nexusmods.com/topic/4137380-occlusion-planesvolumes-where-are-they-at/
- https://www.reddit.com/r/skyrimmods/comments/4f6fdb/questions_about_occlusion_planeboxes_culling_and/
Concerning the old system:
- Boston FPS Fix - aka BostonDT PreVis-PreCombine | https://www.nexusmods.com/fallout4/mods/26286
- Previsibines Repair Pack Stable Branch - PRP | https://www.nexusmods.com/fallout4/mods/46403
- Understanding Precombined and Previs | https://www.nexusmods.com/fallout4/articles/3202
- Rebuilding Precombines and Previs - a working article and guide | https://www.nexusmods.com/fallout4/articles/4067
- https://simsettlements.com/site/index.php?threads/scrapping-mods-and-performance-issues.6992