Fallout 4
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It's a fix for crashes in 3DMigoto with this game, not a 3D fix in itself - that will come from Mike, DHR and Helifax (I don't even own the game).
It's a fix for crashes in 3DMigoto with this game, not a 3D fix in itself - that will come from Mike, DHR and Helifax (I don't even own the game).

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 11/16/2015 05:26 AM   
[quote="DarkStarSword"]It's a fix for crashes in 3DMigoto with this game, not a 3D fix in itself - that will come from Mike, DHR and Helifax (I don't even own the game).[/quote] Mostly Mike and DHR;) I stopped working on this since they are on top the situation there;)) Just wanted to correct this;)
DarkStarSword said:It's a fix for crashes in 3DMigoto with this game, not a 3D fix in itself - that will come from Mike, DHR and Helifax (I don't even own the game).


Mostly Mike and DHR;) I stopped working on this since they are on top the situation there;))
Just wanted to correct this;)

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Posted 11/16/2015 10:14 AM   
Also, correct me if I'm mistaken, but the mystery shader problem was because the game was using Compute Shaders, and we turned those off with the .ini setting, and so now I don't need to hunt this problem? The Decompiler exceptions in the log are all Domain Shaders for tesselation purposes, and not likely to be useful for the fix, so I've also not been digging into those. 1.2.9 also includes DarkStarSwords fix for the texture exceptions, which were compressed textures being read past the end of the buffer, so there should be no more exceptions for the texture management part. Sorry I was unable to be of any help here, never had the game crash. Luck of the draw. If there is something you need me to look at please let me know, otherwise I leave it up to you.
Also, correct me if I'm mistaken, but the mystery shader problem was because the game was using Compute Shaders, and we turned those off with the .ini setting, and so now I don't need to hunt this problem?

The Decompiler exceptions in the log are all Domain Shaders for tesselation purposes, and not likely to be useful for the fix, so I've also not been digging into those.

1.2.9 also includes DarkStarSwords fix for the texture exceptions, which were compressed textures being read past the end of the buffer, so there should be no more exceptions for the texture management part.

Sorry I was unable to be of any help here, never had the game crash. Luck of the draw. If there is something you need me to look at please let me know, otherwise I leave it up to you.

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Latest 3Dmigoto Release
Bo3b's School for ShaderHackers

Posted 11/16/2015 10:21 AM   
[quote="mindw0rk"][quote="DarkStarSword"]https://github.com/bo3b/3Dmigoto/releases/tag/1.2.9 [/quote] Installed it to game directory but it didnt fix 3D issues. Do I miss something or its not a fix?[/quote] This is the tool to fix the game, not including the fixed files, this is still in progress.
mindw0rk said:
DarkStarSword said:https://github.com/bo3b/3Dmigoto/releases/tag/1.2.9


Installed it to game directory but it didnt fix 3D issues. Do I miss something or its not a fix?


This is the tool to fix the game, not including the fixed files, this is still in progress.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 11/16/2015 05:00 PM   
[quote="mindw0rk"][quote="DarkStarSword"]https://github.com/bo3b/3Dmigoto/releases/tag/1.2.9 [/quote] Installed it to game directory but it didnt fix 3D issues. Do I miss something or its not a fix?[/quote] Tell me you trolling - you didn`t do that mate :)
mindw0rk said:
DarkStarSword said:https://github.com/bo3b/3Dmigoto/releases/tag/1.2.9


Installed it to game directory but it didnt fix 3D issues. Do I miss something or its not a fix?

Tell me you trolling - you didn`t do that mate :)
[quote="MoonQuake"]Good job guys! BTW if we can be of any help, any grunt work, like just running around in the game and spot textures/effects that are at the wrong depth, feel free to ask! I'd gladly help! (given instruction on how to identify shaders :)) Note: I played the game for a good 8 hours without any glitch or crash. Seems like a stable setup I have. If this can help iron out some bugs that we don't know if they're from the game or the 3D fix, I can test out bugs too.[/quote] Thanks for the offer of testing. That would help a lot, as I have only just emerged from the Vault, so not seen much of anything yet. That being said, all lights and shadows are good, water is good, puddle reflections are good, rain effects etc. There is an issue with GodRays whereby some visual artifacts are present, even if there are no GodRays visible e.g. they might be outside behind a door or a wall. This is mostly ignorable. The main and most important thing is the HUD, which is really difficult to sort out - so many things are affected by the same shaders, including objects in the game world. When looking at inventory, loads of things are at completely different depths, not just 2D for example. VATS is hard to use when the overlay is at screen depth, and that's a problem for me as I like using VATS. I don't have the Power Armour yet but apparently the HUD in that is extensive. I can put things at a low depth in screen, which helps a bit, and perhaps for VATS I can find a way to lower depth and convergence when it's active (since the game "flattens" the view anyway). I'll put up an alpha fix tonight (am at work right now).
MoonQuake said:Good job guys!

BTW if we can be of any help, any grunt work, like just running around in the game and spot textures/effects that are at the wrong depth, feel free to ask! I'd gladly help! (given instruction on how to identify shaders :))

Note: I played the game for a good 8 hours without any glitch or crash. Seems like a stable setup I have. If this can help iron out some bugs that we don't know if they're from the game or the 3D fix, I can test out bugs too.

Thanks for the offer of testing. That would help a lot, as I have only just emerged from the Vault, so not seen much of anything yet. That being said, all lights and shadows are good, water is good, puddle reflections are good, rain effects etc.

There is an issue with GodRays whereby some visual artifacts are present, even if there are no GodRays visible e.g. they might be outside behind a door or a wall. This is mostly ignorable.

The main and most important thing is the HUD, which is really difficult to sort out - so many things are affected by the same shaders, including objects in the game world. When looking at inventory, loads of things are at completely different depths, not just 2D for example. VATS is hard to use when the overlay is at screen depth, and that's a problem for me as I like using VATS. I don't have the Power Armour yet but apparently the HUD in that is extensive. I can put things at a low depth in screen, which helps a bit, and perhaps for VATS I can find a way to lower depth and convergence when it's active (since the game "flattens" the view anyway).

I'll put up an alpha fix tonight (am at work right now).

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 11/16/2015 07:45 PM   
mike...yesterday i look the HUD for a few hours and is very difficult...i have to say is the most difficut HUD i ever see in a game. If only we have more textures per shader (right now is one on one) we can do something....also that the same shaders are related to some object in the world, make this more difficult. I found the best solution to disable the crosshair and objective icons (in-game options), leave untouch any HUD elements....this will be the rest at screen depth (** except for some models in the workshop). Add a convergence override for aiming (RMOUSE and LEFT TRIGGER).
mike...yesterday i look the HUD for a few hours and is very difficult...i have to say is the most difficut HUD i ever see in a game. If only we have more textures per shader (right now is one on one) we can do something....also that the same shaders are related to some object in the world, make this more difficult.

I found the best solution to disable the crosshair and objective icons (in-game options), leave untouch any HUD elements....this will be the rest at screen depth (** except for some models in the workshop). Add a convergence override for aiming (RMOUSE and LEFT TRIGGER).

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 11/16/2015 07:56 PM   
[quote="DHR"]mike...yesterday i look the HUD for a few hours and is very difficult...i have to say is the most difficut HUD i ever see in a game. If only we have more textures per shader (right now is one on one), we can do something....also that the same shaders are related to some object in the world, make this more difficult. I found the best solution to disable the crosshair and objective icons (in-game options), leave untouch any HUD elements....this will be the rest at screen depth (** except for some models in the workshop). Add a convergence override for aiming (RMOUSE and LEFT TRIGGER).[/quote] Yeah I disabled the crosshair and markers as well. Do you know how to change convergence/separation when a particular texture is active with 3DMigoto? I don't know if 3DMigoto has that feature, the helix wrapper does and it helps in particular cases like cut scenes etc. This would be good for VATS. Otherwise I can provide a toggle key.
DHR said:mike...yesterday i look the HUD for a few hours and is very difficult...i have to say is the most difficut HUD i ever see in a game. If only we have more textures per shader (right now is one on one), we can do something....also that the same shaders are related to some object in the world, make this more difficult.

I found the best solution to disable the crosshair and objective icons (in-game options), leave untouch any HUD elements....this will be the rest at screen depth (** except for some models in the workshop). Add a convergence override for aiming (RMOUSE and LEFT TRIGGER).

Yeah I disabled the crosshair and markers as well. Do you know how to change convergence/separation when a particular texture is active with 3DMigoto? I don't know if 3DMigoto has that feature, the helix wrapper does and it helps in particular cases like cut scenes etc. This would be good for VATS. Otherwise I can provide a toggle key.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 11/16/2015 08:00 PM   
Is not supported at the moment.....DarkStarSword says he will add in the future. And yes...a toggle is the best solution right now. Another option is when you use VATS, maintains Left trigger pressed.
Is not supported at the moment.....DarkStarSword says he will add in the future.
And yes...a toggle is the best solution right now.

Another option is when you use VATS, maintains Left trigger pressed.

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 11/16/2015 08:08 PM   
I'm looking some mods to download better textures (this game have really low textures), and found this: Lowering Weapons: guns are a little low, so this benefits 3D....in case someone want to install. [url]http://www.nexusmods.com/fallout4/mods/522/?[/url]
I'm looking some mods to download better textures (this game have really low textures), and found this:

Lowering Weapons: guns are a little low, so this benefits 3D....in case someone want to install.
http://www.nexusmods.com/fallout4/mods/522/?

MY WEB

Helix Mod - Making 3D Better

My 3D Screenshot Gallery

Like my fixes? you can donate to Paypal: dhr.donation@gmail.com

Posted 11/16/2015 08:53 PM   
[quote="mike_ar69"] Thanks for the offer of testing. That would help a lot, as I have only just emerged from the Vault, so not seen much of anything yet. That being said, all lights and shadows are good, water is good, puddle reflections are good, rain effects etc[/quote] I'd offer to send you a save with power armor outside the vault but I hope you get to play the game enough to find it on your own :-) I know FoNV had an issue with iron sights where you couldn't aim with them because your character holds the gun between your eyes. Not a big issue when VATS works, but when VATS doesn't work maybe a Melee build would be needed.
mike_ar69 said:
Thanks for the offer of testing. That would help a lot, as I have only just emerged from the Vault, so not seen much of anything yet. That being said, all lights and shadows are good, water is good, puddle reflections are good, rain effects etc


I'd offer to send you a save with power armor outside the vault but I hope you get to play the game enough to find it on your own :-)

I know FoNV had an issue with iron sights where you couldn't aim with them because your character holds the gun between your eyes. Not a big issue when VATS works, but when VATS doesn't work maybe a Melee build would be needed.

Posted 11/16/2015 11:58 PM   
[quote="DHR"]mike...yesterday i look the HUD for a few hours and is very difficult...i have to say is the most difficut HUD i ever see in a game. If only we have more textures per shader (right now is one on one), we can do something....[/quote]If you are finding that a single texture is responsible for multiple things (this happens in FC4 which uses a large texture containing all the icons in the HUD in a grid), you might need to add filtering based on the texture coordinates. This will only work if the textures are always the same (which is the case in FC4, but was not the case for font textures in Lichdom). You can use trial and error to work out the coordinates, but if you're off you might include an extra texture by accident. You can use frame analysis to dump out the texture and guess which four pixels make up the bounding box of the HUD element of interest to try to be more exact (then divide them by the width as the texture coordinate will be in the range 0.0 - 1.0)... Eventually I want to use frame analysis to dump out the vertex and index buffers to look this up exactly, but currently it dumps out too much data and not enough information to know which values are the right ones. [quote]also that the same shaders are related to some object in the world, make this more difficult.[/quote]Have you had a chance to try render target size filtering for this? [quote]Do you know how to change convergence/separation when a particular texture is active with 3DMigoto? I don't know if 3DMigoto has that feature, the helix wrapper does and it helps in particular cases like cut scenes etc. This would be good for VATS. Otherwise I can provide a toggle key.[/quote]It's been on my TODO list for a while, but it's a little tricky as I want it to use the same override code that the key bindings do (e.g. so that if both are overriding the convergence simultaneously they work with each other), but it's a little more complicated due to the way the end trigger needs to work and that it needs to also fit in with the shaderoverride/textureoverride code, which works a little differently. I'll bump it up on my priority list, but it might take a while to get working.
DHR said:mike...yesterday i look the HUD for a few hours and is very difficult...i have to say is the most difficut HUD i ever see in a game. If only we have more textures per shader (right now is one on one), we can do something....
If you are finding that a single texture is responsible for multiple things (this happens in FC4 which uses a large texture containing all the icons in the HUD in a grid), you might need to add filtering based on the texture coordinates. This will only work if the textures are always the same (which is the case in FC4, but was not the case for font textures in Lichdom). You can use trial and error to work out the coordinates, but if you're off you might include an extra texture by accident. You can use frame analysis to dump out the texture and guess which four pixels make up the bounding box of the HUD element of interest to try to be more exact (then divide them by the width as the texture coordinate will be in the range 0.0 - 1.0)... Eventually I want to use frame analysis to dump out the vertex and index buffers to look this up exactly, but currently it dumps out too much data and not enough information to know which values are the right ones.

also that the same shaders are related to some object in the world, make this more difficult.
Have you had a chance to try render target size filtering for this?

Do you know how to change convergence/separation when a particular texture is active with 3DMigoto? I don't know if 3DMigoto has that feature, the helix wrapper does and it helps in particular cases like cut scenes etc. This would be good for VATS. Otherwise I can provide a toggle key.
It's been on my TODO list for a while, but it's a little tricky as I want it to use the same override code that the key bindings do (e.g. so that if both are overriding the convergence simultaneously they work with each other), but it's a little more complicated due to the way the end trigger needs to work and that it needs to also fit in with the shaderoverride/textureoverride code, which works a little differently.

I'll bump it up on my priority list, but it might take a while to get working.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 11/17/2015 12:34 AM   
[quote][quote]also that the same shaders are related to some object in the world, make this more difficult.[/quote]Have you had a chance to try render target size filtering for this?[/quote] If render target size filtering doesn't work, try depth buffer filtering: [code] [ShaderOverrideHUD] Hash = ... depth_filter = depth_inactive [/code] Only this simple form is supported at present, which will switch to the original shader when the depth buffer is active (actually bound - I've been meaning to add a way to check if it is bound but disabled, read-only or write-only). Let me know if you need something more advanced to make a decision in the shader itself (it's on my TODO list). If that doesn't work, try partner shader filtering on the pixel shader (there are several ways to achieve this now - this is the most flexible way as of 3DMigoto 1.2.5+): [code] [ShaderOverrideHUDPixelShader] Hash = .... y = 1 post y = 0 [/code] Then IniParams.Load(0).y will be 1 while that pixel shader is active and 0 at all other times. If that doesn't work, use frame analysis and find a shader that is only used either early while drawing the HUD, or late while drawing the post-processed effects (you want to find a trigger from after any cases where the shader you are trying to adjust was used to draw something in the world, and before it is used to draw the HUD. You might even be able to get away with something early in the post-processing stage), then do this: [code] [Present] z = 0 [ShaderOverrideBeginningToDrawHUD] Hash = ... z = 1 [/code] Then IniParams.Load(0).z will be 1 while the HUD is being drawn.
also that the same shaders are related to some object in the world, make this more difficult.
Have you had a chance to try render target size filtering for this?

If render target size filtering doesn't work, try depth buffer filtering:
[ShaderOverrideHUD]
Hash = ...
depth_filter = depth_inactive

Only this simple form is supported at present, which will switch to the original shader when the depth buffer is active (actually bound - I've been meaning to add a way to check if it is bound but disabled, read-only or write-only). Let me know if you need something more advanced to make a decision in the shader itself (it's on my TODO list).


If that doesn't work, try partner shader filtering on the pixel shader (there are several ways to achieve this now - this is the most flexible way as of 3DMigoto 1.2.5+):
[ShaderOverrideHUDPixelShader]
Hash = ....
y = 1
post y = 0

Then IniParams.Load(0).y will be 1 while that pixel shader is active and 0 at all other times.


If that doesn't work, use frame analysis and find a shader that is only used either early while drawing the HUD, or late while drawing the post-processed effects (you want to find a trigger from after any cases where the shader you are trying to adjust was used to draw something in the world, and before it is used to draw the HUD. You might even be able to get away with something early in the post-processing stage), then do this:
[Present]
z = 0

[ShaderOverrideBeginningToDrawHUD]
Hash = ...
z = 1

Then IniParams.Load(0).z will be 1 while the HUD is being drawn.

2x Geforce GTX 980 in SLI provided by NVIDIA, i7 6700K 4GHz CPU, Asus 27" VG278HE 144Hz 3D Monitor, BenQ W1070 3D Projector, 120" Elite Screens YardMaster 2, 32GB Corsair DDR4 3200MHz RAM, Samsung 850 EVO 500G SSD, 4x750GB HDD in RAID5, Gigabyte Z170X-Gaming 7 Motherboard, Corsair Obsidian 750D Airflow Edition Case, Corsair RM850i PSU, HTC Vive, Win 10 64bit

Alienware M17x R4 w/ built in 3D, Intel i7 3740QM, GTX 680m 2GB, 16GB DDR3 1600MHz RAM, Win7 64bit, 1TB SSD, 1TB HDD, 750GB HDD

Pre-release 3D fixes, shadertool.py and other goodies: http://github.com/DarkStarSword/3d-fixes
Support me on Patreon: https://www.patreon.com/DarkStarSword or PayPal: https://www.paypal.me/DarkStarSword

Posted 11/17/2015 01:10 AM   
[quote="DarkStarSword"][quote][quote]also that the same shaders are related to some object in the world, make this more difficult.[/quote]Have you had a chance to try render target size filtering for this?[/quote] If render target size filtering doesn't work, try depth buffer filtering: [code] [ShaderOverrideHUD] Hash = ... depth_filter = depth_inactive [/code] Only this simple form is supported at present, which will switch to the original shader when the depth buffer is active (actually bound - I've been meaning to add a way to check if it is bound but disabled, read-only or write-only). Let me know if you need something more advanced to make a decision in the shader itself (it's on my TODO list). If that doesn't work, try partner shader filtering on the pixel shader (there are several ways to achieve this now - this is the most flexible way as of 3DMigoto 1.2.5+): [code] [ShaderOverrideHUDPixelShader] Hash = .... y = 1 post y = 0 [/code] Then IniParams.Load(0).y will be 1 while that pixel shader is active and 0 at all other times. If that doesn't work, use frame analysis and find a shader that is only used either early while drawing the HUD, or late while drawing the post-processed effects (you want to find a trigger from after any cases where the shader you are trying to adjust was used to draw something in the world, and before it is used to draw the HUD. You might even be able to get away with something early in the post-processing stage), then do this: [code] [Present] z = 0 [ShaderOverrideBeginningToDrawHUD] Hash = ... z = 1 [/code] Then IniParams.Load(0).z will be 1 while the HUD is being drawn. [/quote] Great things to try out, thanks. For now I am putting out an alpha so people can find other rendering issues - I don't have any more time until the weekend to look at this for now.
DarkStarSword said:
also that the same shaders are related to some object in the world, make this more difficult.
Have you had a chance to try render target size filtering for this?

If render target size filtering doesn't work, try depth buffer filtering:
[ShaderOverrideHUD]
Hash = ...
depth_filter = depth_inactive

Only this simple form is supported at present, which will switch to the original shader when the depth buffer is active (actually bound - I've been meaning to add a way to check if it is bound but disabled, read-only or write-only). Let me know if you need something more advanced to make a decision in the shader itself (it's on my TODO list).


If that doesn't work, try partner shader filtering on the pixel shader (there are several ways to achieve this now - this is the most flexible way as of 3DMigoto 1.2.5+):
[ShaderOverrideHUDPixelShader]
Hash = ....
y = 1
post y = 0

Then IniParams.Load(0).y will be 1 while that pixel shader is active and 0 at all other times.


If that doesn't work, use frame analysis and find a shader that is only used either early while drawing the HUD, or late while drawing the post-processed effects (you want to find a trigger from after any cases where the shader you are trying to adjust was used to draw something in the world, and before it is used to draw the HUD. You might even be able to get away with something early in the post-processing stage), then do this:
[Present]
z = 0

[ShaderOverrideBeginningToDrawHUD]
Hash = ...
z = 1

Then IniParams.Load(0).z will be 1 while the HUD is being drawn.

Great things to try out, thanks. For now I am putting out an alpha so people can find other rendering issues - I don't have any more time until the weekend to look at this for now.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 11/17/2015 02:48 AM   
[color="green"][b]FALLOUT 4 ALPHA 0.1[/b][/color] [color="orange"][b]Details[/b][/color] Attached is an alpha release of the Fallout 4 fix which addresses: - shadows - lights - most reflections - water rendering - moon/stars/clouds etc - 2 presets (on the "p" key) for HUD depth (0, 0.15) - adds presets for now to make using the HUD a bit easier when in the Bench, or in VATS - Middle Mouse button makes separation 50% - Right Mouse button makes convergence 5 - convergence override on Right Mouse click aiming (5) - convergence toggle (on the "[" key) for first and third person views (28 and 40 respectively) [color="orange"][b]Known issues[/b][/color] - HUD is still not properly fixed - HUD often leaves artifacts on the screen - cycle the "p" key to get rid of this [color="orange"][b]Installation[/b][/color] 0. Start the game and setup your graphical preferences (low, medium, high etc), then close the game down 1. Download this version of 3DMigoto: https://github.com/bo3b/3Dmigoto/releases/tag/1.2.9 2. Extract the files into the Fallout4.exe directory 3. Extract the attached zip file in the Fallout4.exe directory 4. Open up the Fallout4Prefs.ini file found in "C:\Users\<username>\Documents\My Games\Fallout4" 5. Set the following - bComputeShaderDeferredTiledLighting=0 - bForceIgnoreSmoothness=0 - iPresentInterval=0 6. [i][b]Save the file and then set it to Readonly[/b][/i] 7. Open NVidia Control Panel and in the 3D Settings part, find Fallout 4 in the dropdown and set Vsync = ON 8. Play the game. It might take a minute to load first time. 9. REPORT BACK HERE ANY RENDERING ISSUES, WITH SCREENSHOTS AND SAVEGAMES 10. Have fun.
FALLOUT 4 ALPHA 0.1
Details
Attached is an alpha release of the Fallout 4 fix which addresses:
- shadows
- lights
- most reflections
- water rendering
- moon/stars/clouds etc
- 2 presets (on the "p" key) for HUD depth (0, 0.15)
- adds presets for now to make using the HUD a bit easier when in the Bench, or in VATS
- Middle Mouse button makes separation 50%
- Right Mouse button makes convergence 5
- convergence override on Right Mouse click aiming (5)
- convergence toggle (on the "[" key) for first and third person views (28 and 40 respectively)

Known issues
- HUD is still not properly fixed
- HUD often leaves artifacts on the screen - cycle the "p" key to get rid of this

Installation
0. Start the game and setup your graphical preferences (low, medium, high etc), then close the game down
1. Download this version of 3DMigoto:
https://github.com/bo3b/3Dmigoto/releases/tag/1.2.9
2. Extract the files into the Fallout4.exe directory
3. Extract the attached zip file in the Fallout4.exe directory
4. Open up the Fallout4Prefs.ini file found in "C:\Users\<username>\Documents\My Games\Fallout4"
5. Set the following
- bComputeShaderDeferredTiledLighting=0
- bForceIgnoreSmoothness=0
- iPresentInterval=0
6. Save the file and then set it to Readonly
7. Open NVidia Control Panel and in the 3D Settings part, find Fallout 4 in the dropdown and set Vsync = ON
8. Play the game. It might take a minute to load first time.
9. REPORT BACK HERE ANY RENDERING ISSUES, WITH SCREENSHOTS AND SAVEGAMES
10. Have fun.

Rig: Intel i7-8700K @4.7GHz, 16Gb Ram, SSD, GTX 1080Ti, Win10x64, Asus VG278

Posted 11/17/2015 03:07 AM   
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