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John
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I don't know if anyone else

I don't know if anyone else is having this problem but whenever I changed A's into B's in renderinfo.txt after launching the game it changes back into A's

Help?

jlf65
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renderinfo.txt is simply

renderinfo.txt is simply telling you what it finds. It's not a settings file - changing anything in it is futile. All changes to settings are done in the ini files that are in the documents\My Games\FalloutNV directory. Unless you're talking about enb settings, then those are set in the enblocal.ini file in the main game directory.

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If you run the default

If you run the default launcher it will reset everything, don't worry about changing that stuff.

John
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So I should ignore steps 6-7?

So I should ignore steps 6-7?

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John wrote:So I should ignore

John wrote:

So I should ignore steps 6-7?

I also didn't get why it's mentioned to change letters A's into B's at step 6, seems to serve no purpose.

Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!
Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X

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Updated 1st post with current

Updated 1st post with current instructions.

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CVB_Taihou wrote:

CVB_Taihou wrote:

It looks like an iNumHWThreads value can be set to 4(more than 2) if a CPU has more than two cores. Can anyone test it?

 

 


I can verify while using my quad core processor, I set my value at 4 and it works for me!

@Dead Sirious and @RoyBatty ...  Thank both of you gentlemen for all info on this thread!  I haven't tried messing with any of the experimental settings.. but after using the latest LAA Patch and all linked items (including the vorbis.dll's for audio) with the recommended settings works!  After the LAA Patch, I too, can use DefaultHeapInitialAllocMB=500 and ​ScrapHeapSizeMB=128 under my [Memory} setting created in the nvse_config.ini file.  I set my NVSR heap setting at 0 (Default).  I don't use ENB either, for those wanting to know.

CyberDanz The public junkie who LOVES Fallout!

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ScrapHeapSize is unused, you

ScrapHeapSize is unused, you can remove it.

I suggest a heap size of 420 instead, it's double vanilla.

mayoko
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RoyBatty wrote:

RoyBatty wrote:

 

If you run the default launcher it will reset everything, don't worry about changing that stuff.

Doesn't NVAC now have an option to load a shader package? I think it provides a sample shader, I was reading the changelogs a bit ago, the documentation wasn't 100% clear if I recall... It did sound like one could replace that sample with the one listed here and configure the option or place the file wherever it needed to go.

2. Let's hammer out this pre i5/i7 date range thing, this was a bit difficult for me to understand, because I've really only ever owned AMD because of budget constraints. I didn't know when each specifically entered the market.

So, the first i7 processor was released November 2008 ("Bloomfield") & the first i5 processor was released September 2009 (Lynnfield). There have been many revisions and releases, this goes for AMD. https://en.wikipedia.org/wiki/List_of_Intel_microprocessors https://en.wikipedia.org/wiki/List_of_AMD_Phenom_microprocessors

So if we're going by the first generation release dates for the Intel i5/i7, my AMD Phenom II X4 (HDX955WFK4DGM) which was released Q2 2010 qualifies for release "nvsr_newer_processors.7z"? (Hopefully this is the correct frame of time to help others decide, the links above will help you find the release date of your processor.)

Is step 1. still necissary, that is, to rename it to FalloutMO.exe? My game loads with the newest LAA patch, NVSE loads and MO seems to work correctly. I can't find the reasoning for renaming the game executable from places I may have read it in the past, Is it related to a version of Mod Organizer older than 1.3.11.0? Is it related to ENBs?

Sorry if I'm being a pain, I just want to nail this stuff down for my self and for future/current readers, otherwise, great guide. Thanks.

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I had an issue with using it

I had an issue with using it on an AMD as well, but my solution was easy - one exploded and the other didn't, so I used the settings that didn't explode.

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mayoko wrote:

mayoko wrote:

Is step 1. still necissary, that is, to rename it to FalloutMO.exe? My game loads with the newest LAA patch, NVSE loads and MO seems to work correctly. I can't find the reasoning for renaming the game executable from places I may have read it in the past, Is it related to a version of Mod Organizer older than 1.3.11.0? Is it related to ENBs?

No, that requirement was for the previous patcher. Just patch the game and call it from MO, or whatever, and you're good to go.

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GrantSP wrote:No, that

GrantSP wrote:

No, that requirement was for the previous patcher. Just patch the game and call it from MO, or whatever, and you're good to go.

Excellent! That explains why this information disappeared from places I had read it in the past, I was confused, hopefully the main post can be updated.

jlf65 wrote:

I had an issue with using it on an AMD as well, but my solution was easy - one exploded and the other didn't, so I used the settings that didn't explode.

I didn't notice a great deal of difference between the two, but it sounds like it mattered a great deal with your set up. I'm sure there is a difference, so I've made my selection based on my earlier reply, hopefully it helps someone.

Thanks for your great replies, I can cross a few things off my list of curiosities.

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Iffen I had to guess, I'd say

Iffen I had to guess, I'd say my processor was missing a feature used by the newer settings, seeing as they were made for a much newer processor.

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1st post updated to remove

1st post updated to remove the MO part.

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Hello friends,

Hello friends,

I believe the suggested change of:

1.) Search for Fallout New Vegas within the Profile Inspector. Set "Multi-display/mixed-GPU acceleration" to Single display performance mode. Finally set "Power Managment Mode" to Prefer maximum performance. Here's a visual example. http://i.imgur.com/6nYPWVX.png

Should be reconsidered, at least the portion relating to Single/Multi display modes. Apparently it only affects OpenGL games and New Vegas is DirectX and thusly unaffected.

Source: http://www.tweakguides.com/NVFORCE_7.html

Multi-display/Mixed-GPU Acceleration: This setting determines how OpenGL games and applications, which are not all that common, handle rendering when connected to multiple displays and/or if using two or more different types of Nvidia GPUs. This does not affect single or multiple displays running on single or multiple GPUs (SLI) under DirectX, which encompasses most games and the Windows Desktop. As such, the setting is largely irrelevant to most users. If you have a multiple display or mixed-GPU setup, and run OpenGL games or applications, then the available options to consider are Single Display Performance Mode, Multiple Display Performance Mode, and Compatibility Performance Mode. If you have only one display, or are having problems with the other modes, the Single Display Performance Mode option should be used. If you are using multiple displays then select the Multiple Display Performance Mode, but if you experience any issues with particular programs, select the Compatibility Performance Mode. It is recommended that Multi-Display/Mixed-GPU Acceleration be set to Single Display Performance mode on single display systems, and Multiple Display Performance Mode on multi-display systems, or simply left at its default of Multiple Display Performance Mode on all systems under Global Settings, as it has no impact in most cases.

 

Can be verified in the nVidia control panel via mouseover.

File Attachments: 

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Good catch.

Good catch.

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so, can we skip step one

so, can we skip step one (besides power management)?

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Are steps 6 & 7 actually

Are steps 6 & 7 actually worthwhile? Maybe it depends on the card. I have a GTX 1050 Ti SC and changing shaders makes zero difference. No better speed, no better looks, nothing that I can tell. Is it only for ENB users, maybe?

 

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Take screenshots from the

Take screenshots from the same position. I used the bridge crossing the Potomac, textures reveal more detail at distance. It is a small tweak that provides image quality without a performance hit.

 

NVAC is an anti-crash plugin for NVSE

www.nexusmods.com/newvegas/mods/53635/

If you run NVAC you can use his custom shader package. Shaderpackage%03i in the downloads section.

"Place in Data\Shaders, requires NVAC 7.4.0.0 or newer. Mashup of shaderpackage 18/19 and 16/17. Proof of concept."

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I'll pay a little more

I'll pay a little more attention to the far details... I also didn't realize he had his own shader package. I'll give that a whirl. In any case, my point was it just doesn't seem to be the night-n-day difference some people make it out to be. If you have to compare screenshots to note a difference, most people aren't going to bother.

EDIT: I tried that custom shader package... it made only ONE difference I could spot... it made interior shadows go through walls. Great if you don't want to be ambushed in buildings... not so great if you're not trying to cheat. Oh well, I'll stick to the normal shader 3 package for now.

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Thank you! I thought that was

Thank you! I thought that was an issue of my 30Hz setup =)

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Does the game actually read

Does the game actually read the readerinfo.text file? or is that just a 'report' kinda thing? Seems like if it was a configuration file, the file extensions would be something like ".ini".

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It uses RendererInfo.txt , if

It uses RendererInfo.txt , if it's not correct the game will crash or act strange.

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RoyBatty wrote:

RoyBatty wrote:

 

It uses RendererInfo.txt , if it's not correct the game will crash or act strange.

Thanks Roy, I always wondered about that.

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Just a suggestion, but should

Just a suggestion, but should probably note that, not all, but some of the methods are incompatible with enb.

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He uses an ENB, works fine.

He uses an ENB, works fine.

When using the patcher, YOU MUST RUN THE GAME AS ADMIN or it won't work with ENB. I disabled the comments on the mod itself because I got sick of people not reading the instructions.

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No That's not what I meant.

No That's not what I meant. You see using the 3.0 shaders are incompatible with some ends, and also one of the other methods of I remember correctly. I just thought that you should let people know about it.

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I don't use the video

I don't use the video processing of ENB - it's disabled. I use ENB for the fixes and video memory handling. In effect, it's the same as the old ENBoost.

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This guide was made with the

This guide was made with the vanilla renderer in mind, the fact a 3rd party application doesn't work is the fault of that application. User beware.

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Can I use this with just FNV

Can I use this with just FNV and not TTW

(just making sure)

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John wrote:

John wrote:

 

Can I use this with just FNV and not TTW

(just making sure)

Yes.

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3.0 shaders work with ENB.
3.0 shaders work with ENB. However, the sky becomes very bright at night if ENB visual effects are enabled.

We are so the baddest gang in the Wastes!

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Sorry for a possibly dumb

Sorry for a possibly dumb question, but what is the "newer processors" file attached, do I need it, and if so how do I install it?

 

Thanks!

Tanis41493

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Just off the top of my head,

Just off the top of my head, I'd say that different processor have different instruction set capabilities; some versions of the software were compiled using the newer 'instruction' sets which probably won't work right on older processors (since they lack them). From my early experience with it, I had to drop back a few versions since the newer one would cause my game to crash quite consistently.

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I see. Do you know what the

I see. Do you know what the benefits of using the newer processor would be? Thanks for the reply, btw, I appreciate it :)

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Sometimes the new

Sometimes the new instructions include other previously available single operations combined into one single operation call making them more efficient; sometimes providing more addressing options; sometimes allowing completely new cpu level operations to be performed. Here's some examples and you can see how things change over time.

Even though those examples show operations like ADD, AND, it's still a slightly higher level than the cpu understands. The cpu is just a collection of transistors combined on a very very small level (think metal residue layers between silicon residue- it still behaves, when electricity is applied, like it's larger cousins, just can't take as much juice before frying because of the much smaller size- metals are not 100% conductive, which means that some of the electricity is resisted- more amps, or in our case milliamps I'm guessing is required to push enough juice through to get things working- electrons that are resisted are represented in heat- stoves and other heating coils have a high resistance, thus takes more power to complete the circuit, and generates more heat, the more juice is pumped through it- there's where the thermal limit for a wire/ structure comes in- too much and things literally melt).

When you call a function, the bit wise op code is put into the cpu and the transistors start gating the electricity (bits). It's the combination of gating that gives the different op codes; cpus have lots and lots of 'lanes', instruction bus, and other lines to set these transistors up to give us the result we want.

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 JIP-LN got updated. do we

 JIP-LN got updated. do we just need to edit the FalloutCustom.ini then leave vanilla ini's alone?

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That is correct, you can now

That is correct, you can now do that.

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Just for clarification, as to

Just for clarification, as to what ENB screws up when 3.0 shaders are allowed. It breaks the 'Day/Night/Interior' factor thing ENB uses. So no matter where you are it's considered an interior. That's why nights seem really bright for example.

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Well that's an issue with ENB

Well that's an issue with ENB then.

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So I was having some

So I was having some performance issues, and I found some other ways that helped to fix the problem.

1) Clear your temp files (C:\Users\Your Username\AppData\Local). It will tell you that some files can't be deleted because they're in use. You can either go terminate that program, or just ignore it (chances are, the amount of space it occupies is usually negligible)

2) Increase the amount of virtual memory you're using. Go to System (Windows 10 users, right click start and at the top select "System") then click Settings under Performance on the first tab that pops up. Choose virtual memory under the "Advanced" tab that will pop up. From what I was told, the maximum you can set it to by default is 3x your total RAM in MBs. Change your "Initial Size" to whatever the value under "Currently Allocated" is at the bottom of that window. Change the Max size to anything else, I went with 3000 (I have 8 GB) and it's made a noticeable difference.

3) If you have Windows Defender (all Win10 users do), there's a pesky little program that likes to eat your memory usage like crazy. Antimalware Service Executable, or MsMpEng.exe. There's a whole guide on what to do about this, and they explain it better than I could so just click the hyperlink right here. Not included is one additional step option at limiting it. Go to Task Manager > More details > click on the Details tab; Right-click msmpeng.exe > select  Set affinity > select the CPU limit threshold. Or, click this link here and just disable Windows Defender in totality.

 

Hope this'll help somebody!

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Ok I discovered something

Ok I discovered something about iNumHWThreads it says to set it to two but I find out that that it depends on how much cores you have I was crashing every half an hour until I changed the 2 to 4 (I have 4 cores) and I was able to play for an hour without crashing or freezing

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hmm.....seems like people's

hmm.....seems like people's mileage is vary with the iNumHWThreads value?

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John wrote:

John wrote:

 

Ok I discovered something about iNumHWThreads it says to set it to two but I find out that that it depends on how much cores you have I was crashing every half an hour until I changed the 2 to 4 (I have 4 cores) and I was able to play for an hour without crashing or freezing

That isnt true.New Vegas can only use two cores.Setting it to more wont do anything.Your crashing issue is more likely something to do with mods or mod conflicts.

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