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Fallout 4! In like 4 1/2 months, its real.


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Guest endgameaddiction
Posted

I never liked VATS and rarely found myself using it. I just find it to be a cheat feature. I had weapon overhauls to up my damage instead. You do need VATS vanilla game.

 

I'm more concerned about their melee combat. I hope it's like Skyrim's combat because the melee combat in Fallout 3 sucked.

Posted

Sigh,

 

Right well and then there is this...

 

SLI answer is probably after release sometime.

-Shit, so uh basically you want exactly a GTX 780ti with 3GB or what a 980Ti with 6gb???

-apparently I would have been better off buying  the GTX 780ti over a GTX 970 ssc???

 

So no PhysX whats that mean well here is an example of how awesome PhysX can be.

-Witcher3 Ultra Setting with PhysX

On a EVGA GTX 970 SSC your looking at 40-50 FPS

Now dedicate a PhysX card assuming both are Nvidea Cards can use a cheap $60 card for this.

> The FPS becomes 55-60

>There are quite a few examples easy to find with google search on this.

>Search Dedicated PhysX Card

>Basically the reports show substantial FPS gains using a card for just this but its only supported by 150 titles which actually translates into basically almost nothing that you probably even play...exception would be Witcher, Borderlands, and Bioshock games.

 

Soo why does it matter well,

If any of the previous entries were anything to go by the game will depend a lot on the processor and the beefer that is the better your FPS and stability will be and more to the point the end-user should expect less stutter.  Example would be Skyrim's shadowing which if you reduced its value was known to enhance your fps and remove stutter.

 

So my concern boils down to will it be a good shooter?

Given that you cannot easily overcome that there might not be SLI and the game uses Havoc rather than PhysX so you cant simply plug a cheap card into the Mobo to offload one of the toughest features going in graphics these days.

 

To top that off we don't know if the 64hz bug exists in this build but if its still there ><

 

I gotta figure that since the lighting system is now changed that some of those issues would have been addressed as well.

Wait and see I guess.

Posted

Fallout 3 was bad on that account. and Fallout NV was better. I am confident that the Fallout 4 will be better. will it address the issues you mention I don't know. I do however see the crafting and other game aspects addressed which are also heavily modded and added to the game after market. It does appear as if they are trying to do better. However.. keep in mind they are catering to a vast array of users. Some aren't so good with these types of games so they will likely have to try to make it somewhat more easier for them. Not sure how they will address this. Hope they come to some middle ground and allow those with FPS mindsets have their way along with others (crafting mindsets) have their game. In the end I am sure someone will be disappointed however I hope those disappointments will be minor. I for one am happy that they are addressing the lighting and getting rid of that overcast that they seem to want to put into every dam Fallout game.. :)

 

I did go and do it and got the game preordered and a bit of time off to enjoy it. If it is good great if not I can always find some work to do around the spaceship. Perhaps work on that old hyperdrive or repaint the hull. :P  In any case I will have something to occupy myself

Posted

I wouldn't hold your breath on the stutter; Bethesda hasn't fixed the 64hz "bug" they introduced by using GetTickCount in the renderer post Morrowind.

 

Performance is not going to be great; we're stuck on Direct3D 11 when we really need the draw call performance of Direct3D 12 or Vulkan.

 

This is out of market right now.

DX12 is not supported (fully) by consoles. So game developers that do multi-platform will not use it for years.

 

DX11 is good enough. Excellent if compared to DX9.

 

 

How many games support nowadays DX12? Pretty much no one (considering a only-DX12 engine.).

Check this, just as quick (but not complete) reference: List of games with DX12 support

Posted

So no PhysX whats that mean well here is an example of how awesome PhysX can be.

-Witcher3 Ultra Setting with PhysX

On a EVGA GTX 970 SSC your looking at 40-50 FPS

Now dedicate a PhysX card assuming both are Nvidea Cards can use a cheap $60 card for this.

> The FPS becomes 55-60

>There are quite a few examples easy to find with google search on this.

>Search Dedicated PhysX Card

>Basically the reports show substantial FPS gains using a card for just this but its only supported by 150 titles which actually translates into basically almost nothing that you probably even play...exception would be Witcher, Borderlands, and Bioshock games.

Why as a game company would you use PhysX? No console uses nvidea, and not every PC user does either, so why would you use it unless nvidea paid you to?

 

 

Also on the subject of dedicated physics card why bother (apart from the PhysX bollocks) going at it from that angle?

I'm willing to bet that more people have an 'APU' then an old/second card, so why not just utilise that? It never gets used on a gaming rig because we have a dedicated card doing its job so why not offload the physics to it instead?

 

 

 

 

And @CPU only one console will use DX12. PS4 probably still uses openGL like the PS3 did or at least something based on it.

Posted

 

And @CPU only one console will use DX12. PS4 probably still uses openGL like the PS3 did or at least something based on it.

 

 

Pre-Scriptum: I completely agree with you on Physx.

 

 

Xbox One is on DX11.2

PS4 uses a proprietary HAL, that is close to OpenGL (but it is not exactly it), but because the GPU is a "DX11 Designed GPU" it can apply pretty much the same shaders with very little coding. (And because all PS4 are guaranteed to use the same chip specification, who builds the game engines, can do the coding just once. So it is convenient to stick to a "common format for DDS, Shaders, Rendering Pipeline")

 

I am not aware of other consoles that support DX12. But of course my knowledge is limited.

Posted

 

 

This is out of market right now.

DX12 is not supported (fully) by consoles. So game developers that do multi-platform will not use it for years.

 

DX11 is good enough. Excellent if compared to DX9.

 

 

How many games support nowadays DX12? Pretty much no one (considering a only-DX12 engine.).

Check this, just as quick (but not complete) reference: List of games with DX12 support

 

 

Oh, don't get me wrong, Direct3D 11 is definitely better than Direct3D 9 in terms of draw calls, but damn. We need those low-level APIs. Oblivion was a pig with 'em, being a single-core game and using forward rendering 'n' all that. New Vegas and Skyrim are quite a bit better, but we're still dragged down by draw calls.

 

Think of all the sweet stuff we can do when draw calls are made a non-issue through Direct3D 12; we could have all the NPC variants and equipment mashups we want and only be limited by our GPUs.

 

And aye, we're not going to see the low level APIs being used for a long while, despite the consoles having their own low level APIs since ever. It's a damn shame; I want bitchin' performance, dangnammit.

Posted

i'm sure someone does. fo4 modding is going to suck for the first year or two mind you, because someone is going to have to invent the fo4 version of skse to work around the limitations they will probably be putting in place for console modding. i'm just gonna stick with skyrim for a while anyway, guns bore me.

Posted

i'm sure someone does. fo4 modding is going to suck for the first year or two mind you, because someone is going to have to invent the fo4 version of skse to work around the limitations they will probably be putting in place for console modding. i'm just gonna stick with skyrim for a while anyway, guns bore me.

 

The first version of skse was made a month after Skyrim was released and creation kit came out about 2-3 months later, so modding will most likely start a fast as possible with Fo4 aswell.

 

I agree that a lot of the very good mods for bethesda games normally doesn't come out after a couple of years, but every time it have gone faster as you see more people gets interested and game-files become more userfriendly to deal with.

As for console gaming Im not really sure how they will do it exactly, but it would surprise me if it have any effect on what we will have for the PC.

Posted

Unless the SKSE/F4SE (FORSE? Might work) can be transferred to an Xbox One, there's going to be a very clear line of his and hers when it comes to mods.

And even then, no Lover's Lab mod from the Adult section will ever pass through Bethesda.net.

Posted

Thing is things like power armor, companions (doubly so if love interest) etc are stuff the developers want us to have or learn about. Just like Fallout 3 they wanted to you to get to Megaton, Rivet City and meet with the Brotherhood. The main quest railroad then becomes more like an extended tutorial as far as I'm concerned, just a delivery mechanism to putting all the good stuff in your hands, and then afterwards you can say fuck it, I'm out of here to go hunt down some uniques or become a caravan guard or whatever. That's all the main quests usually are in these games.

 

However... I*m thinking there's a good chance Bethesda has mirrored themselves on BioWare for this one with the voiced protagonist. While the sandbox will be there,there's a good chance that the main quest will mean more this time around. Which could amount to being more in your face and with more barriers laid in your way unless you play through it.

 

I don't really disagree with your point, but I tend to find the MQ for Skyrim a waste of time. What really unlocks with that quest? Fire breathing lizards fly down to attack me at random and I get to shout people off cliffs. And for all that I have to sit through multiple conversations that I can't skip and have heard dozens of times before. That last part is the one that really gets me mad, and with a voiced protag...I don't see that going away.  Those quest talks that can't be skipped were something that I HATED about Bioware's games. 

 

 

My concerns with Fallout 4 are different I suppose...

 

On going back to play Tale of Two Wastelands the shear amount of preparation to actually remove stutter, maintain consistent high FPS, and ensure that the game wont crash well that was a pain.  Then upon actually playing for 12 levels I realize that hell the game is very poorly balanced, everything is a bullet sponge, and yet I happen to be playing a character built for using guns go figure ><

Going to point out that VATS was a mandatory mechanic, if you did not use it you gimped yourself.

 

Have a look around and see that overhaul mods such as FWE and PN are both essentially about the same thing making the First Person Shooter aspects of the Fallout Series more enjoyable and heck bearable even.  The amount of unique downloads goes into the millions and when you have a look at how large a population of computer users that actually represents well what I'm getting to is this.

 

Most of the people that bought Fallout 3 or FNV for the Computer want the game to be more like a First Person Shooter than they care to admit.

 

I'm really hoping that Fallout 4 has addressed some real concerns.

-Stutter

-Stable FPS

-Stability less ctd's

-Better Balance,

>No bullet sponges

>No useless equipment

 

The only thing that I know for certain is that the lead developer Todd Howard has been quated as saying that steps were taken to enhance the First Person Shooter mechanics.

From the released video's I can see that certain features of FPS games have been adopted such as melee, grenade, and sprint keys...

 

So hopefully the game will play as a better first person shooter than the previous entries to the series.

 

Of course I'm sure that someone out there is going to complain that it was entirely awesome that the RPG mechanics made it so that it took 2 Fatman bombs to the head to kill some of the late game creatures...Sure like the game ever gave the player enough ammo for that ><

 

Doesn't matter that people wont admit it but the game is clearly better off being a shooter that has rpg mechanics than an rpg that has shooter mechanics.

 

 

While I don't disagree with your points GP, I never messed with FWE and I only downloaded PN for the Cyberware. I did recently include the Equipment module in my game, and while I do like the sprint and grenade buttons, they weren't the reason I dled the mod.  Conversely, I have locational damage installed in Skyrim.  I think the whole "bullet sponge"/"arrow sponge" thing is stupid. As someone who has used guns for most of their life, I know how dangerous they are and how little it actually takes to kill someone with one. On the other hand I know of people who have survived being shot when they really shouldn't have.  That doesn't mean that every single person can get shot multiple times and live, game or not.  So many NPCs in NV make a big deal about how the PC gets shot and lives, and playing through the game you spend half the game going "Didn't I just shoot you 5 times with a shotgun? Why are you still trying to kill me? DIE ALREADY!"  I don't see this as being a "stats" issue, I see this as being a design issue.  However it really isn't a power fantasy or any kind of casual game if you spend the entire game in sneak mode trying to shoot anyone holding a gun before they can shoot you, so there is at least a point to the way they've done things.

Posted

Does the loverslab army have any future plans on making sex mods for Fallout 4?

 

Yes.

 

But it is too early.

Nude skins, animations types (Havok?, FC?, KF?), scripting, what to do (SexLab-like?, SexOut-like?)

 

Just wait for the game to get out, some reverse-engineering to understand what is quickly possible.

 

But keep also in mind that the CK-Like tool will be available not before begin of 2016. And without it the maximum you can expect is some alternate textures.

Guest endgameaddiction
Posted

All PN was just a combination of immersive mods. FPS Grenade Hotkey, Sprint Mod and Bullet Time being the main ones. The FPS view through a power helmet was also based off another mod. Not sure what else was included as I dropped the mod not long after and never used it again.

Posted

i'm sure someone does. fo4 modding is going to suck for the first year or two mind you, because someone is going to have to invent the fo4 version of skse to work around the limitations they will probably be putting in place for console modding. i'm just gonna stick with skyrim for a while anyway, guns bore me.

 

The "papyrus" for FO4 seems to be really like Skyrim one. But with some really good enhancements.

So probably F4SE - FO4SE - FORSE (That is fun in Italian because it means: Maybe) may wait a little bit to become essential.

 

 

And, NO, (@dstroy), SKSE was not out before the Papyrus compiler was out.

DragonScript was. But that is another story.

Posted

 

Does the loverslab army have any future plans on making sex mods for Fallout 4?

 

Do bears shit in the woods?

 

 

I don't know, have you ever seen a bear shit in the woods? I'm halfway thinking they got someone around eating their shit out of their ass like it was cherry chocolate rain. Yummy.

Posted

 

 

 

 

Do bears shit in the woods?

 

 

I don't know ...

 

 

bears DO shit in the woods and in every other place they will find good for shitting.

 

@Captain Cobra answer was rude. Yes it was. 

But it was stating something obvious (hey guys will you do some SexLab stuff for FO4???? !!!!! ?????), lapalissian if I may say.

To answer to a way more useless question. So @Captain Cobra has my support.

Posted

 

 

 

 

 

Do bears shit in the woods?

 

 

I don't know ...

 

 

bears DO shit in the woods and in every other place they will find good for shitting.

 

@Captain Cobra answer was rude. Yes it was. 

But it was stating something obvious (hey guys will you do some SexLab stuff for FO4???? !!!!! ?????), lapalissian if I may say.

To answer to a way more useless question. So @Captain Cobra has my support.

 

 

Aaah, but have you ever actually seen a bear shit in the woods? No really. I'm not so convinced myself...

 

2855246973_d2a7685181.jpg

Posted

 

And, NO, (@dstroy), SKSE was not out before the Papyrus compiler was out.

DragonScript was. But that is another story.

 

 

Alright my bad, I thought I remember it was out pretty early :x

 

I suppose we'll see how things go the first year of modding for Fo4, I'm sure people will build ton of their own settlement and share those the first few weeks :P

Posted

 

I suppose we'll see how things go the first year of modding for Fo4, I'm sure people will build ton of their own settlement and share those the first few weeks :P

 

 

Pretty sure it will be like you say.

 

My educated guess:

1) First texture replacement mods (before GECK/CK will be released)

2) Primitive mods on mesh replacement and hard-tweaking parameters (before GECK/CK will be released)

3) Normal mods (as soon GECK/CK will be released), including some basic scripting

4) First tutorials online

5) Advanced mods (lot of contents, and advanced scripting inside)

6) FO4-SE equivalent released

7) Way more advanced mods making possible something that was not possible with the normal game engine

Posted

Question though, at what stage between 1-7 do a Sexlab Framework type mod come in? Does that need to wait for 7?

 

My guess is around phase 4. For a preliminary one.

For a wonderful one, probably phase 8 (that means you never reach the perfection, you can only improve more and more.)

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