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In Fallout 4 there ‘s a massive new story to explore, along with the largest and most detailed earth Bethesda Game Studios has always constructed, plus new craft mechanics, settlement construction, and a capital deal more .
Behind the scenes, Skyrim ‘s Creation Engine has received a significant upgrade, adding postpone light, Physically Based Shading, Ambient Occlusion shadowing, Screen Space Reflections, Tonemapping, and NVIDIA Volumetric Lighting, a wholly dynamic, tessellated, volumetric lighting engineering that transforms the appearance of countless scenes throughout the universe of Fallout 4 on personal computer and consoles.
To unearth and detail every view of Fallout 4 ‘s graphics technology, we ‘ve invested over a hundred hours testing every single game mise en scene, config charge pluck, and console command to reveal their affect on prototype quality and their proportional operation cost. Every put and pluck of note is far detailed by our patented interactional comparisons, enabling you to instantly determine which settings you should and should not enable with a couple of shiner clicks .
therefore set aside some fourth dimension and check out the information, images and videos below to see why you should play Fallout 4 on personal computer, and preferably with a GeForce GTX GPU .
Guide Contents:
System Requirements
Bethesda ‘s Fallout 4 system requirements reflect the game ‘s scalability, enabling you to reduce graphic detail to previous-generation levels, and up to and beyond the capabilities of current-generation consoles :
Bethesda’s Minimum Specifications
- OS: Windows 7 64-bit
- Processor: Intel Core i5-2300 2.8 GHz/AMD Phenom II X4 945 3.0 GHz or equivalent
- Memory: 8GB RAM
- Graphics: GeForce GTX 550 Ti with 2GB VRAM
Bethesda’s Recommended Specifications
- Processor: Intel Core i7 4790 3.6 GHz/AMD FX-9590 4.7 GHz or equivalent
- Memory: 8GB RAM or above
- Graphics: GeForce GTX 780 with 3GB VRAM
Neither of these previous-generation graphics cards are available to purchase, however, so if you ‘re looking to build a organization for Fallout 4 today, or to upgrade an older rig, what GeForce GTX GPUs should you be targeting for High setting gameplay ?
According to our comprehensive examination benchmarking, the GeForce GTX 970 :
In addition to giving you the performance to play side effect 4 at a high tied of contingent, and with NVIDIA Volumetric Lighting enabled, the GeForce GTX 970 supports our huge array of critically acclaim technologies, giving you the definitive gambling experience, unmatched by any other platform .
Of these technologies, G-SYNC is peculiarly beneficial in Fallout 4, delivering a legato, more reactive experience thanks to innovations that changed the inner-workings of calculator monitors. Learn the specifics of how G-SYNC can enhance your Fallout 4 experience on our G-SYNC engineering page .
Regardless of your system configuration, all NVIDIA GPU users will automatically receive Optimal Playable Settings for Fallout 4 through GeForce Experience, and those with sufficiently-speedy, compatible GPUs will have NVIDIA Volumetric Lighting effects enabled in-game. With a single-click, Fallout 4 ‘s 20 settings will be auto-configured for your system, with a target of 60 frames per second, delivering a reactive, smooth experience .
With our Optimal Playable Settings, Game Ready drivers, and Volumetric Lighting effects, the definitive
Fallout 4 experience will be on GeForce GTX PCs.
With our Optimal Playable Settings, Game Ready drivers, and Volumetric Lighting effects, the definitive Fallout 4 experience will be on GeForce GTX PCs. Fallout 4 Graphics Settings
Fallout 4 ‘s filled with settings. 20 in full, in fact. And within the majority of settings there are multiple detail levels, or sliders with about two-dozen notches. We ‘ve thoroughly examined each in countless locations and scenarios, grabbed examples of their shock on double choice, created synergistic comparisons so you can easily observe the differences, and benchmarked their operation so you can see how much each costs when you turn it on or off, or alter the detail level .
Actor Fade
An “ actor ” in Fallout 4 is an NPC, animal, or foe. And “ Fade ” is Bethesda ‘s word for “ horizon distance ”. In other words, the distance at which NPCs, animals and enemies can be seen. With a bazillion notches on a mise en scene ‘s skidder you ‘ve got batch of command over the option, but given the necessity of finding characters or navigating around Legendary enemies, it ‘s a context well worth having on half or higher .
As you can see from our screenshots it takes a good long while for characters to disappear from view, but at that steer actors are no more than a few pixels in size, making them difficult to discern anyhow. As such, you can safely turn the setting down a few notches without any actual loss of fidelity .
Using the dominate comfort we flew away from our screenshot location to determine the maximum scene distance of actors. Pretty far .
Performance: As you ‘d expect, there ‘s a progressive decrease in performance as the see distance of actors is increased. And as the more visible, dear actors are rendered, the operation cost per detail degree increases because the characters are larger and more detail, requiring extra horsepower to render .
note : the count of detail levels in each “ Fade ” setting changed during the course of our examination, raising from 15 to 21. Having conducted some choice re-testing, our results show that the minimum and maximum ensnare rates remained the lapp, with merely some extra contingent levels added in between to add even big configurability .
If you wish to tweak Actor Fade to increase the see outdistance of characters and enemies, check out our tweaking department .
Ambient Occlusion
ambient Occlusion ( AO ) adds contact shadows where two surfaces or objects meet, and where objects block lighter from reaching another nearby game element. The AO proficiency used and the quality of the execution affects the accuracy of AO shadows, and whether new shadows are formed when the grade of occlusion is low. Without Ambient Occlusion, scenes appear categoric and unrealistic, and objects float on surfaces .
In Fallout 4 we see screen Space Ambient Occlusion ( SSAO ) employed, which adds a modest amount of fidelity to scenes in most circumstances, and a control come occasionally. And while far from the best technique available, SSAO is however a welcome accession ; without its inclusion body image quality would be diminished as the follow comparisons demonstrate .
Given the veracious conditions, AO can enhance Fallout. here, the tire is grounded, the truck gains some very visible shadows, and other insidious improvements can be seen .
indoor locations can benefit, besides, though much to a lesser degree. In this view we observe improvements around the pipes, chiefly .
Ignoring the randomly-generated debris and grass, attend to the distant buildings, which are apparently out of AO ‘s range of influence, limiting improvements to the foreground ‘s tires and truck .
Performance: For the most function, Ambient Occlusion ‘s impact on image quality is a subtle one, and though its implementation costs up to 7 frames per second it ‘s worth enabling on many a system given its extensive use throughout the game .
Anisotropic Filtering
As you ‘re likely mindful, Texture Filtering, Anisotropic Filtering, and other similarly named options affect the distinctness of textures, specially those in the distance or on the sides of the screen. Without Anisotropic Filtering, surfaces lose definition, intelligibly degrading double quality .
In Fallout 4, respective levels of Anisotropic Filtering ( AF ) are available, with the top-end 16x discrepancy doing an excellent job .
Performance: High-quality Anisotropic Filtering is a must in every game, and as is often the way it has a minimal performance price, making its practice desirable for every system .
Anti-Aliasing
Fallout 4 ‘s newly light up system and upgrade engine mean a move away from MSAA hardware anti-aliasing options. In their put we find “ TAA ”, a post-process temporal role anti-aliasing proficiency that functions similarly to our own TXAA, in that it tackles shimmering on anti-aliased edges whilst besides reducing general aliasing. To demonstrate, here are 3 television clips ( right chink, Save As … ) showing Fallout 4 with anti-aliasing disabled, with standard post-process FXAA anti-aliasing enabled, and with TAA enabled .
In these high-quality, albeit compressed television clips, you can immediately see a significant improvement in visualize choice when TAA is enabled. And when moving your fictional character the improvement is even more pronounce. True, the visualize is softer, but in every other see it is dramatically better, and after an hour or so you ‘ll probably be used to the indistinctness .
In addition to the advantages outlined above, TAA has a lesser impingement on texture clearness than FXAA, as shown below .
And its edge anti-aliasing is victor, besides .
There ‘s a arrant difference in aliasing and texture clarity in inactive shots, but in-game you tend not to notice the loss of texture fidelity. You do appreciate the near-complete elimination of temporal aliasing, however .
Performance: Given the massive increase in effigy quality with TAA, we would have endorsed its use even if it cost 20 frames per second. At only 2 frames per second it ‘s a no-brainer .
If you ‘re concerned about TAA ‘s effeminacy, downsample from a slenderly higher resolution using NVIDIA Dynamic Super Resolution, or follow these steps to inject sharpening that counteracts the unfitness .
Decal Quantity
Decals are fastball holes, blood spatter, char marks, and incidental details on surfaces. And with this setting you can adjust the utmost number that appear on surfaces and objects, and bodies .
Creating true comparisons is future to impossible because of the random nature of firefights, so please take us at our word when we say the difference between detail levels is slender, and in the majority of instances you ‘re chiefly affecting the meter old decals are visible because new decals are generated across an area during the course of a battle, rather than in one spot in front of your character. In other words, at higher detail levels honest-to-god decals are more likely to still be rendered when you walk back across a setting after a firefight .
According to the game files, 1000 decals can be rendered simultaneously on objects and the environment on soap settings, and a far 100 on actors, with a maximum of 40 per actor. This decreases to 100/35/20 on Medium, which is still a average act given that merely larger and more explosive weapons generate particularly visible decals .
On bodies, the rake spatter is ever-so-subtle until you get up close after the fact for a descry of ol ‘ lootin ‘ .
Performance: In a particularly trump up screen that maximized the number of decals visible in one sphere, the performance impact was up to 15 frames per second gear. During general gameplay, however, the number is more like 5 frames per second at the very most .
With 250, 50 and 40 decals, respectively, High offers a good balance between performance and detail, generating more than adequate decals during most engagements. If you feel you require more decals than Ultra offers, manually tweak the utmost values .
Depth of Field
For dialogue, VATS fight, and other blue-ribbon scenes, Fallout 4 employs Depth of Field blurring to emphasize carry through, characters, and sealed game elements. Players can chose between a basic depth of discipline blur, or a more advance Bokeh execution that can apply custom shapes to blurred plot elements for a conventionalized cinematic presentation .
In practice, the most visible profit of the Bokeh implementation is a higher-quality smear, with Bokeh shapes being concisely seen during VATS action-cam shots .
Please note : HUD glitches are a resultant role of switching between settings in-game using the command comfort, which was required to create our comparisons .
In dialogue you ‘ll have more time to appreciate the higher-quality Bokeh implementation, though you can disable this up-close chew the fat cam in the options menu .
Performance: During dialogue Depth of Field helps focus the camera and your attention on the conversation, which is surely dainty to have, but far from essential. During battle a wide smear is applied ; personal predilection will dictate whether you like or dislike it .
At 5 frames per second for the higher-quality Bokeh effect, during moments of gameplay where twitch reactions and blistering framerates are n’t required, you have fiddling to lose in giving Depth of Field a shot .
Distant Object Detail
distant Object Detail controls the choice of buildings, pylons, highways and early predominantly boastfully objects, and the visibility of these and other game elements in the far distance .
As you can see, the fidelity and visibility of the aforesaid game elements gradually decreases as the detail floor is lowered, before they are removed entirely, which importantly decreases image quality .
Performance: As the majority of the game detail affected by the place setting is already of a relatively low quality, the adjustment of Distant Object Detail has a child impact on performance, even when great swathes of contingent are removed .
If you ‘re sincerely struggling for performance, the extra 4 frames per moment afforded by Low may help, but for the majority of systems Medium should be the lowest charge selected to avoid complete removal of contingent .
If you ‘ve got performance to spare, rather consider increasing the draw outdistance of Distant Object Detail by tweaking the set .
Godrays Quality
For
Fallout 4, we’ve worked hand-in-hand with Bethesda to introduce NVIDIA Volumetric Lighting on PC and consoles. Visible in almost all promotional screenshots and videos, right from the moment of the game’s announcement at E3 2015, NVIDIA Volumetric Lighting is key to achieving Fallout 4’s unique look, and its spectacular lighting effects.
For Fallout 4, we ‘ve worked hand-in-hand with Bethesda to introduce NVIDIA Volumetric Lighting on personal computer and consoles. visible in about all promotional screenshots and videos, right from the moment of the game ‘s announcement at E3 2015, NVIDIA Volumetric Lighting is key to achieving Fallout 4 ‘s singular look, and its spectacular ignition effects.
generally, when folks refer to Volumetric Lighting they mean God Rays, Light Shafts, or Light Rays, but in the case of Fallout 4 NVIDIA Volumetric Lighting is therefore much more, reflecting light and adding clarification, tail book and considerable style to every outdoor scene, as exemplified by the interactional comparisons presented on this page .
furthermore, NVIDIA Volumetric Lighting enhances many an indoor area, besides, with shafts of idle emanating from undimmed lights, spotlights, and early alight sources .
The key advantage of NVIDIA Volumetric Lighting, and the reason it ‘s so permeant throughout Fallout 4, is that it is constructed using tessellation rather than post action effects. With GPU-accelerated tessellation, Volumetric Lighting is in truth moral force, enabling it to be seen from any angle or scene item, and from behind objects that occlude the casting light reservoir. Using post-process effects, God Rays are visible entirely when looking at their charge of origin, and can not enhance the entire world, as is the case in Fallout 4 .
In addition, NVIDIA Volumetric Lighting effects are affected by weather conditions, the active day-night cycle, ocular effects, and other factors, giving the world a in truth moral force appearance .
On personal computer, NVIDIA Volumetric Lighting effects can be rendered at a importantly higher detail degree, improving the visibility and legal separation of clean shafts, the number of light shafts rendered, the saturation of the light up shafts, the general fidelity of the effect, and the temporal stability of sparkle shafts during movement. And furthermore, their fidelity scales with solution, giving gamers with 4K displays or NVIDIA Dynamic Super Resolution activated an evening greater grade of detail .
Note how the build shadows are accentuated by the Volumetric Lighting, and how the lighting is itself shadowed, an impossible feat with post-process effects .
With NVIDIA Volumetric Lighting enabled the overwhelm majority of scenes are transformed into dynamic environments filled with unaccented and shadow, and a degree of detail that would be otherwise impossible to feature in an expansive game like Fallout 4, where players can go anywhere and approach objectives from multiple angles ( post-process volumetric light up is hand-placed and is by and large visible from a single angle or direction ) .
In screenshots you do n’t get the complete movie, however : in-game, decreasing the quality floor introduces temporal flickering that can occasionally be observed when God Rays shift key with a time of day change, or when viewed through moving objects, such as trees blowing in the wind. Furthermore, confuse can be seen around gun sights, characters, and transparencies, decreasing fidelity. For a comparison, check out this Ultra-quality video, and compare against this Low-quality nip. Note how the God Rays flicker and dance around the screen as the swaying branches intersect with the unhorse shafts, and how foliation ( transparencies ) that are struck by the Low-quality God Rays are blurred .
By raising the tessellation flat applied to the God Rays, and by keeping their translation at half-resolution rather than quarter-resolution, these artifacts are avoided, creating a consistent high-quality appearance throughout Fallout 4 .
Performance: The way Fallout 4 was meant to be played was with NVIDIA Volumetric Lighting effects enabled, but this being a personal computer game you can turn it off if you truly wish, or if you ‘re in desperate necessitate of operation .
At its lowest tied of detail, which still looks highly impressive, the God Rays setting costs 6.5 frames per second base in a diagrammatically intensive benchmark. With the significant double quality enhancement that it applies, transforming about every outdoor view throughout the integral plot, a mere 6.5 frames is a little summarize for such a far-reaching improvement .
For greater operate over the set ‘s detail levels, and to increase trope quality even further, check out the tweak section.
Grass Fade
If you wish to adjust the visibility of grass, this is your go-to set. With many notches on its shape luger, the view distance of supergrass can be calibrate to your like .
As with early similar settings there ‘s a gradual increase in the visibility of grass as the detail level is raised, helping cover the terrain when viewing from an raised position. From ground-level, the difference is typically much less pronounced as other pieces of foliation are unaffected by the set and remain visible regardless of the selected option .
Performance: As watch when testing Actor Fade sooner, the increase or decrease of the Grass Fade detail degree has a little impingement on performance at each step, with the highest detail levels having a minimal extra price ascribable to the humble size of the most-distant tufts of supernumerary grass .
Learn how to further increase the visibility of grass in our tweak section .
Item Fade
Fallout 4 defines an item as anything you can place in your inventory, from buckets to bottlecaps, to bags of cement and bones. And as you ‘ve probable guessed already, the Item Fade setting adjusts the opinion distance of these game elements. To demonstrate, here ‘s a plan scenario featuring a thousand or so buckets .
In reality, the concentration and placement of items is far sparser, and the majority of items are importantly smaller and less visible, resulting in entirely a minor loss of fidelity when Item Fade is dialed down to half. Beneath the halfway stigmatize on the fix ‘s skidder, items visibly pop into view, so we ‘d recommend going no lower unless you ‘re in desperate necessitate of performance .
Performance: Again we see minor changes in operation at each contingent level, though in this case the deltas are even smaller as items are n’t visible throughout the entirety of a scene, like supergrass or city buildings are .
Discover how to far increase the visibility of items in our fine-tune section .
Lens Flare
A fond favored of J.J. Abrams, Lens Flare adds halo and highlights when the television camera is pointed in the direction of a bright light. In the context of Fallout 4, lens flares are an periodic sight that add variety show and stylus to bombed out buildings and illuminated areas .
Performance: Being a post-process effect, Lens Flares price less than a frame per second, making them an cheap way to increase trope quality on all but the slowest systems .
Lighting Quality
In many games a ‘Lighting Quality ‘ place adjusts the fidelity of alight, the timbre of shaders, and possibly the quality of light-material interaction. In Fallout 4, High ever-so-slightly improves skybox and populace fall in very blue-ribbon circumstances, and Ultra enables elusive Subsurface Scattering ( SSS ) on actors .
With your microscope you may be able to observe the elusive improvement in lighting in this fit, visible on the upper forget on the skybox .
To accurately render hide in games, extra techniques and technologies are required. In real number and virtual worlds unaccented bounces from most objects and surfaces, which we can accurately and easily render with any phone number of technologies. In comparison, light striking skin is absorbed and diffused, with some rays being emitted, though at a lower intensity. Without a suitable engineering simulating this consequence character hide is uniformly ignite, detracting from the quality of the picture .
In Fallout 4, the impact of the effect is insidious, and only in truth discernible during dialogue when characters and the action are electrostatic, and the television camera ‘s cheeseparing to an actor ‘s grimace .
Performance: The marginally improved unhorse enabled by High costs merely a couple of frames per second, and Subsurface Scattering another frame per second .
With such a low monetary value you may angstrom well enable them both, but if you ‘re in motivation of performance you can safely turn them off without appreciably degrading image quality .
Object Fade
Fallout 4 ‘s objects are those larger items you ca n’t pilfer, along with air conditioning units, post boxes, garden furniture, fences, cars, trucks, trees, and much, much more. As you ‘ll see below, the measure of objects is gradually decreased, before integral buildings are removed on the lowest detail levels, diminishing image quality quite well .
In our second set of images and comparisons you ‘ll besides note the removal of certain shadows as the detail level is decreased, in addition to the removal of collapse highways, details on roads, and debris around objects .
To extend the draw distance of objects there ‘s a simple pluck detailed late in this scout .
Performance: Like the early Fade settings, the mid-point offers a good balance between image quality and performance, and keeps pop-in to a minimum on ground-level, where you ‘ll spend the huge majority of your meter .
In our Grass Fade scene, cracks in the road and minute foliation details were removed half direction down the skidder, followed by cones, traffic signs and rock details at three-quarters down. Just before minimum we lost the vehicles, backbone bags, and smaller details. And finally, on minimum, rocks, trees, buildings, and their shadows were removed. This was one of the more obtrusive instances of visuals being changed and had a slightly higher operation monetary value than the majority of other areas .
Object Detail Fade
Object Detail Fade has a very, very, identical child impact on the fidelity of objects rendered by Object Fade. Most normally this occurs at long range, making the differences between detail levels nigh on impossible to note during gameplay, or even in comparison screenshots without 500 % enlargements .
Performance: Unsurprisingly, the near-indistinguishable double quality adjustments have adjacent to no shock on performance, with only a 1.6 FPS delta between minimum and maximal detail levels .
Rain Occlusion
With this context enabled, rain wo n’t be rendered around your character if you ‘re beneath an elevated highway or in a decay building, and rain drops and splashes wo n’t be rendered on the floor .
Performance: As the game has to calculate occluded front and track the player ‘s position to ensure accurate translation, this fructify costs a few frames per second during storms .
Screen Space Reflections
Given the right conditions, and a appropriately reflective surface, real-time Screen Space Reflections are rendered in Fallout 4, adding an excess level of detail in certain scenes. For the most part, you ‘ll find these reflections on nearby bodies of water ( body of water reflections are n’t rendered beyond a repair distance ), though there are a few other locations and surface types that benefit from the feature .
Out in the receptive populace, water reflections are frequently elusive.
Read more: The Great EarlyGame URF Tier List Guide
other reflections in the global come courtesy of cheap, pre-baked, fudge, static cube maps, and can be most readily seen on the surface of your glistening robo-butler at the start of the game .
Performance: Fallout 4 ‘s reflections typically cost around 4-5 frames per second, raising to at most 9 frames per second in the most detail locations .
With their lend detail Screen Space Reflections are surely nice to have, but are by no means essential for those in search of performance .
If you wish to adjust the look of Screen Space Reflections, you can learn how in the pluck section.
Shadow Distance
Shadow Distance controls the watch distance of shadows, unsurprisingly, adding some much-needed depth to distant detail. The tradeoff is a decrease in the detail of shadows as the adjust is raised, as you can see in our images and comparisons below .
The flimsy loss of apparition fidelity seen on Ultra can be counteracted by tweaking the Shadow Quality, though this does reduce performance that act further. If you alternatively prefer to run an all-stock experience you ‘ll need to chose between increased trace draw distance, or higher-quality mid-to-long range shadows .
Performance: Enabling some degree of shadowing costs around 8 frames per second, and stepping up to Ultra Shadow Distance costs a far 2.7 frames per second. Given that shadows are essential, you ‘ll be wanting to use at least High .
Shadow Quality
Another self-explanatory setting, Shadow Quality adjusts the visibility, detail floor, and fidelity of shadows throughout the game, making it one of the most authoritative settings for those seeking a good-to-excellent level of double quality .
interestingly, Medium offers a better experience than High in certain circumstances as High ‘s shadows are occasionally besides voiced, resulting in barely-visible shadows, as you can see under the cable car in our first hardening of screens .
Performance: Maximum choice shadows cost over 20 frames per irregular, which is well worth the increase in fidelity in every individual scene for the duration of your fourth dimension with Fallout 4, in our public opinion. If 20 FPS is a step excessively far for your system, High-quality shadows are around 10 frames per second bum, and Medium 13 cheap .
For even better shadows, head on over to our tweaking section .
Texture Quality
Viewing the screenshots and comparisons below you ‘d be compensate in assuming they ‘re identical. No, there has n’t been a confusion, there truly are n’t any differences .
According to Fallout 4 ‘s config file merely iTexMipMapSkip= changes between detail levels, which has no visible impingement on textures outside of a few locations, and evening then the remainder in trope quality is near-imperceptible .
Visible differences between detail levels in this comparison are a result of the game ‘s randomly generated grass, debris and puddle system, along with persistent tree and foliation rock, even when the game is flash-frozen using console table commands .
Fallout 4 ‘s system requirements call for 3GB of VRAM for 1920×1080 Ultra textures, though in our test use merely came conclusion to 3GB after extended sessions. If you ‘ve got that 3GB you ‘ll of course want to use Ultra to maximize texture contingent, but as we ‘ve demonstrated even the lowest detail appears identical to Ultra ( in our pre-release Press build ), so give Ultra a shoot careless of your system configuration and see how you fare .
Performance: As is the case in about all games, adjusting texture detail has no perceptible impact on performance .
Wetness
Fallout 4 ‘s final examination set makes surfaces appear wet when it rains. furthermore, it adds radiance to illuminated surfaces and character clothe, and generally improves persona timbre by a significant degree .
Performance: As shown above, the universe looks flat and far less interesting with Wetness disabled, making the place worthwhile for those occasions that it rains .
Game Setting Conclusion
With 20 settings, and dozens of detail levels, it can be crafty to determine what you should and should not enable if your system ca n’t max out every option. If it were us, we ‘d enable settings in this club, by and large using High settings for the best balance between image quality and operation :
- Texture Quality (Ultra)
- Anisotropic Filtering (16x)
- Anti-Aliasing (TAA)
- Shadow Distance (High)
- Shadow Quality (High)
- God Rays Quality (Low)
- Object Fade (50%)
- Distant Object Detail (High)
- Actor Fade (50%)
- Item Fade (50%)
- Grass Fade (50-75%)
- Wetness (On)
- Ambient Occlusion (On)
- Screen Space Reflections (On)
- Lens Flare (On)
- Depth of Field (Standard)
- Object Detail Fade (any)
- Lighting Quality (Medium)
- Rain Occlusion (On)
- Decal Quantity (High)
If you think we ‘re on the right chase, you can let GeForce Experience auto-configure your settings with a single click .
If you ‘re rather aiming for a no-compromise soap quality have, you ‘ll need some mighty fine hardware to maintain a legato framerate in the game ‘s most necessitate moments :
Fallout 4 Tweaking
With an accessible configuration file there ‘s plenty of opportunity to tweak Fallout 4 ‘s settings, pushing them beyond their define utmost values to further increase persona quality, assuming you have the necessary hardware of course .
first base, configure settings in the catapult to your like, then exit out. head to C : UsersUSERNAMEDocumentsMy GamesFallout4 and backup Fallout4Prefs.ini. Open Fallout4Prefs.ini with a textbook editor, such as Notepad++, and edit one or more of the values described below. Save your modified file and reload the launcher, but this time simply press “ Play ” and do not re-enter the options part of the tool, differently your changes may be overridden .
Actor Fade Tweak
Earlier we detailed the negligible improvement to visualize quality when utilizing the highest levels of the Actor Fade set, due to the now-visible characters being alone a few pixels in size as they are located some distance from the player. The one top is the near-complete removal of fade-in and pop-in of these actors, but given the phone number of objects strewn about the world, and the roll terrain, opportunities to see the fully profit of the set up are few and far between .
however, if you wish to promote increase the view distance of actors, modify fLODFadeOutMultActors= [ Ultra-detail value : 15 ] .
Decal Quantity Tweaks
With Ultra Decal Quantity enabled we ‘ve yet to encounter a situation where the set needed to be raised. But higher it can go by modifying the take after values :
uMaxDecals= [ Ultra value : 1000 ]
uMaxSkinDecals= [ Ultra value : 100 ]
uMaxSkinDecalsPerActor= [ Ultra value : 40 ]
Distant Object Detail Tweaks
The first pinch of note in Fallout 4 enables you to increase the view distance, visibility, and quality of distant objects. With a few values doubled you ‘ll see trees on distant hills, distant pylons, distant buildings, a higher level of detail on blue-ribbon game elements, and more detail terrain .
caveat : some objects in the foreground may be negatively affected. As you can see in our comparison, the large whiten construction regressed in quality, but this is the first and entirely time we saw that occur. If you ‘re placid happy to proceed, here are the values you need to change :
fTreeLoadDistance= [ Ultra rate : 75000.0000 ]
fBlockMaximumDistance= [ Ultra value : 250000.0000 ]
fBlockLevel2Distance= [ Ultra value : 110000.0000 ]
fBlockLevel1Distance= [ Ultra value : 90000.0000 ]
fBlockLevel0Distance= [ Ultra value : 60000.0000 ]
fSplitDistanceMult=1.5000 besides exists within the same group of settings, but in our tests had no detectable shock on prototype quality when the value was increased .
Performance: Doubling the Ultra values costs around four and a one-half frames per second in areas with oodles of extra distant detail .
Aforementioned config values were doubled for our tweak screenshot and performance trial .
Our verdict : a must have, assuming there are no further graphic anomalies .
Godrays Quality Tweaks
The presets for our Volumetric Lighting effects libra image choice and performance to enable a wide-eyed align of systems to enable the transformative Godrays Quality. Using the in-game console table, accessible via tilde, the ~ key left of “ 1 ” on most English-language keyboards, you can adjust the parameters of the set up to increase or decrease image timbre and performance .
- GR on/off: enables and disables the setting
- GR quality 0/1/2/3: switches between the Low, Medium, High and Ultra presets in real-time, in-game. Lower-quality presets use quarter-res downsampling, while Ultra (3) uses half-res downsampling
- GR scale [number]: adjust the intensity of the light source and increase the size of God Rays and light volumes. Recommended only for screenshot taking
- GR fog 0/1: enables and disables fog
- GR fogcolor r g b: adjusts the fog absorption color, which affects scattering. Can be set to any RGB value
- GR info: displays the current God Ray settings
The above options are useful for those examining Godrays Quality in closer detail, or wanting to test operation. GR grid, in contrast, enables actual fine-tune of the setting ‘s visualize timbre and performance .
At its most basic, GR grid can be thought of as a way to improve the quality of existing God Rays and add extra rays, and vice versa. The nonpayment measure is 64, and by increasing the value the timbre of Volumetric Lighting is increased .
In addition to the obvious image choice improvement, tweaking can decrease the visibility of flickering that is occasionally observed when God Rays shift with a time of day change, or when viewed through moving objects, as we detailed earlier .
To demonstrate the fine-tune ‘s impact in even screenshots, here are a modern dress of synergistic comparisons :
As you undoubtedly noticed there are diminishing returns above 64, the default option value applied by the Ultra preset. Behind the scenes however fidelity is increasing greatly. You just ca n’t see it :
These wireframe comparisons show the ever-improving quality applied by GR grid, but as you can see in the Volumetric Lighting-only images below that improvement does n’t translate to an discernible improvement beyond 256 .
Performance: Tweaking depressed to 32 increases your performance by a few frames, and tweaking up to 128 decreases performance slightly. Beyond 128, performance quickly plunges :
32 actually is n’t recommended ascribable to the addition in flickering. If you ‘re struggling for performance, alternatively select a lower-quality preset and then try increasing GR grid to counteract the loss of visualize quality. This may result in a lake superior have .
For those with performance to spare, increase GR grid to 128. If there ‘s hush spare performance, attend to raise another set up, like uGrids.
Grass Fade Tweak
In Bethesda ‘s games, adding extra grass to the terrain in the distance improved image quality well as rural landscapes lack cities, clutter, and man-made objects. In Fallout 4 there are buildings, objects galore, trees, and pieces of foliation unaffected by the Grass Fade determine, creating a vary urban and semi-rural landscape that does n’t rely entirely on grass for diverseness and detail. Nevertheless, those seeking the authoritative level of trope quality can increase grass rendering distance .
The values to change :
fGrassStartFadeDistance= [ Ultra respect : 7000 ]
fGrassMaxStartFadeDistance= [ Ultra prize : 7000 ]
The maximum value that bestows any benefit is 14000, unless you tweak the uGrids value, which we ‘ll get to by and by, to add extra full-detail gameplay cells. If you do tweak uGrids, you can increase the measure to 28000 to blanket every millimeter of desirable terrain with eatage .
Performance: Adding some extra denounce does n’t cost all that much. uGrids in this scenario, however …
Item Fade Tweak
As was the case with Actor Fade, there ‘s short profit to tweaking Item Fade due to the ever-decreasing size of newly-added distant items ( a bucket looks like a silver pixel at 200 meters, for case ) .
If you wish to tweak it careless, change fLODFadeOutMultItems= [ Ultra value : 15 ] .
Object Fade Tweak
As objects run the gamut from houses to cars, to vending machines and fences, tweaking Object Fade beyond the in-game maximal can increase detail on distant views if you tweak uGrids. Depending on the scene you may see extra vehicles, or only a methamphetamine can that looks like a dot at distance. Your mileage may very, in other words .
For the tweak to kick-in, change fLODFadeOutMultObjects= [ Ultra prize : 15 ]. And check out our tweaking compendious to see the minor improvement in a max-setting scenario .
Particle Tweaks
Particles form the basis of many weapon effects, and other ocular effects such as explosions, smoke, and fire. To adjust the maximal number that can be rendered simultaneously, tweak =iMaxDesired [ Ultra measure : 750 ] .
We ‘ve so far to observe any profit to raising the jell, but one probably exists, or will exist when modders create massive battles as they did in former Bethesda games .
Screen Space Reflections Tweaks
Using the in-game cabinet, accessible with the tilde key ( ~ ), left of “ 1 ” on most keyboards, you can adjust a count of Screen Space Reflection ( SSR ) parameters to modify their appearance :
- SSRI [number] (default: 1): adjust the intensity of SSR
- SSRBP [number] (default: 1): adjust the blending power of SSR
- SSRAT [number] (default: 0.2): adjust the angle threshold of SSR
- SSREFF [number] (default: 0.2): adjust the edge fade factor of SSR
- SSRVBP [number] (default: 50): adjust the vertical blur power of SSR
- SSRVAP [number] (default: 2): adjust the vertical alignment power of SSR
- SSRVSP [0.0-1.0] (default: 0): adjust the vertical stretching power of SSR
- SSRRSS [number] (default: 8): adjust the ray step scale of SSR
once you ‘ve settled on a combination of settings that you like, take a note and add them to a text ( .txt ) file, with one command on each course. Place the file in your crippled install directory where the Fallout4.exe is located, and when you ‘re future in-game type cricket bat [ filename ] to execute the changes .
Shadow Distance Tweak
earlier, we explained that as Shadow Distance increases the fidelity and detail degree of darkness decreases. The maximum values set by the game launcher are fShadowDistance=20000.0000 and fDirShadowDistance=20000.0000, and on High the value is reduced to 14000 .
At 20000 shadows begin to lose definition, and at 14000 a few besides many distance shadows are removed. alternatively, we ‘d recommend you tweak the value to 17000 for a better counterweight between distance and detail during general gameplay .
From overlooks, such as those shown in our comparisons below, some aloof shadows are visibly removed, but during ground-level gameplay the improvement to image quality from 17000 is appreciable .
Note how 30000 and 40000 add a nice fat tail around the highway, at the expense of tail definition just about everywhere else.
Shadow Quality Tweak
To give shadow quality a adult rise, and increase the visibility and fidelity of distant shadows, increase iShadowMapResolution= from 4096 to 8192 .
Some nearby shadows are artificially sharp, but given the general screen-wide increase to image quality it ‘s a minor quibble .
Performance: Shadow Quality is one of the most expensive side effect 4 settings, and doubling its detail degree once more intelligibly impacts performance by a clean gross profit .
uGrids Tweak
In Skyrim, when you looked across a view or depressed on a city from an elevated railway position you could see for miles and miles, albeit with a variable level of contingent. If everything in the visible area were loaded at full quality the huge majority of systems would be ineffective to maintain any degree of operation, and may even crash. To limit what could and could not be shown, the game earth was broken into squares ( uGrids ), and around the player 5 full-detail uGrids were loaded simultaneously .
With tweak we could increase the act of uGrids loaded, but as Skyrim was a 32-bit .exe, and most GPUs had at soap 2GB of VRAM, performance and stability was hapless above 7 uGrids as players frequently ran out of RAM, VRAM, and general CPU and GPU horsepower .
For Fallout 4, the game engine has received a 64-bit promote, solving RAM issues ; GPUs now have significantly more VRAM, and 2015 hardware is league ahead of what we had back in 2011. In other words, uGrids are now legitimately functional, and stable, all the way up to and including uGrids 13, improving persona quality and detail draw distances substantially. Take a search at the comparisons below to see what we mean .
At metier distances meaning improvements can be found, besides .
And combined with the Grass Fade tweak, denounce view distance and general image quality can be raised even at short range .
Before you sprint off to change uGridsToLoad=, please eminence that uGrids can alter your game and save data, and reverting to a previous uGrids value at a late date may break your keep open. Mods like stable uGridsToLoad were finally developed for Skyrim to workaround these issues, and before that we had this manual repair, which appears to besides work in Fallout 4 :
- Start Fallout 4 and load up a saved game
- Use ALT+TAB to switch out of Fallout 4 and back to your Desktop
- Edit the Fallout4Prefs.ini file as normal, modifying the uGridsToLoad variable to the desired lower value. Save Fallout4Prefs.ini and close it
- Use ALT+TAB to switch back to Fallout 4
- Open the Command Console using the tilde (~) key and type refreshini
- Save your game to a new save slot, and it should now have the correct new uGridsToLoad value
If you ‘re concerned about breaking your plot and losing build up simply wait for a goofproof mod or script, as was developed for Skyrim. If however you like to walk on the angry side, backup your saves and config files and enjoy the massively improved trope choice .
Performance: Loading extra uGrids adds extra high-quality contingent across your airfield of view, and so has a goodly performance impact. It besides requires huge amounts of RAM and VRAM – our tests frequently saw 6GB of RAM and VRAM in use at 1920×1080, with uGrids maxed out at 13 .
If you have performance to spare, and the necessity hardware, tweaking uGrids will have the individual largest impact on effigy timbre of any Fallout 4 pinch or game set .
Water Tweaks
You ca n’t increase the quality of water in Fallout 4, which appears to have three set-in-stone LoD levels, but you can turn off several of its features to improve performance on slower systems. To do so, merely change “ 1 ” to “ 0 ” on the keep up config file lines :
bUseWaterDisplacements=1
bUseWaterRefractions=1
bUseWaterReflections=1
bUseWaterDepth=1
NVIDIA Dynamic Super Resolution
To increase the timbre of your graphics even further, activate Dynamic Super Resolution ( DSR ) to receive up to 4K-quality graphics on your HD monitor. How it works is simpleton : compatible games, such as Fallout 4, are rendered at a higher, more detailed resoluteness, and the picture intelligently shrunk back down to the resolution of your monitor using a custom-made filter, giving you up to 4K-quality graphics on your blind. The video below explains more, and the images show how to activate the set in the NVIDIA Control Panel .
With DSR enabled, textures benefit from improved clearness, aliasing is about wholly eliminated, objects have better definition, vegetation is more detail, and aloof game elements are significantly clearer. If you ‘ve used DSR in early games you ‘ll know of these benefits already, but if you have n’t had the find here ‘s a search at how Fallout 4 ‘s graphics scale with rendering resolutions .
even though DSR is of great profit, in the sheath of Fallout 4 we ‘d recommend tweaking uGrids first as it adds actual contingent, preferably than ‘simply ‘ improving what ‘s presently visible. If after tweaking uGrids you have performance to spare, increase your rendering resolution with DSR for the authoritative degree of image timbre .
Performance: Using a reference GeForce GTX 980 Ti, we increased the DSR rendering resolution in our demanding benchmark that incorporates about all of Fallout 4 ‘s graphics settings, demonstrating the most demanding moments of this enormous game .
Overclocking
If you need extra performance, overclocking your CPU and GPU will pay dividends in Fallout 4 demanding open world. Learn how with the avail of GeForce Garage .
Tweaking Wrap-Up
Above we ‘ve documented what we believe to be the most utilitarian of tweaks. many old favorites from Skyrim no long work, numerous lines in the shape file have no obtrusive or plus impact on image choice, and of the hundreds of in-game cabinet commands we ‘re expecting the majority to be locked down in the retail let go of of the game. Those that remain will undoubtedly be tested by have Skryim modders, and should they find anything of note we ‘ll be sure to update the guide .
Using the fine-tune we have verified then far, we ‘ve already gained a considerable total of detail as the synergistic comparison below demonstrates .
Air conditioners and other objects are visible on distant buildings, trees are rendered on the distant mound, which is now of a higher quality ; a gun enclosure can be seen across the river, a character can be seen on the river boat, and everything precisely looks better .
Performance:
operation is unplayable with every individual thing maxed out, as was the case when Skyrim beginning launched, but in time hardware will improve and many more will have the opportunity to take advantage of these tweaks and the graphics mods that will undoubtedly be developed. In the meanwhile, we ‘d recommend starting with uGrids 7 ( if you ‘re unafraid of potential issues ), Shadow Quality, Distant Object Detail, and Grass Fade, in that order .
If you learn of any other beneficial tweaks, be sure to let us know via the comments section .
G-SYNC: Eliminating Stutters & Tearing For The Ultimate Experience
NVIDIA revolutionized computer displays in 2013 with the introduction of variable freshen rates, enabling gamers to enjoy highly responsive, tear-free, stutter-free experiences on G-SYNC monitors. Reviews are phenomenal, and gamers everywhere agree that it ‘s irritating to play on anything early than a G-SYNC display once you ‘re used to the flawless know it provides .
With a G-SYNC monitor you explore the barren in ocular bliss for hundreds of hours, without encountering any of the issues associated with old monitor engineering, leaving you to worry only about the enemies and hazards in-game .
Game Ready Fallout 4 Driver
For the best fallout 4 experience we recommend updating to the new Fallout 4 GeForce Game Ready Drivers. Included are the latest performance optimizations and tweaks for Fallout 4, ensuring an optimum experience the second you start playing. download now for via GeForce Experience .
GeForce Experience: Optimal Playable Settings With A Single Click
The best way to automatically configure and apply Fallout 4 ‘s 20 bet on settings for your specific system configuration is through GeForce Experience, an invaluable creature for all GeForce GTX users. In addition to optimizing over 300 games, the complimentary GeForce Experience application can automatically update drivers and profiles, phonograph record and stream gameplay with ShadowPlay, and can wirelessly stream personal computer games, including Fallout 4, to NVIDIA SHIELD devices .
Taking into report your GPU and CPU, equally well as many extra factors, GeForce Experience ‘s game recommendations can be applied with a individual snap, and are updated over time should developer patches and NVIDIA drivers improve performance far still. This one-click solution is perfective for gamers who wish to play alternatively of tinker, and for those with little feel in configuring settings for an optimum experience .
Conclusion
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The personal computer edition of Fallout 4 comes with a total of perks. There are higher rendering resolutions, shape options, and often higher-quality effects. In the encase of Fallout 4, all those are award, ampere well as the option to tweak graphics substantially with a few easy-to-implement config file changes. not to mention, the gameplay and graphics mods that will continue to improve and enhance Fallout 4 for years to come .
component in experience-enhancing technologies like G-SYNC, GeForce Experience ‘s automatic plant shape for non-enthusiasts, outback play with GameStream, remote control of a friend ‘s crippled with GameStream Co-Op beta, gameplay record and streaming with ShadowPlay, and the ability to sync your game with the Android Fallout 4 Pip-Boy app on SHIELD tablet, and you ‘ve got more enhancements, more options and more flexibility in how you experience side effect 4 than on any early platform or service .
If you ‘re playing on personal computer you ‘ve got the authoritative feel, and it ‘s only going to get well. If you ‘re playing on a GeForce GTX personal computer, you ‘re experiencing Fallout 4 the way it was meant to be played .