Fallout 4

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Photek
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Joined in 2008
Location: Dublin

PostRe: Fallout 4
by Photek » Tue May 14, 2024 10:31 am

Victor Mildew wrote:How HOW is this piece of gooseberry fool old engine from a previous console generation not locked 60fps at MINUMUM??? The performance modes should be pushing it up to 120fps or beyond.

The Physics engine goes haywire over 60fps.

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Monkey Man
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PostRe: Fallout 4
by Monkey Man » Wed May 15, 2024 7:53 am



We've tested the game on PS5, Series X and Series S to see what's changed with the new update, and there is plenty to praise here - though some problems still remain. Crucially, Bethesda has at least provided a working graphics mode selector on Xbox Series X and S - a clearly labelled switch between 'visuals' mode and 'performance' mode that replaces the broken on/off performance toggle we saw before. These modes run with what the developer calls standard settings (on performance mode) or ultra settings (on visuals mode), and each deploys dynamic resolution scale to varying degrees too. That same visuals/performance labeling is applied to the PlayStation 5 version today as well, though these modes at least worked as intended in the previous patch.

There's an extra bonus here. Every current-gen console also gains the ability to independently set their target frame-rate via a new in-game option. We have 30fps and 60fps modes available on standard 60Hz displays - while an additional 40fps display mode becomes available when running with a 120Hz screen connected. Essentially, you can now choose an arbitrary frame-rate target regardless of your graphics mode, and so, we can now even target visuals mode at 60fps. In effect this might make sense when running the game on future PlayStation or Xbox hardware, for example, or to maximise frame-rates in the game's least demanding areas at the expense of frame-rate stability elsewhere. With two graphics modes and three frame-rate options, then, we certainly have a lot more flexibility.

https://www.eurogamer.net/digitalfoundr ... 13th-patch

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