First off its not lag, its just the load time for the game isprobably taking a while. The only way to decrease the load is toinstall the game onto your ps3 (You can do it on xbox, but I am notso sure about ps3). Another reson could be the amount of saves orhours spent on one profile. The only way to fux that is to deletethe saves or make a new profile. The load time gets longer as youadd more hours to the game because it has to save everything you'vedone on that profile which ends up being a little too much tohandle.
How do you get rid of lag on fallout new Vegas on PC?
Where can you find EDE in Fallout New Vegas?
Does fallout new Vegas freeze like Fallout 3?
Occasionally Fallout: New Vegas will freeze, but not as frequently as Fallout 3.
What will the fallout after new Vegas be called?
What is the new fallout called?
What is Fallout New Vegas?
Fallout New Vegas is the fifth installment in the Fallout series. It is for the Xbox 360, PS3, and the PC.
Can you get married in fallout new Vegas?
No, you can't get married in Fallout: New vegas, but you can have sex in the game :)
Should i buy mass effect 2 or Fallout New Vegas?
What game consoles will Fallout New Vegas be for?
fallout new Vegas will be on PlayStation 3 and Xbox 360
Where do you go to type cheat codes in Fallout New Vegas?
How many quest are there in Fallout New Vegas?
Fallout New Vegas Ps3 Lag Fix
There are over 80 different quest to do in Fallout new Vegas
What game is better Fallout New Vegas or fable 3?
Will you put all Fallout New Vegas into one game?
How do you drive cars in Fallout New Vegas?
There are no drivable vehicles in Fallout New Vegas, unless added by a mod.
Does anything in Fallout New Vegas spoil anything in Fallout 3?
Nothing in New Vegas spoils Fallout 3. They take place in 2 completely different corners of the country. And New Vegas can not spoil anything for Fallout 3, as New Vegas takes place before the events of Fallout 3. Hope this helps! Also Fallout 3 is not a sequal. But lets pray for a Fallout 4
Can you join the NCR in fallout new Vegas for the Xbox360?
fallout new vegas is the same on every counsel so the answer is yes.
What is better Fallout 3 or fallout new Vegas?
In my opinion Fallout 3 is better. New Vegas just doesn't create much of a post-apocalyptic feel.
Who to get to new vegus on fallout?
New Vegas is not an expansion pack for Fallout 3 or part of the game! Fallout: New Vegas and Fallout 3 are separate games. As for 'how to get there', you can purchase it almost anywhere retail video-games are sold.
Will there be bobble heads or something similar to it in Fallout New Vegas?
Fallout New Vegas Ps3 Lag
Yes, Fallout: New Vegas will use 'Snow Globes' as an alternative to Fallout 3's 'Bobble Head'.
Is Fallout New Vegas going to be co-op?
It has been confirmed by Obsidian that Fallout: New Vegas will not have a co-op mode.
Where is the cathedral in Fallout New Vegas?
The Master's Cathedral was only acessible in Fallout 1, and is too far West to be included in New Vegas.
Why does Fallout New Vegas have sexual content?
How do you play the game add on Fallout New Vegas?
It is not an expansion pack for Fallout 3! Fallout: New Vegas and Fallout 3 are separate titles. As for how to acquire it, you can purchase it almost anywhere retail video-games are sold.
When will a new fallout game come out?
'Fallout: New Vegas' is projected to come out sometime in 2010.
What are the effects of keeping the name courier in Fallout New Vegas?
There are no adverse effects to keeping the default name for either Fallout 3, or New Vegas.
How do you beat Fallout New Vegas?
Fallout New Vegas is an huge game. To beat the game (aka complete it), you will have to spend several hours on the game.
When does the Fallout New Vegas demo come out?
There will be no demo for Fallout: New Vegas. But you could ask Bethasoft for a Beta demo for a charge of twenty dollars.
Can my fallout 3 mods be used in fallout new Vegas?
Nope. Fallout 3 and Fallout: New Vegas are completely different games, sure they are in the same title and the same game engine, but the configurations and in-outs are different for both games, so you cannot simply apply a mod you used for Fallout 3 and try to run it on Fallout: New Vegas. You may be able to find mods that match your Fallout 3 mods for New Vegas on an assortment of different… Read More
How many fallout games have there been?
4. fallout 1 fallout 2 fallout 3 fallout 3 new vegas
Is there any games like Skyrim?
Does bethesda still own fallout after Fallout New Vegas?
Yes, they bought the rights to the Fallout Franchise from Interplay, Obsidian entertainment is developing Fallout : New Vegas, they don't own the rights, and the game is being published by Bethesda.
Does DLC allow you to keep playing Fallout New Vegas?
The DLC in Fallout New Vegas allows you to do more missions, which means yes, it keeps you playing.
Will there be a newer fallout than New Vegas?
If by you mean a new Fallout game the yes, Fallout:San Francisco
How good is Fallout New Vegas?
Fallout New Vegas is a great game. In my opinion, it is better than Fallout 1,2,and 3. You can have more unique weapons than Fallout 3. There are more enemy's, more kinds of species. And more! :)
Does California have a pledge to the flag?
To the republic of California? Yes. but that is in fallout, and Fallout: New Vegas.
Is there Xbox live with Fallout 3?
no there is no online mode on fallout 3 or new vegas
Which game has more mods fallout 3 or Fallout New Vegas?
Fallout New Vegas of course 5 examples:Scope, Plasma caster electrode, custom action, focus optic and 10mm recoil cap
What is agood xbox 360 game?
a few r fallout 3 fallout new Vegas metro 2033 fallout 3 & new Vegas r 10 out of10 good good good games ;)
Why is fallout new Vegas so bugged?
Fallout New Vegas is buggy because the game engine it is run on is buggy; and also because Obsidian weren't given enough time to create Fallout New Vegas; so they had to cut a lot of content and leave many bugs unfixed.
When is Fallout New Vegas comnig out?
New Vegas just came out October 19! (or 18 at midnight)
Can you continue after beating Fallout New Vegas?
No, you cannot continue after the main quest completion of New Vegas.
Is fallout new Vegas good?
Fallout new Vegas is a revolutionary role playing game publised by besthada and developed by obsidian. If you enjoyed fallout 3 and/or oblivion you will enjoy this. it is the awesomest game that was Eva made dude!
When does Fallout New Vegas come on in Liverpool?
Where is The Thorn in Fallout New Vegas?
How popular is Fallout New Vegas?
Is fallout new Vegas unstable?
Can saved data on Fallout New Vegas load onto Fallout New Vegas ulimate edition?
I'm Afraid not. You'll have to wander the Mojave all over again
How many players is fallout 3?
Where is new vegas in Fallout New Vegas?
It's the area with The Strip in the center, northwest of your starting point (Goodsprings).
Is the brotherhood of steel goin to appear in falout new Vegas?
Fallout New Vegas Ps3 Bugs
Yes, the Brotherhood of Steel are in Fallout New Vegas.
This isn't a mod! but a tutorial on how to make the game work better! Trust me on this one, it will work, depending on some things such as your computer's memory.
You can either download the rar or read the rest of the detailed description, it should work for everyone who has a decent computer, and yes, you'll be able to play above 60fps using 4k textures, lot of mods, etc and that without lag or stutters.
First of all, you'll need to download the latest enbseries mod for Fallout: New Vegas which can be found here: http://enbdev.com/download_mod_falloutnv.htm
You'll also need New Vegas Stutter Remover which can be found here: https://www.nexusmods.com/newvegas/mods/34832/
And finally you'll need New Vegas Script Extender which can be found here: http://nvse.silverlock.org/
If you are bad when it comes to computer and you don't even know what VRAM and RAM is then you should download this: http://enbdev.com/download_vramsizetest.htm
It will calculate it for you.
The enb is really important, I don't know about the rest but I'm using them and my game is running very well.
You are not obliged to use the enb itself if you don't want to use it, no worries, this tutorial will tell you everything (or almost).
The calculator isn't important, download it only if you are bad at maths or if you know nothing to computers and memory.
Extract the enb files and New Vegas Script Extender in your Fallout: New Vegas directory.
The New Vegas Sutter Remover goes in Data/nvse which is located in your game directory.
Now, you want your game to work well don't you? But let's say that you do not want the enb to change anything else.
It's simple, open 'enbseries.ini' and locate:
[GLOBAL]
AdditionalConfigFile=
UseEffect=true
Change 'true' to 'false' and voila.
Now, the real part comes in.
I'll give you what I am using but you do not just copy/paste it and move on with your life, you'll have to read the rest of this tutorial if you want it to work properly.
What I'll show you next is located in 'enblocal.ini'.
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
EnableUnsafeMemoryHacks=true
ReservedMemorySizeMb=512
VideoMemorySizeMb=27488
EnableCompression=false
AutodetectVideoMemorySize=false
[THREADS]
DataSyncMode=0
PriorityMode=0
EnableUnsafeFixes=true
[WINDOW]
ForceBorderless=false
ForceBorderlessFullscreen=false
[ENGINE]
ForceAnisotropicFiltering=true
MaxAnisotropy=16
AddDisplaySuperSamplingResolutions=false
[LIMITER]
WaitBusyRenderer=false
EnableFPSLimit=false
FPSLimit=60.0
[INPUT]
KeyCombination=16
KeyUseEffect=123
KeyFPSLimit=36
KeyShowFPS=106
KeyScreenshot=45
KeyEditor=13
KeyFreeVRAM=116
[ANTIALIASING]
EnableEdgeAA=true
EnableAccumulativeAA=true
[FIX]
FixGameBugs=false
FixTransparencyBugs=false
IgnoreGECK=true
StutterFix=false
[GLOBAL]
UseENBoostWithoutGraphics=false
Now i'll let you know what to change, if you had the same computer parts as mine then I'd say go for it but it may not be the case so here I go.
[MEMORY]
ExpandSystemMemoryX64=true Don't touch this, if you are still on a computer that is 32bit then there is no point in reading this tutorial.
ReduceSystemMemoryUsage=true No stutters when 'false' but 'out of memory' crashes, set it to 'true', you'll need to read the rest otherwise it will still have lot of problems.
DisableDriverMemoryManager=false Don't touch this.
DisablePreloadToVRAM=false Don't touch this.
EnableUnsafeMemoryHacks=true Don't touch this.
ReservedMemorySizeMb=2048 You'll have to change this, yes, the maximum is 1024, I don't care, I feel like a badass while using 2048 (it's a joke), for this, you'll have to find by yourself using one of these: 64, 128, 256, 384, 512, 640, 768, 896, 1024.
VideoMemorySizeMb=27488 You'll also have to change this, VRAM+RAM-2048,
EnableCompression=false I haven't tried it at all but everything works good when 'false'.
AutodetectVideoMemorySize=false 'true', 'false', it doesn't really matters, you can even delete the whole line if you want to.
[THREADS]
DataSyncMode=0 You'll probably have to add this line if it's not already in there, set it to 0 and voila, you were having some issues when 'ReduceSystemMemoryUsage' was set to true? Not anymore with this.
PriorityMode=0 Haven't tested this but everything seems to work well when =true
EnableUnsafeFixes=true Haven't tested this but everything seems to work well when =true
[WINDOW]
ForceBorderless=true Don't touch this.
ForceBorderlessFullscreen=true Don't touch this.
[ENGINE]
ForceAnisotropicFiltering=true You may have to change it to 'false' if your computer can't handle it.
MaxAnisotropy=16 You may have to change it to 'false' if your computer can't handle it.
AddDisplaySuperSamplingResolutions=false You shouldn't touch this.
[LIMITER]
WaitBusyRenderer=false Don't touch this.
EnableFPSLimit=false Up to you.
FPSLimit=60.0 Up to you but supposedly that it has glitches and problems above 60 fps, haven't encountered any and I'm playing at 120 fps, plus it would be best to limit it using Nvidia Geforce/Radeon Settings.
[INPUT]
KeyCombination=16 No need to touch this.
KeyUseEffect=123 No need to touch this.
KeyFPSLimit=36 No need to touch this.
KeyShowFPS=106 No need to touch this.
KeyScreenshot=45 No need to touch this.
KeyEditor=13 No need to touch this.
KeyFreeVRAM=116 No need to touch this.
[ANTIALIASING]
EnableEdgeAA=true You may have to change it to 'false' if your computer can't handle it.
EnableAccumulativeAA=true You may have to change it to 'false' if your computer can't handle it.
[FIX]
FixGameBugs=false I'm honestly not sure anymore about this one, I'll have to test it more but it everything seems to work well both on true and false.
FixTransparencyBugs=true I'm honestly not sure anymore about this one, I'll have to test it more but it everything seems to work well both on true and false.
IgnoreGECK=true I never actually tried changing this option even though I use the G.E.C.K., so just forget about it.
StutterFix=false 'U can't touch this' (no need to change this even though it is tempting)
[GLOBAL]
UseENBoostWithoutGraphics=false Set it to 'true' if you don't want to use the enb graphics but you can also change it in the enbseries.ini
And that's it for the enbseries.ini and enblocal.ini
Now you'll open 'nvse_config.ini' which is located in your Data/nvse folder.
[Memory]
DefaultHeapInitialAllocMB=420 - 'I see what you did there' yeah yeah yeah that aside, you'll have to try some numbers by yourself but 420 seems to be the best for me so you should try it.
scrapHeapSizeMB= - Forget about this option, you should just delete the whole line, it doesn't seems to change anything, it probably isn't compatible with the game.
Honestly, I'm not a heap master, I understand how it works but that's it, I never tried to learn about heap because it's just crap in a all honesty.
So you should try different numbers but not too high nor too low, something like minimum of 200 and maximum of 1060.
But I honestly think it is better off.
bReplaceHeap = 0
Now you'll open 'sr_New_Vegas_Stutter_Remover.ini' which is located in your Data/nvse/Plugins folder.
Master = {
_comment = You can turn on or off each distinct feature from here.
bManageFPS = 0
bHookCriticalSections = 0
bHookLightCriticalSections = 0
bHookHashtables = 1
bReplaceHeap = 0
bReplaceGetTickCount = 1
bLogToConsole = 0
bFastExit = 1
bFlushLog = 1
iSchedulingResolution = 1
bReplaceRandom = 1
bExperimentalStuff = 0
iMainHookPoint = 1
It should look like this, you can copy/paste it.
And also look for:
Heap = {
_comment =This section is disabled by default - see Master/bReplaceHeap
_comment =I recommend enabling it however.
_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion at a significant cost in stability
_comment = It crashes instantly on Fallout3 last I remember checking
_comment = It seems to work on Fallout: New Vegas ?
_comment = Algorithms: 1=FastMM4, 2=Microsoft (slow on XP), 3=SimpleHeap1, 4=TBBMalloc, 5=ThreadHeap2, 6=ThreadHeap3, 8=tcmalloc
_comment = Algorithms numbers 1, 4, and 8 require external DLL files in the Data/OBSE/Plugins/ComponentDLLs folder
_comment = Size is in units of megabytes, and only effects algorithms 3, 5, and 6 (other algorithms dynamically determine their own size)
iHeapAlgorithm = 6
bEnableProfiling = 0
iHeapSize = 1024
bEnableMessages = 0
bZeroAllocations = 0
You'll have to change the number from 'iHeapSize =', you'll probably have to try again and again, it's exactly the same as the one found in 'sr_New_Vegas_Stutter_Remover.ini'
You may have to change the number from 'iHeapAlgorithm =', 1, 3, 5 and 6 are the only ones worth trying as far as I know but you should try with the number '6' first.
And voila, you are ready to play.
If you lag around Searchlight Airport then you'll no choice but to remove the FCO (Fallout Character Overhaul) - Glowing Ghouls addon.
No matter how strong your computer is, it will always lag, perhaps not on a vanilla game but using 4k textures and everything else, yes so either you remove it or
edit the files to make them less strong, I haven't try that though so I can't say if it works or not so simply remove it from your load order.
I have mostly 4k textures, easily more than 600 weapons, lot of realism and challenging mods, lot of new content mods and the game works perfectly.
Generally between 60 and 110 fps depending on the area, some times it can go a little bit lower than 60 but not under 50.
I even use the IMPACT mod - The Michael Bay version and no stutter at all when firing.
I also use the enb graphics (mostly to enhance the shadows) and no lag nor stuttering at all!
I'm also using Tale of Two Wastelands.
Lot of scripted mods.
Lot of different mods.
If you are interested in knowing my computer specs and other stuff, here they are:
Processor: Intel Core i7-7700K Kaby Lake Quad-Core 4.2 GHz
Motherboard: ASUS ROG Maximus IX Hero Z270 LGA1151 DDR4
Video card: GIGABYTE GTX 1080 ti Founder's Edition
Memory/RAM: G.SKILL Ripjaws V Series 16GB (DDR4 3000)
Monitor: AOC U2879VF 28' Black / Silver 4K AMD FreeSync
Not really important but if you wanna know about the rest:
Hard Disk Drive: WD Red 8TB NAS Hard Disk Drive - 5400 RPM Class SATA 6Gb/s 128MB Cache 3.5 Inch
Solid State Drive (SSD): ADATA SP550 512GB (446GB) 6Gb/s
CPU Cooler: Cooler Master Hyper 212X (with Dual)
Power supply: EVGA SuperNOVA 850 B2 110-B2-0850-V1 80+ BRONZE 850W
Keyboard: Logitech G910 Orion Spark USB Mechanical Gaming Keyboard
Mouse: Logitech G502 Proteus Core Tunable Gaming Mouse
If you want to copy/paste everything, you'll have to be sure that you have the same processor, video card as me, and also 16GB of RAM, If other GTX 1080 ti models also have 11GB then it's all good, go for it.
There shouldn't be any issues but I can help you if you have a problem but before that, be sure to read the tutorial, I won't do everything for you, also be sure that your computer can handle 4k resolution and 4k textures if you are using any, so please, be sure to read everything of it, be sure to add and change the lines in the '.ini' files.
And enjoy an amazing game without any lag nor stutters.
You can either download the rar or read the rest of the detailed description, it should work for everyone who has a decent computer, and yes, you'll be able to play above 60fps using 4k textures, lot of mods, etc and that without lag or stutters.
First of all, you'll need to download the latest enbseries mod for Fallout: New Vegas which can be found here: http://enbdev.com/download_mod_falloutnv.htm
You'll also need New Vegas Stutter Remover which can be found here: https://www.nexusmods.com/newvegas/mods/34832/
And finally you'll need New Vegas Script Extender which can be found here: http://nvse.silverlock.org/
If you are bad when it comes to computer and you don't even know what VRAM and RAM is then you should download this: http://enbdev.com/download_vramsizetest.htm
It will calculate it for you.
The enb is really important, I don't know about the rest but I'm using them and my game is running very well.
You are not obliged to use the enb itself if you don't want to use it, no worries, this tutorial will tell you everything (or almost).
The calculator isn't important, download it only if you are bad at maths or if you know nothing to computers and memory.
Extract the enb files and New Vegas Script Extender in your Fallout: New Vegas directory.
The New Vegas Sutter Remover goes in Data/nvse which is located in your game directory.
Now, you want your game to work well don't you? But let's say that you do not want the enb to change anything else.
It's simple, open 'enbseries.ini' and locate:
[GLOBAL]
AdditionalConfigFile=
UseEffect=true
Change 'true' to 'false' and voila.
Now, the real part comes in.
I'll give you what I am using but you do not just copy/paste it and move on with your life, you'll have to read the rest of this tutorial if you want it to work properly.
What I'll show you next is located in 'enblocal.ini'.
[MEMORY]
ExpandSystemMemoryX64=true
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
EnableUnsafeMemoryHacks=true
ReservedMemorySizeMb=512
VideoMemorySizeMb=27488
EnableCompression=false
AutodetectVideoMemorySize=false
[THREADS]
DataSyncMode=0
PriorityMode=0
EnableUnsafeFixes=true
[WINDOW]
ForceBorderless=false
ForceBorderlessFullscreen=false
[ENGINE]
ForceAnisotropicFiltering=true
MaxAnisotropy=16
AddDisplaySuperSamplingResolutions=false
[LIMITER]
WaitBusyRenderer=false
EnableFPSLimit=false
FPSLimit=60.0
[INPUT]
KeyCombination=16
KeyUseEffect=123
KeyFPSLimit=36
KeyShowFPS=106
KeyScreenshot=45
KeyEditor=13
KeyFreeVRAM=116
[ANTIALIASING]
EnableEdgeAA=true
EnableAccumulativeAA=true
[FIX]
FixGameBugs=false
FixTransparencyBugs=false
IgnoreGECK=true
StutterFix=false
[GLOBAL]
UseENBoostWithoutGraphics=false
Now i'll let you know what to change, if you had the same computer parts as mine then I'd say go for it but it may not be the case so here I go.
[MEMORY]
ExpandSystemMemoryX64=true Don't touch this, if you are still on a computer that is 32bit then there is no point in reading this tutorial.
ReduceSystemMemoryUsage=true No stutters when 'false' but 'out of memory' crashes, set it to 'true', you'll need to read the rest otherwise it will still have lot of problems.
DisableDriverMemoryManager=false Don't touch this.
DisablePreloadToVRAM=false Don't touch this.
EnableUnsafeMemoryHacks=true Don't touch this.
ReservedMemorySizeMb=2048 You'll have to change this, yes, the maximum is 1024, I don't care, I feel like a badass while using 2048 (it's a joke), for this, you'll have to find by yourself using one of these: 64, 128, 256, 384, 512, 640, 768, 896, 1024.
VideoMemorySizeMb=27488 You'll also have to change this, VRAM+RAM-2048,
EnableCompression=false I haven't tried it at all but everything works good when 'false'.
AutodetectVideoMemorySize=false 'true', 'false', it doesn't really matters, you can even delete the whole line if you want to.
[THREADS]
DataSyncMode=0 You'll probably have to add this line if it's not already in there, set it to 0 and voila, you were having some issues when 'ReduceSystemMemoryUsage' was set to true? Not anymore with this.
PriorityMode=0 Haven't tested this but everything seems to work well when =true
EnableUnsafeFixes=true Haven't tested this but everything seems to work well when =true
[WINDOW]
ForceBorderless=true Don't touch this.
ForceBorderlessFullscreen=true Don't touch this.
[ENGINE]
ForceAnisotropicFiltering=true You may have to change it to 'false' if your computer can't handle it.
MaxAnisotropy=16 You may have to change it to 'false' if your computer can't handle it.
AddDisplaySuperSamplingResolutions=false You shouldn't touch this.
[LIMITER]
WaitBusyRenderer=false Don't touch this.
EnableFPSLimit=false Up to you.
FPSLimit=60.0 Up to you but supposedly that it has glitches and problems above 60 fps, haven't encountered any and I'm playing at 120 fps, plus it would be best to limit it using Nvidia Geforce/Radeon Settings.
[INPUT]
KeyCombination=16 No need to touch this.
KeyUseEffect=123 No need to touch this.
KeyFPSLimit=36 No need to touch this.
KeyShowFPS=106 No need to touch this.
KeyScreenshot=45 No need to touch this.
KeyEditor=13 No need to touch this.
KeyFreeVRAM=116 No need to touch this.
[ANTIALIASING]
EnableEdgeAA=true You may have to change it to 'false' if your computer can't handle it.
EnableAccumulativeAA=true You may have to change it to 'false' if your computer can't handle it.
[FIX]
FixGameBugs=false I'm honestly not sure anymore about this one, I'll have to test it more but it everything seems to work well both on true and false.
FixTransparencyBugs=true I'm honestly not sure anymore about this one, I'll have to test it more but it everything seems to work well both on true and false.
IgnoreGECK=true I never actually tried changing this option even though I use the G.E.C.K., so just forget about it.
StutterFix=false 'U can't touch this' (no need to change this even though it is tempting)
[GLOBAL]
UseENBoostWithoutGraphics=false Set it to 'true' if you don't want to use the enb graphics but you can also change it in the enbseries.ini
And that's it for the enbseries.ini and enblocal.ini
Now you'll open 'nvse_config.ini' which is located in your Data/nvse folder.
[Memory]
DefaultHeapInitialAllocMB=420 - 'I see what you did there' yeah yeah yeah that aside, you'll have to try some numbers by yourself but 420 seems to be the best for me so you should try it.
scrapHeapSizeMB= - Forget about this option, you should just delete the whole line, it doesn't seems to change anything, it probably isn't compatible with the game.
Honestly, I'm not a heap master, I understand how it works but that's it, I never tried to learn about heap because it's just crap in a all honesty.
So you should try different numbers but not too high nor too low, something like minimum of 200 and maximum of 1060.
But I honestly think it is better off.
bReplaceHeap = 0
Now you'll open 'sr_New_Vegas_Stutter_Remover.ini' which is located in your Data/nvse/Plugins folder.
Master = {
_comment = You can turn on or off each distinct feature from here.
bManageFPS = 0
bHookCriticalSections = 0
bHookLightCriticalSections = 0
bHookHashtables = 1
bReplaceHeap = 0
bReplaceGetTickCount = 1
bLogToConsole = 0
bFastExit = 1
bFlushLog = 1
iSchedulingResolution = 1
bReplaceRandom = 1
bExperimentalStuff = 0
iMainHookPoint = 1
It should look like this, you can copy/paste it.
And also look for:
Heap = {
_comment =This section is disabled by default - see Master/bReplaceHeap
_comment =I recommend enabling it however.
_comment = Heap replacement can produce MAJOR improvements in performance on Oblivion at a significant cost in stability
_comment = It crashes instantly on Fallout3 last I remember checking
_comment = It seems to work on Fallout: New Vegas ?
_comment = Algorithms: 1=FastMM4, 2=Microsoft (slow on XP), 3=SimpleHeap1, 4=TBBMalloc, 5=ThreadHeap2, 6=ThreadHeap3, 8=tcmalloc
_comment = Algorithms numbers 1, 4, and 8 require external DLL files in the Data/OBSE/Plugins/ComponentDLLs folder
_comment = Size is in units of megabytes, and only effects algorithms 3, 5, and 6 (other algorithms dynamically determine their own size)
iHeapAlgorithm = 6
bEnableProfiling = 0
iHeapSize = 1024
bEnableMessages = 0
bZeroAllocations = 0
You'll have to change the number from 'iHeapSize =', you'll probably have to try again and again, it's exactly the same as the one found in 'sr_New_Vegas_Stutter_Remover.ini'
You may have to change the number from 'iHeapAlgorithm =', 1, 3, 5 and 6 are the only ones worth trying as far as I know but you should try with the number '6' first.
And voila, you are ready to play.
If you lag around Searchlight Airport then you'll no choice but to remove the FCO (Fallout Character Overhaul) - Glowing Ghouls addon.
No matter how strong your computer is, it will always lag, perhaps not on a vanilla game but using 4k textures and everything else, yes so either you remove it or
edit the files to make them less strong, I haven't try that though so I can't say if it works or not so simply remove it from your load order.
I have mostly 4k textures, easily more than 600 weapons, lot of realism and challenging mods, lot of new content mods and the game works perfectly.
Generally between 60 and 110 fps depending on the area, some times it can go a little bit lower than 60 but not under 50.
I even use the IMPACT mod - The Michael Bay version and no stutter at all when firing.
I also use the enb graphics (mostly to enhance the shadows) and no lag nor stuttering at all!
I'm also using Tale of Two Wastelands.
Lot of scripted mods.
Lot of different mods.
If you are interested in knowing my computer specs and other stuff, here they are:
Processor: Intel Core i7-7700K Kaby Lake Quad-Core 4.2 GHz
Motherboard: ASUS ROG Maximus IX Hero Z270 LGA1151 DDR4
Video card: GIGABYTE GTX 1080 ti Founder's Edition
Memory/RAM: G.SKILL Ripjaws V Series 16GB (DDR4 3000)
Monitor: AOC U2879VF 28' Black / Silver 4K AMD FreeSync
Not really important but if you wanna know about the rest:
Hard Disk Drive: WD Red 8TB NAS Hard Disk Drive - 5400 RPM Class SATA 6Gb/s 128MB Cache 3.5 Inch
Solid State Drive (SSD): ADATA SP550 512GB (446GB) 6Gb/s
CPU Cooler: Cooler Master Hyper 212X (with Dual)
Power supply: EVGA SuperNOVA 850 B2 110-B2-0850-V1 80+ BRONZE 850W
Keyboard: Logitech G910 Orion Spark USB Mechanical Gaming Keyboard
Mouse: Logitech G502 Proteus Core Tunable Gaming Mouse
If you want to copy/paste everything, you'll have to be sure that you have the same processor, video card as me, and also 16GB of RAM, If other GTX 1080 ti models also have 11GB then it's all good, go for it.
There shouldn't be any issues but I can help you if you have a problem but before that, be sure to read the tutorial, I won't do everything for you, also be sure that your computer can handle 4k resolution and 4k textures if you are using any, so please, be sure to read everything of it, be sure to add and change the lines in the '.ini' files.
And enjoy an amazing game without any lag nor stutters.
Auf gamingeverything ist ein Interview mit dem Fallout: New Vegas Lead Designer Joshua Sawyer, Mitarbeiter bei Obsidian Entertainment, veröffentlicht worden. Demnach wird er dort mir Fragen zu den bekannten Lag Problemen in New Vegas und auch Skyrim und Fallout 3 konfrontiert. Er aber vesucht zu erklären woran es liegt, dass PS3 Spieler von den Problemen betroffen sind.
[SPOILER]Fallout: New Vegas lead designer Joshua Sawyer has been answering questions on his Formspring account regarding lag issues that players have experienced on the PlayStation 3.
Sawyer is a staffer at Obsidian Entertainment, so obviously he was not involved with the development for The Elder Scrolls V: Skyrim. However, lag issues have been an apparent problem in both New Vegas and Skyrim, so his answers provide some insight as to why there have been performance issues with The Elder Scrolls on the PS3.
Sawyer comments on large game file sizes on the PS3, the console’s divided memory pool (as opposed to the Xbox 360′s unified pool), and more.
Note: Questions are in bold.
Question from one of lesser knowledge… Is there a save game size that you would call “normal” for F:NV? Mine is 14mb, and i’m having intense lag in multiple sections of the Mojave/ all DLC lands. Just curious if that is/could be an issue!
That can easily be a big problem, especially if you’re on the PS3. The longer you play a character, the more bit differences on objects (characters, pencils on tables, containers, etc.) get saved off and carried around in memory. I think we’ve seen save games that are pushing 19 megs, which can be really crippling in some areas.
If it’s an issue why hasn’t it been resolved.The pace at whivh game sellers basically dish an alpha or beta game to the marketplace is sickening. New V stopped being “beta” in mid-2011. I know as a dev my workplace wasn’t AAA dishing but we had integrity.
Since you’re a developer, you should understand the implication of what I wrote. It’s an engine-level issue with how the save game data is stored off as bit flag differences compared to the placed instances in the main .esm + DLC .esms. As the game modifies any placed instance of an object, those changes are stored off into what is essentially another .esm. When you load the save game, you’re loading all of those differences into resident memory.
It’s not like someone wrote a function and put a decimal point in the wrong place or declared something as a float when it should have been an int. We’re talking about how the engine fundamentally saves off and references data at run time. Restructuring how that works would require a large time commitment. Obsidian also only had that engine for a total of 18 months prior to F:NV being released, which is a relatively short time to understand all of the details of how the technology works.
Hey Josh, different user, but same kind of ‘lesser knowledge’ bloke. What’s a bit difference and how does it determine a save file?
Bit field – Wikipedia, the free encyclopedia
It’s a compact way to store data. The bit differences in this case are just flags set up to mark what data has changed (i.e., are different) from what’s in the core .esm.
Let’s say that I, as a designer, set up a creature in an area. I set all of the character’s statistics and gear and save it in the master FalloutNV.esm file that gets loaded into the game. You, the player, run through the area and shoot that dude. You loot him of his gear and put a shovel in his inventory because you are wacky.
The game needs a way to mark that his a) position B) health c) inventory d) some other stuff has changed on him. It does that by marking what fields have changed (by setting individual bits) and then indexing the individual (changed) values for reference later.
When you load the save game, it loads up all of the bit fields marking changes in your save game. When the individual objects load, it applies the indexed changes to those objects. That way, when you come back to the area you left two nights ago, the character is still sprawled out where you left him, naked, with a shovel in his inventory.
Individual bits of data are tiny, but there are thousands upon thousands of objects in F:NV, each one containing numerous data fields that could potentially be changed in your save game. Over time, it adds up.
Is the inflating save file just an issue for the PS3 (I’ve seen lots of lag/crash complaints from PS3 users) or does it happen on all platforms? I’m just wondering if other platforms handle it better than the PS3.
As with Fallout 3 and Skyrim, the problems are most pronounced on the PS3 because the PS3 has a divided memory pool.
(Same fellow you just answered) So….basically, every time I manipulate an object, it fluctuates the save file up or down? I’ve noticed files can get rather huge, is there no way this could have been greatly diminished in a game as big as New Vegas?
It almost always goes up. Some areas will reset contents after three (game) days, but a lot of stuff lingers. Additionally, we also have to deal with “persistent references”. These are objects that are immediately loaded with the game because we need to be able to reference them anywhere/everywhere in the world — even if the player is nowhere near the object. Characters are the most common example. All of the companions need to be able to move around the world even when they are not in your current area, so they are all persistent references.
All object data (excluding art assets like .nifs and audio assets [VO]) for persistent references is loaded at all times, so that’s more-or-less a permanent chunk of resident memory. The number of persistent references invariably goes up with each DLC, so as the number of DLCs increases, the system has less and less memory available. Of course, the player’s save game file only gets bigger and bigger, since he or she is going through more or more areas manipulating an increasingly large number of objects.
This is why some of our later patches actually removed content from the core game (e.g. Primm). Even though we had balanced the memory footprint for the core game, DLC content was pushing down the available resources.
“divided memory pool”?
The Xbox 360 has a unified memory pool: 512 megs of RAM usable as system memory or graphics memory. The PS3 has a divided memory pool: 256 megs for system, 256 for graphics. It’s the same total amount of memory, but not as flexible for a developer to make use of.
But why did the patch remove content from the PC? Most PCs nowadays have 2-4GB of RAM, plus 500MB-1GB of GPU memory. So I doubt the DLCs negatively impacted most PCs to justify content removal…
If we had generated .esms per-platform, that would have been a crazy nightmare for a lot of reasons. The sims 3 mod. A slightly less risky approach could have been to script the removal of assets using the IsPC/IsXbox/IsPS3 functions, but that also introduces its own host of potential problems, especially if objects are attempting to reference something as the script removes it.
We ran into a small but non-trivial number of crashes in F:NV involving persistent references attempting to interact with an object as the player transitions out of his or her current area. E.g. Chief Hanlon attempts to sit in a chair. The player leaves the area, the chair Hanlon wants to sit in is unloaded, and the game crashes.
Hypothetically, if I were to play through FNV without opening any non-necessary containers (e.g. never opening an ammo case) or touching any non-necessary objects (e.g. never moving a pencil) would the game be more stable?
By some margin, yes, but randomized loot I believe is generated on the area’s first load, which also applies to the equipment in many characters’ (e.g. Fiends’) inventories.
[/SPOILER]
[SPOILER]Fallout: New Vegas lead designer Joshua Sawyer has been answering questions on his Formspring account regarding lag issues that players have experienced on the PlayStation 3.
Sawyer is a staffer at Obsidian Entertainment, so obviously he was not involved with the development for The Elder Scrolls V: Skyrim. However, lag issues have been an apparent problem in both New Vegas and Skyrim, so his answers provide some insight as to why there have been performance issues with The Elder Scrolls on the PS3.
Sawyer comments on large game file sizes on the PS3, the console’s divided memory pool (as opposed to the Xbox 360′s unified pool), and more.
Note: Questions are in bold.
Question from one of lesser knowledge… Is there a save game size that you would call “normal” for F:NV? Mine is 14mb, and i’m having intense lag in multiple sections of the Mojave/ all DLC lands. Just curious if that is/could be an issue!
That can easily be a big problem, especially if you’re on the PS3. The longer you play a character, the more bit differences on objects (characters, pencils on tables, containers, etc.) get saved off and carried around in memory. I think we’ve seen save games that are pushing 19 megs, which can be really crippling in some areas.
If it’s an issue why hasn’t it been resolved.The pace at whivh game sellers basically dish an alpha or beta game to the marketplace is sickening. New V stopped being “beta” in mid-2011. I know as a dev my workplace wasn’t AAA dishing but we had integrity.
Since you’re a developer, you should understand the implication of what I wrote. It’s an engine-level issue with how the save game data is stored off as bit flag differences compared to the placed instances in the main .esm + DLC .esms. As the game modifies any placed instance of an object, those changes are stored off into what is essentially another .esm. When you load the save game, you’re loading all of those differences into resident memory.
It’s not like someone wrote a function and put a decimal point in the wrong place or declared something as a float when it should have been an int. We’re talking about how the engine fundamentally saves off and references data at run time. Restructuring how that works would require a large time commitment. Obsidian also only had that engine for a total of 18 months prior to F:NV being released, which is a relatively short time to understand all of the details of how the technology works.
Hey Josh, different user, but same kind of ‘lesser knowledge’ bloke. What’s a bit difference and how does it determine a save file?
Bit field – Wikipedia, the free encyclopedia
It’s a compact way to store data. The bit differences in this case are just flags set up to mark what data has changed (i.e., are different) from what’s in the core .esm.
Let’s say that I, as a designer, set up a creature in an area. I set all of the character’s statistics and gear and save it in the master FalloutNV.esm file that gets loaded into the game. You, the player, run through the area and shoot that dude. You loot him of his gear and put a shovel in his inventory because you are wacky.
The game needs a way to mark that his a) position B) health c) inventory d) some other stuff has changed on him. It does that by marking what fields have changed (by setting individual bits) and then indexing the individual (changed) values for reference later.
When you load the save game, it loads up all of the bit fields marking changes in your save game. When the individual objects load, it applies the indexed changes to those objects. That way, when you come back to the area you left two nights ago, the character is still sprawled out where you left him, naked, with a shovel in his inventory.
Individual bits of data are tiny, but there are thousands upon thousands of objects in F:NV, each one containing numerous data fields that could potentially be changed in your save game. Over time, it adds up.
Is the inflating save file just an issue for the PS3 (I’ve seen lots of lag/crash complaints from PS3 users) or does it happen on all platforms? I’m just wondering if other platforms handle it better than the PS3.
As with Fallout 3 and Skyrim, the problems are most pronounced on the PS3 because the PS3 has a divided memory pool.
(Same fellow you just answered) So….basically, every time I manipulate an object, it fluctuates the save file up or down? I’ve noticed files can get rather huge, is there no way this could have been greatly diminished in a game as big as New Vegas?
It almost always goes up. Some areas will reset contents after three (game) days, but a lot of stuff lingers. Additionally, we also have to deal with “persistent references”. These are objects that are immediately loaded with the game because we need to be able to reference them anywhere/everywhere in the world — even if the player is nowhere near the object. Characters are the most common example. All of the companions need to be able to move around the world even when they are not in your current area, so they are all persistent references.
All object data (excluding art assets like .nifs and audio assets [VO]) for persistent references is loaded at all times, so that’s more-or-less a permanent chunk of resident memory. The number of persistent references invariably goes up with each DLC, so as the number of DLCs increases, the system has less and less memory available. Of course, the player’s save game file only gets bigger and bigger, since he or she is going through more or more areas manipulating an increasingly large number of objects.
This is why some of our later patches actually removed content from the core game (e.g. Primm). Even though we had balanced the memory footprint for the core game, DLC content was pushing down the available resources.
“divided memory pool”?
The Xbox 360 has a unified memory pool: 512 megs of RAM usable as system memory or graphics memory. The PS3 has a divided memory pool: 256 megs for system, 256 for graphics. It’s the same total amount of memory, but not as flexible for a developer to make use of.
But why did the patch remove content from the PC? Most PCs nowadays have 2-4GB of RAM, plus 500MB-1GB of GPU memory. So I doubt the DLCs negatively impacted most PCs to justify content removal…
If we had generated .esms per-platform, that would have been a crazy nightmare for a lot of reasons. The sims 3 mod. A slightly less risky approach could have been to script the removal of assets using the IsPC/IsXbox/IsPS3 functions, but that also introduces its own host of potential problems, especially if objects are attempting to reference something as the script removes it.
We ran into a small but non-trivial number of crashes in F:NV involving persistent references attempting to interact with an object as the player transitions out of his or her current area. E.g. Chief Hanlon attempts to sit in a chair. The player leaves the area, the chair Hanlon wants to sit in is unloaded, and the game crashes.
Hypothetically, if I were to play through FNV without opening any non-necessary containers (e.g. never opening an ammo case) or touching any non-necessary objects (e.g. never moving a pencil) would the game be more stable?
By some margin, yes, but randomized loot I believe is generated on the area’s first load, which also applies to the equipment in many characters’ (e.g. Fiends’) inventories.
[/SPOILER]
F: Gibt es eine Savegamegröße, die Sie für F:NV als 'normal' bezeichnen würde? |
A: Je länger man einen Charakter spielt, desto mehr Unterschiede werden auf / an Objekten (Zeichen, Stifte auf den Tischen, Containern, etc.) im Speicher gelagert. Ich denke, wir haben 19 Megabyte große Savegames gesehen, die in einigen Bereichen lähmend sind. |
F: Wenn es ein Problem ist, warum wurde es nicht gelöst? Das Tempo, mit denen Spielehersteller / -verkäufer ihre Produkte nur als Alpha- gar Betaversion auf den Markt stellen, ist einfach wiederlich. |
A: […]Es ist ein Engine-level Problem, welches entscheidet, wie die Speicherdatei gelagert wird […]. Im Laufe des Spiels werden Instanzen der Objekte geändert und diese Änderungen werden mit in die Speicherdatei geschrieben. Lädt man nun diesen Spielstand, so werden alle Änderungen der Spielwelt mitgeladen. |
Um das System der Speicherung zu verstehen wird noch folgender Link hinzugefügt: Bit field – Wikipedia, the free encyclopedia
F: Ist das Aufblasen der Speicherdatei nur ein Thema für die PS3, (Ich habe viele Lag / Crash Beschwerden von PS3-Benutzern gesehen) oder ist es auf allen Plattformen? |
A: Bei Fallout 3 und auch Skyrim treten die meisten Fälle bei der PS3 auf, da diese einen geteilten RAM-Pool hat. |
F: 'Geteilter RAM-Pool'? |
A: Die XBOX360 hat einen vereinten MEMORY-Pool: 512 MB Nutzbar als System- oder Grafikspeicher. Die PS3 hingegen hat einen geteilten Pool: 256 MB Systemspeicher und 256 MB Grafikspeicher. Es ist zwar die selbe Menge an Speicher, jedoch als Entwickler nicht flexibel nutzbar. |
F: Hyphotetisch – Wenn ich F:NV spiele, ohne nicht-notwendige Container zu öffnen, sollte das Spiel dann stabiler laufen? |
A: Für einen gewissen Spielraum – ja. Aber, durch den zufällig generierten Loot (Beute der Container, Menschen)wird dies wiederrum beeinträchtigt. |
http://img6.imagebanana.com/img/zefx…ertainment.jpg
Skyrim is having some performance issues on the PS3 and Joshua E. Sawyer, lead developer on Fallout: New Vegas, knows why.
Like Skyrim, both Fallout 3 and its not-quite-sequel Fallout: New Vegas have some pronounced lag and micro-stutter issues, most notably on the PS3. Answering user questions on Formspring, Sawyer gave a rather technical breakdown of the engine's issues. Beware, humble reader, here be jargon.
Essentially, each action you take in Skyrim, be it punching a mammoth in the face or murdering women and decorating your house with their body parts, results in changes to the world which are stored in a bit field. As you play, more and more changes are stored in the bit-field file system until, eventually, the file becomes too huge for the system to comfortably handle.
'It's an engine-level issue with how the save game data is stored off as bit flag differences compared to the placed instances in the main .esm + DLC .esms,' Sawyer explained. 'As the game modifies any placed instance of an object, those changes are stored off into what is essentially another .esm. When you load the save game, you're loading all of those differences into resident memory.'
'Some areas will reset contents after three (game) days, but a lot of stuff lingers. Additionally, we also have to deal with 'persistent references,' he continued. 'These are objects that are immediately loaded with the game because we need to be able to reference them anywhere/everywhere in the world -- even if the player is nowhere near the object. Characters are the most common example. All of the companions need to be able to move around the world even when they are not in your current area, so they are all persistent references.'
Apparently the problem occurs on every system, but is most apparent on the PS3 because it divides its 512 megs of Ram between graphics and memory, while the Xbox 360 can allocate its full 512 megs to either purpose and the average gaming PC has dedicated memory for both functions.
The problem is endemic to the Gamebryo engine and seems to have been passed down to the Creation engine that powers Skyrim, and it's not going away any time soon. ' It's not like someone wrote a function and put a decimal point in the wrong place or declared something as a float when it should have been an int,' Sawyer responded to one question. 'We're talking about how the engine fundamentally saves off and references data at run time. Restructuring how that works would require a large time commitment.'