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why not cap frames to 170 on a 165hz refresh then? no vsync needed and your gpu won't be as taxed giving your hardware longevity.

am I wrong in thinking that frames over a monitors designated max refresh rate would not enhance the gaming experience? (i honestly don't know, never experimented much with that)

edit: on that note, I have never understood the point of "fast sync" in nvidia drivers.

edit 2: to stay on topic, I am playing lots of magic the gathering at the moment, with hopes of starting up Dead Cells soon as I bought it on Android... can play it in OLED now as my phone is OLED

Frames over max refresh (capped just over) can cause screen tear. This also happens at larger deviations from max refreshrate. The argument pro to this is lowering input lag.

vsync increases input lag but kills screen tearing. Fast Sync is a low input lag Vsync that saves frames over the cap in a buffer that is used to eliminate screen tear. Its basically a GPU-based variable vsync. The better variant of that is VRR which essentially does the same trick but on the monitor side by adjusting refresh to the frames offered, which is also why the input lag penalty is even lower.

Fast sync works quite well if you can get a major FPS average well over your monitor native refresh rate. The sacrifice is a rare/occasional stutter.
 
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Would definitely recommend trying custom planes out (doesn't need to be paid, there are good cheap ones like F22). Also download VFRmap, it launches an actual map instead of the game's limited VFR.

Get a cheap stick that doesn't suck, too. Makes playing this game A LOT better because the keyboard controls are junk.

As for the world design, yeah, there are some things that definitely need to be worked on. Such as seeing war planes with AC/DC paintings on down middleeast, or having the Vegas out of 90's.
 
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Would definitely recommend trying custom planes out (doesn't need to be paid, there are good cheap ones like F22). Also download VFRmap, it launches an actual map instead of the game's limited VFR.

Get a cheap stick that doesn't suck, too. Makes playing this game A LOT better because the keyboard controls are junk.

As for the world design, yeah, there are some things that definitely need to be worked on. Such as seeing war planes with AC/DC paintings on down middleeast, or having the Vegas out of 90's.
Useful tips, thanks.
I'm using a Logitech Extreme 3D Pro stick which is fine for my needs and yes, the keyboard controls are very tricky.
 

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Having a blast of FO4 and Oblivion
Never got into FO4, should I give it a new try? The building BS was just so boring that I gave up.
 
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Never got into FO4, should I give it a new try? The building BS was just so boring that I gave up.

FO4 was nothing short of a disappointment indeed. Settlements, dialogues, performance. Everything, lol.
 

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FO4 was nothing short of a disappointment indeed. Settlements, dialogues, performance. Everything, lol.
One of the rare games I've paid the full 60EUR price and just didn't play much. RE Village is another one.

I guess I'll continue FF X-2 for now and then think of playing some game which has been in progress for ages.
 
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Having a blast of FO4 and Oblivion
I need to get back into Oblivion. I'm stuck to FO4 like glue because of modding investment. I don't even think it's the best of what I'm now calling Bethesda's golden era... which I would say ended with the release of FO4. We have Starfield in November, but I think these older games hit on a charm we just might not be getting any more of. Like... there's never gonna be another Oblivion.

I just went to the Boston Public Library. I play super weird... leveling goes stupid slow... like 25% speed. So I choose starting skills carefully. I have just enough INT that the bobblehead in the library gives just enough points to have the Science perk. I'm talkin, I'm going there at level 5 to get it. I have mod gear that needs investments in Science, and ya need it to build settlements. I may cheat with things like Hacker, Local Leader, and Locksmith because I think it's obnoxious to tuck 8 perk points away in skills to open doors and containers. Spend perk points to unlock more stupid minigames. Yeah, no. I have a mod to make me pass them instantly instead. :laugh:

Makes sense to go there on the way to rescue Nick Valentine, anyway. Go back the way you originally came to get into Diamond City - that center road from the bridge, make one right turn down the center road cutting eastwards across the entirety of north Boston. The Library is halfway between the start of that road and Boston Common. Go through the side entrance and pass a speech check with the electronic receptionist to get in. Go crouched, disable the grenade bouquet tripwire right at the entrance.

Going immediately left from that entrance room is the EOD area, a locked door to the room with the Intelligence bobblehead. It's a big hall with a couple of tall barricades scattered and then a 'control room' all the way in the back. It's guarded by Library security... coupla 'tectrons and some turrets. The whole library has robots stalking it, but they aren't hostile towards you. Can pick them off crouched without setting combat off. Ya do wanna crouch. There are a few super mutants stalking around on the opposite side of the building. It's a loop, so they're actually quite far, but if they detect you, it's a BIG mess. Constant streams of mutants pouring from the ends of long halls, or showing up packed in a small room around some corner. The AI has trouble with this layout. The building is a two-level circle with a mostly blocked open courtyard taking up the whole center. Confuses them good when they see/hear something across the courtyard. I'm not strong enough to deal with them. I just got a basic hunting rifle :laugh:

Interestingly, that little back area is the end of the loop. There's a double-door on the right in the back that goes to the 'end' of the dungeon, though it's chained. I think that's why mutants on the other side detect you so easily back there. You actually are very close to where they wait, even if it takes a long time to get there.


The interesting thing about it is that after about a minute in there, more mutants are coded to enter through the back entrance. There's a siege that happens. I'm talkin like 7, with hounds and shit in addition to probably another 7 already distributed, waiting to get seen by a bot and trigger the event. There's a basement entrance from the metro... I think they're meant to come from there, but they legit spawn at that side entrance in droves. I had the door to the back room closed while I was prowling around. When I popped out of that little room, there was a crowd of them at the front of that hall. Library security already spotted them. You could hear turrets, lasers and explosions going off... mutants screaming - all deeper in the library. I stayed back behind a pile of debris watching this fucking crowd going crazy bunched up around ONE window up there, like "Oooo oooo, let ME see!" They did eventually pour down the adjacent long hall, deep into the Library - I thought I should've left the robots and turrets there alive to attack them, but I think that would've just drawn them all towards me. After about another minute, the security gave an "all clear" over the intercom and a good dozen or more mutants were dead.

There were 4 or 5 more down in the little metro area that I actually had to kill myself. There's a suicider waiting to wreck your day the moment you go down the stairs. All in all it's a neat spot.


FO4 is good for weird stuff like that. There are countless locations with weird setups like that. I've heard people say the locations are generic, and assets-wise that CAN be true. But at least half of the named locations DO have unique assets and situations set up. And they are still built to look unique beneath the repetitive theming. It's not all the same everywhere you go. You *think* it's gonna be the same, and then half of the time, you stumble into something unlike anything else in the game. I think they just had a whole bunch of different people in the studio setting up the locations for exploring - just having fun with it, because they're such a grab-bag. It's not just bobblehead/magazine spots that can be like that, either. One of a short list of things I think they actually did well and still appreciate about the base game.

FO4's greatest strength is the exploriation. It was a huge step up from Skyrim. Skyrim was great to explore because of the diversity in biomes and weather. But in the actual exploring, gameplay was the same everywhere. The locations were basic... books/notes for story, generic enemies... just the same caves and camps over and over. In FO4 things are more similar on a superficial level but FAR more varied on actual content. The combat helps it too. FO4 is the only one I'd say really has decently passable combat to carry the exploration loop... thanks in no small part to them publishing a Wolfenstien game and getting some help with the shooting from ID, who actually developed that title. You stick a couple of mods on that aspect and at least you're having fun with cool guns that are legitimately really fun to use. A full Fallout world with good shooting ends up being super-fun for those of us who most enjoyed Skyrim for the sandbox exploration. As a sandbox exploration game, FO4 is better than arguably most open-world games. Modding HAS to be included... that's just another part of the sandbox in my mind. Though on its own it already has more going for it in the combination of openness and planned elements than any other dev considers sane. For all the shit I give bethesda, I really do believe that they know how to do that style of gameplay better than anyone. Emergence and freedom. They have a unique understanding of it. That's why people tolerate them screwing up things they wouldn't tolerate from any other studio. None of the other studios have that take on open-world. It's only Bethesda who does it the way they do.
 
Last edited:
D

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I need to get back into Oblivion. I'm stuck to FO4 like glue because of modding investment. I don't even think it's the best of what I'm now calling Bethesda's golden era... which I would say ended with the release of FO4. We have Starfield in November, but I think these older games hit on a charm we just might not be getting any more of. Like... there's never gonna be another Oblivion.

I just went to the Boston Public Library. I play super weird... leveling goes stupid slow... like 25% speed. So I choose starting skills carefully. I have just enough INT that the bobblehead in the library gives just enough points to have the Science perk. I'm talkin, I'm going there at level 5 to get it. I have mod gear that needs investments in Science, and ya need it to build settlements. I may cheat with things like Hacker, Local Leader, and Locksmith because I think it's obnoxious to tuck 8 perk points away in skills to open doors and containers. Spend perk points to unlock more stupid minigames. Yeah, no. I have a mod to make me pass them instantly instead. :laugh:

Makes sense to go there on the way to rescue Nick Valentine, anyway. Go back the way you originally came to get into Diamond City - that center road from the bridge, make one right turn down the center road cutting eastwards across the entirety of north Boston. The Library is halfway between the start of that road and Boston Common. Go through the side entrance and pass a speech check with the electronic receptionist to get in. Go crouched, disable the grenade bouquet tripwire right at the entrance.

Going immediately left from that entrance room is the EOD area, a locked door to the room with the Intelligence bobblehead. It's a big hall with a couple of tall barricades scattered and then a 'control room' all the way in the back. It's guarded by Library security... coupla 'tectrons and some turrets. The whole library has robots stalking it, but they aren't hostile towards you. Can pick them off crouched without setting combat off. Ya do wanna crouch. There are a few super mutants stalking around on the opposite side of the building. It's a loop, so they're actually quite far, but if they detect you, it's a BIG mess. Constant streams of mutants pouring from the ends of long halls, or showing up packed in a small room around some corner. The AI has trouble with this layout. The building is a two-level circle with a mostly blocked open courtyard taking up the whole center. Confuses them good when they see/hear something across the courtyard. I'm not strong enough to deal with them. I just got a basic hunting rifle :laugh:

Interestingly, that little back area is the end of the loop. There's a double-door on the right in the back that goes to the 'end' of the dungeon, though it's chained. I think that's why mutants on the other side detect you so easily back there. You actually are very close to where they wait, even if it takes a long time to get there.


The interesting thing about it is that after about a minute in there, more mutants are coded to enter through the back entrance. There's a siege that happens. I'm talkin like 7, with hounds and shit in addition to probably another 7 already distributed, waiting to get seen by a bot and trigger the event. There's a basement entrance from the metro... I think they're meant to come from there, but they legit spawn at that side entrance in droves. I had the door to the back room closed while I was prowling around. When I popped out of that little room, there was a crowd of them at the front of that hall. Library security already spotted them. You could hear turrets, lasers and explosions going off... mutants screaming - all deeper in the library. I stayed back behind a pile of debris watching this fucking crowd going crazy bunched up around ONE window up there, like "Oooo oooo, let ME see!" They did eventually pour down the adjacent long hall, deep into the Library - I thought I should've left the robots and turrets there alive to attack them, but I think that would've just drawn them all towards me. After about another minute, the security gave an "all clear" over the intercom and a good dozen or more mutants were dead.

There were 4 or 5 more down in the little metro area that I actually had to kill myself. There's a suicider waiting to wreck your day the moment you go down the stairs. All in all it's a neat spot.


FO4 is good for weird stuff like that. There are countless locations with weird setups like that. I've heard people say the locations are generic, and assets-wise that CAN be true. But at least half of the named locations DO have unique assets and situations set up. And they are still built to look unique beneath the repetitive theming. It's not all the same everywhere you go. You *think* it's gonna be the same, and then half of the time, you stumble into something unlike anything else in the game. I think they just had a whole bunch of different people in the studio setting up the locations for exploring - just having fun with it, because they're such a grab-bag. It's not just bobblehead/magazine spots that can be like that, either. One of a short list of things I think they actually did well and still appreciate about the base game.

FO4's greatest strength is the exploriation. It was a huge step up from Skyrim. Skyrim was great to explore because of the diversity in biomes and weather. But in the actual exploring, gameplay was the same everywhere. The locations were basic... books/notes for story, generic enemies... just the same caves and camps over and over. In FO4 things are more similar on a superficial level but FAR more varied on actual content. The combat helps it too. FO4 is the only one I'd say really has decently passable combat to carry the exploration loop... thanks in no small part to them publishing a Wolfenstien game and getting some help with the shooting from ID, who actually developed that title. You stick a couple of mods on that aspect and at least you're having fun with cool guns that are legitimately really fun to use. A full Fallout world with good shooting ends up being super-fun for those of us who most enjoyed Skyrim for the sandbox exploration. As a sandbox exploration game, FO4 is better than arguably most open-world games. Modding HAS to be included... that's just another part of the sandbox in my mind. Though on its own it already has more going for it in the combination of openness and planned elements than any other dev considers sane. For all the shit I give bethesda, I really do believe that they know how to do that style of gameplay better than anyone. Emergence and freedom. They have a unique understanding of it. That's why people tolerate them screwing up things they wouldn't tolerate from any other studio. None of the other studios have that take on open-world. It's only Bethesda who does it the way they do.

Find cricket, buy spray and pray, win
 
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Find cricket, buy spray and pray, win
The explosive attribute is OP. Find a combat shotgun with it. Every pellet explodes separately. There's also the explosive radium rifle you can buy from the children of atom in the FH DLC. Already does 50 rads per hit in addition to solid ballistic. Once you add exploding rounds, it's pretty much unstoppable. You'd think the rad-absorbing ghouls would be a bad match but if you hit one or anything near one, their legs just disappear. It's actually killer as a mid-long distance ghoul mobber. Also has the precision to shoot up into further off upper-story windows and kill enemies in the rooms with explosions on the ceilings/walls. What I don't know is if the explosions also trigger the rad damage. I suspect it might by how well that actually works on all human enemies.
 
D

Deleted member 24505

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The explosive attribute is OP. Find a combat shotgun with it. Every pellet explodes separately. There's also the explosive radium rifle you can buy from the children of atom in the FH DLC. Already does 50 rads per hit in addition to solid ballistic. Once you add exploding rounds, it's pretty much unstoppable. You'd think the rad-absorbing ghouls would be a bad match but if you hit one or anything near one, their legs just disappear.

Didn't know there was a shotgun like spray n pray

Got all DLC too. i like FO4 a lot, there is so much to do in it.
 

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Frames over max refresh (capped just over) can cause screen tear. This also happens at larger deviations from max refreshrate. The argument pro to this is lowering input lag.

vsync increases input lag but kills screen tearing. Fast Sync is a low input lag Vsync that saves frames over the cap in a buffer that is used to eliminate screen tear. Its basically a GPU-based variable vsync. The better variant of that is VRR which essentially does the same trick but on the monitor side by adjusting refresh to the frames offered, which is also why the input lag penalty is even lower.

Fast sync works quite well if you can get a major FPS average well over your monitor native refresh rate. The sacrifice is a rare/occasional stutter.

people always say vysnc causes input lag, i am a single player gamer and honestly never had any issues with this, even multiplayer fps games in past years when I wasn't single player only, i did well on competitively with vsync on, i honestly just don't get this criticism on vysnc. i am sure it is measurable and it does matter to top tier esports leagues and such, but to me an average gamer, i honestly can't see nor feel the difference with it on
 
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Didn't know there was a shotgun like spray n pray

Got all DLC too. i like FO4 a lot, there is so much to do in it.
There isn't... not a named one. The spray n pray is just a regular smg that has the 'explosive' legendary attribute. Legendary enemies drop random combos of weapons with many different attributes. So it's possible to find a combat shotgun with exploding pellets. It would just be very rare, as there are so many possible combinations arranged in leveled sets, which you only roll on those legendary enemies, which only become decently common at mid levels.

Personally, I lift the limits on finding legendary weapons and armor significantly. They're just *too* rare and a lot of the combos you get are useless. The legendary guns can be so fun. Bleed is another nasty one you can get. It ignores all armor and resistances. Fast automatics and shotguns are nasty with it - no enemies in the game can withstand the massive direct damage load. Never ending eliminates the need to reload. On a double barrel it is absurd. Get the fast trigger mod on it, pop jet, and go psycho. Make psycho jet and take that! There's also the classic two-shot, which adds a second round to each shot, massively upping damage and recoil. Makes strong weapons unfair, but also makes something like a pipe gun do enough damage to be really fun to use. There's also chameleon for armor... you become invisible when crouched and not moving. Or acrobat, which reduces fall damage by 50%. Two pieces eliminate fall damage completely. There are all sorts of different buffs and behavior modifiers available from legendary gear.

There are a lot of named weapons in the game with fixed legendary attributes like the spray n pray. Ever get the overseer's guardian? Guaranteed two-shot combat rifle. One of the best weapons in the game, and you can get it very early. I might get it before I hit level 10. I swear, there are at least two fixed legendary variants for every weapon and armor type, either gotten through a quest, found placed in the world, or from specific vendors.

But outside of those items, you will almost never find this stuff at base odds... unless you play like you're chasing shinies in pokemon. Hundreds of hours can pass without finding anything decent. There is Legendary Loot Rebalanced to change the odds of melee/ballistic legendaries and the odds on sets of weapon classes and legendaries in customizable ways. There is also Legendary Enemy Spawning to increase the amount of enemies who will spawn with legendary gear to take. I also have Boss Chests Contain legendaries, which makes every steamer trunk have a legendary weapon or armor in it. Even with this, I'm selling off the majority. I get maybe one good weapon/trait combo per 15-20 legendary items. And understand... in base game it would take several dozens of hours to ever find that many in the first place.
 

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Never got into FO4, should I give it a new try? The building BS was just so boring that I gave up.

It is bewilderingly stupid and ridicoulous. It's like Fallout fan fiction as written by tweens. It is impossible to overstate how dumb it is. I started keeping notes of the dumb things about it. The dialouges are atrocious. But, it is also, partly because of the stupidity, very entertaining and honestly just give it a go. But the dumb stuff is beneath the surface. On the surface it looks and behaves like a normal game, but look beyond that and you'll find many levels of bewildering design and writing.
 
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It is bewilderingly stupid and ridicoulous. It's like Fallout fan fiction as written by tweens. It is impossible to overstate how dumb it is. I started keeping notes of the dumb things about it. The dialouges are atrocious. But, it is also, partly because of the stupidity, very entertaining and honestly just give it a go. But the dumb stuff is beneath the surface. On the surface it looks and behaves like a normal game, but look beyond that and you'll find many levels of bewildering design and writing.
Hah, too true though! The writing is hate-read worthy, it's so consistently bad. The whole approach is what makes it shitty, Emil took the lead there, and he's on record describing the writing goals for FO4's main arc to be expedience and efficiency. What this boils down to is writing that is superficial and basically only serves to get you to the next level of gameplay. "Boilerplate" isn't due to lack of effort with him, he just puts his effort into making the story and characters as 'nothing' as possible. He really does seem to believe that games have so many other distractions in them, that a truly deep story is lost on players, so all game stories need to be as fast and loud as possible, and then go away. Absolutely nothing 'superfluous' or anything that is asking you to infer or process the information outside of where it leads to in gameplay. Doesn't that just explain so much about the pervasively bad decisions in dialog and story progression? Why his writing seems unpolished and unfinished? To him, it's just a style! Like, legitimately!

Like, when he is talking about his own writing, he describes it in buzzwords... in the same way someone lazily dismissing a bad movie plot would... except he thinks he's describing a good writing strategy! o_O It's really wild to go through interviews with him.

Like... here's 41 minutes of him talking about FO4 and giving writing advice. It's absolutely incredible, how well is mind works when it comes to envisioning the opposite of good writing. Keep this one tucked away and put it on when you're bored. So many hilarious lines in this talk. He is comically clueless about what people enjoy in stories at times. This one video made me understand SO MUCH about why the writing in that game is so bad inside and out.
 
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I just take it as it is, i enjoy it. It's a big open area playground. I ignore the guy at the start, cba with the building stuff so i just wander around, get into fire fights and do some quests.
 
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I just take it as it is, i enjoy it. It's a big open area playground. I ignore the guy at the start, cba with the building stuff so i just wander around, get into fire fights and do some quests.
Agreed. I mean... I pick at the story hardcore myself. The first Fallouts were landmarks in their era of sci-fi. They established a world and a sea of lore with a lot of potential. Then bethesda got it and it's since been a pimped-out Wal-Mart version of the original. It is a travesty. But the joy in a bethesda game is definitely in the sandboxing. They have a crazy sense of detail when it comes to certain things, and the right lackadaisical disintrest for others (modern open-world games are too scared of unexpected behavior,) which makes the open-world experience very engrossing for a very long time. You just gotta relax and let things happen. The looseness that makes it sloppy, also drives that in ways no other games really touch.
 
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So I tried the game out and it has a small memory leak, did you notice that too? Performance dropped too after half an hour play it went from a steady 140 fps to half that.
Despite that it still is nostalgic fun, just skip the cut-scenes, and no music cause I like to hear death coming. :D
Yeah I noticed that too, try to switch to DirectX or Vulkan, I forgot which one is better. Yep the game is nostalgic fun with a bit of modern touches :D
 
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Played some Golf.... :slap:

Golfin.jpg


FH5
 
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I found a little mannequin dance party. It looks like they know how it's done, too. They have prepared their party equipment as one should. It appears as though the Kool Aid man was also present for this mannequin dance party at some point. I don't know who else would have contributed those huge holes to the left wall of this multi-level warehouse.
Fallout4 2022-05-07 23-15-22.png


I will just say, the interior atmosphere of this game is the one thing I had pretty much no trouble modifying to a satisfying level. The interiors can basically have everything the engine does really well, and they naturally exclude a lot of what it doesn't. A few lighting changes and general brightness/contrast adjustments, along with very light LUT grading are kind of enough. There are 2 or 3 complete mod options for the lighting. The big thing that holds interiors back from looking as cool and as dilapidated as they're arranged to be in vanilla is the almost total reliance on global light. Every surface gets lit uniformly in so many places. Yes there are a few dynamic lights, but even more of them are turned 'off' with the light you see around them just being the same global light that already fills the room. This of course makes everything look flat, and any shadows that are yielded become unnaturally stark. If you turn down that strong, absolute global light to make way for shadows and occlusion, and then add more dynamic lights, you get shadows and moody dark patches everywhere that set off that nice HBAO+ the engine has going for it. This hides a lot of the polygonal cues and gives a much better sense of space. Things stop looking so papery and at times become genuinely unnerving.

All you really need past that is good texture coverage for all of the assets and I think the interiors for this game actually look better than anything else in the game really can. Though to be fair even good textures make a big difference with the dynamic light playing off of materials. It all comes together and it's all important. It's just the simplest thing to overhaul from a modding perspective. Mostly hands off. And interiors are pretty consistent, not many wildcard areas that will jack up the arrangement or other mods that will interfere.

I just wish the FO4 ENB binary had those local shadows that it has for Skyrim. It's like local directional AO for objects. Basically, where dynamic light hits them, AO is cast on the surface beneath them at the same angle on the opposite end, simulating contact shadows. So like, all of the objects on that table would have distinct little drop shadows under them, pointing towards the camera and away from the window light. The feet on the couch, table, and pitcher on the floor would get em, too. It eliminates that awkward 'floating' look some things in this image have. Look close at the beer bottle on the table, right where it rests - does it really look like it's resting on the table? Or is it up in the air in front of it and the angle is tricking you? The visual cue that would tell you which is missing - the hard, short occlusion that should be on the table. On the table, you can actually see the AO on the feet and legs. And then there's a hard break where the floor lacks the shadows that the AO on the feet tells you should be there. It looks like it's floating in a separate ether without shadows around the legs.
 
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I just take it as it is, i enjoy it. It's a big open area playground. I ignore the guy at the start, cba with the building stuff so i just wander around, get into fire fights and do some quests.

Yeah it's really entertaining. I have something like 50-60h in it in total, and it's been enjoyable, but in a morbid way. I even played some parts of the game twice (reloading) for the sole purpose of finding out how a specific questline changed depending on my charisma (because it had the possibility of some nice negotiating). I basically kept playing for the sole purpose of finding out how silly everything was, and the game constantly surprised me. But again, I had really fun exploring the game and I really recommend it, especially if one is into storytelling and writing. It's not "so bad it's good", but something else entirely and it actually works really well.
 
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Yeah it's really entertaining. I have something like 50-60h in it in total, and it's been enjoyable, but in a morbid way. I even played some parts of the game twice (reloading) for the sole purpose of finding out how a specific questline changed depending on my charisma (because it had the possibility of some nice negotiating). I basically kept playing for the sole purpose of finding out how silly everything was, and the game constantly surprised me. But again, I had really fun exploring the game and I really recommend it, especially if one is into storytelling and writing. It's not "so bad it's good", but something else entirely and it actually works really well.

I have 89 and that will go up, i am far from finished exploring etc, not even touched the some good DLC's yet. Imo it is a good game if you are not too critical and take it as a big open playground it can be fun. I have gone back through saves too to try something different or if i though i had made a bad decision.
 
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people always say vysnc causes input lag, i am a single player gamer and honestly never had any issues with this, even multiplayer fps games in past years when I wasn't single player only, i did well on competitively with vsync on, i honestly just don't get this criticism on vysnc. i am sure it is measurable and it does matter to top tier esports leagues and such, but to me an average gamer, i honestly can't see nor feel the difference with it on
The input lag hit from vsync is variable and related to the processing power you have at hand. Also many games may say they use 'regular' Vsync but in many cases some adaptive form with lower input lag is used. There are as many types of vsync now as types of AA :D For multiplayer, I can definitely say the difference is noticeable, visible even if you watch your hand and the output on screen doing a thing. Also, consider that games have generally become a bit slower, not faster. The overall input lag on systems is also generally increasing, making the vsync hit less noticeable. Its for those reasons too that Nvidia pushes stuff like Gsync and ultra low latency modes - there is a market as system/game pipelines get more complex. We are still talking about millisecond delays here, though, and most Vsync does add upwards of 15~20ms, which is quite a lot and it adds onto the general input latency games also do have in variable amounts. If the base is very snappy, vsync is likely to be pretty doable. This is really not top/esports territory at all, Vsync latency hits are most definitely problematic. You should try Path of Exile with Vsync, then you'll know the difference it can make; dragging items across inventories for example becomes ultra annoying.

Never got into FO4, should I give it a new try? The building BS was just so boring that I gave up.
Personally had more exploration 'do whatever' fun in FO76 than I did in FO4. Yeah, really. FO4 is just like others have also said... painful, and it is painful too often for its own good. Lots of missions are horrible while in FO76 they are pretty enjoyable, locations are way cooler in 76 whereas in FO4 all you get is whatever FO3 had but without the green shit across everything, its literally like they just re used assets and forgot to add memorable sites. And the story, yeah its nonsensical in both but at least in 76 there is a dynamic thing you can play collecting those bunker codes to nuke part of the map.

Agreed. I mean... I pick at the story hardcore myself. The first Fallouts were landmarks in their era of sci-fi. They established a world and a sea of lore with a lot of potential. Then bethesda got it and it's since been a pimped-out Wal-Mart version of the original. It is a travesty. But the joy in a bethesda game is definitely in the sandboxing. They have a crazy sense of detail when it comes to certain things, and the right lackadaisical disintrest for others (modern open-world games are too scared of unexpected behavior,) which makes the open-world experience very engrossing for a very long time. You just gotta relax and let things happen. The looseness that makes it sloppy, also drives that in ways no other games really touch.
This, its a little bit what GTA also has. Yes, stuff can fly in weird directions, who cares :D
 
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Modern day Fallout be like; What are you doing with a fool like me... rather than What are you playing?

In the meanwhile, A Way Out is on a little sale if you like a cinematic co-op experience. Not an excellent game, but w/e.
 

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@Vayra86 thank you, I will give path of exile a try with vsync on and off. you may be correct indeed. its been a long time since i really studied it.
 
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