Fallout 3 crashes

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Zenoth

Diamond Member
Jan 29, 2005
5,202
216
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I'm also experiencing the exact same with that fix, as everyone does, but that's the side effect thanks to just how the engine reacts to the change. As much as it sounds stupid, believe me, it's not the actual performance, but a limitation in the animation system of the engine, similarly to how havok-influenced objects in BioShock were capped at 30FPS while the rest of the game ran at double or triple that speed. It's the same in Fallout 3, plus regular animations. I wish I could explain in more comprehensible technical terms, as I said I understand how the GameBryo acts and reacts ever since Morrowind, but it's an understanding from a gamer's perspective, not an educated developer's.

The problem here is that with the fix in question here the game does run at that speed, if I myself for example take my mouse and do very fast movements with it then the camera on-screen will follow those mouse movements just as fast as I move it, telling me that there's no slow downs (take Crysis for example, it's a taxing game, we all know that, so running at Enthusiast settings with say maybe 8xAA and 16xAF at a super high resolution will slow things down to a crawl, but it will so everything to a crawl, not just the animations, so under such circumstances if I do the exact same sudden movements with my mouse in Crysis then it will not move as fast on-screen, there will be a delay directly proportional to the actual slow down caused by the amount of data and animations processed at once).

It's how the GameBryo reacts based on its limitations and just how it works. In this particular case at the risk of repeating myself, there's three separate, very distinctive performance "branches" in Fallout 3 (and in Morrowind and Oblivion as well), namely the animations branch, the environment branch (including textures) and finally the physics branch, either from havok or simulated manually (that's part of animations, but it's a different type, with different meshes and 'skeletons'). Those three linked but still somehow separate parts of the engine are seemingly being affected differently by various tweaks and settings coming both from the in-game settings and the hardware/software settings (respectively the system's hardware of course, and its software, I.E the drivers for them). All of this is to be taken as you want to, I'm not an expert, but I've played with GameBryo ever since Morrowind came out, I've made mods, I'm used to how it reacts to changes, and with my own observations I came to these conclusions.

I could certainly imagine some Bethesda employee working on the engine coming here by coincidence and reading this and laughing his ass off because I don't know what I'm talking about and I don't even know how to properly explain my own FUD, but in the end I have eyes, I observe and I understand as much as my own knowledge allows me to, it's humble and perhaps ignorant, but it's how I perceive it so far. The GameBryo engine is old, very limited and often ineffective (I can give the example of the scripting part of the engine to create in-game events and A.I behavior, which by default is so limited that the community had to create the unofficial Oblivion and Fallout 3 Script Extender modifications to allow more flexibility and capabilities to the scripting for specific mods and ideas to suddenly become possible).
 

CP5670

Diamond Member
Jun 24, 2004
5,660
762
126
video of what I'm talking about

That's clamped at 60. My system is as follows:
E6600
8800GTX
3gb ram
Vista 32

I'm playing the latest version on Steam.

Yes, I get the same effect occasionally in big fights. You need to play the game at settings where you can consistently get over 60fps almost all the time.

I didn't really experiment with the setting, but have it set to 60 and have vsync and triple buffering on with a 120hz refresh rate. The framerate is usually in the 70-100 range and the game goes faster than usual most of the time, but I actually find that a good thing since it means I waste a lot less time running around between places. One other issue with this setting is that the lipsync gets messed up during conversations, although the audio plays fine.

There are tradeoffs either way, and what's best is a matter of opinion. You either put up with the variable game speed and broken lipsync, or horrible subjective smoothness (60fps feels like 30fps to me without this fix) and more crashes. For me, the former is an easy choice.

This is the same problem with a fixed physics ticrate that was seen in Doom 3 based games. The physics normally runs independently of the graphics framerate, which causes the microstutter. With this fix, the physics becomes tied into the framerate, but so does the game speed.
 

Zenoth

Diamond Member
Jan 29, 2005
5,202
216
106
This is the same problem with a fixed physics ticrate that was seen in Doom 3 based games. The physics normally runs independently of the graphics framerate, which causes the microstutter. With this fix, the physics becomes tied into the framerate, but so does the game speed.

Very well said.

 

43st

Diamond Member
Nov 7, 2001
3,197
0
0
Something else to try might be backing up your fallout.ini file and having the game recreate it. I have several version of my .ini saved, with a known good version now. here's a copy of it if anyone is interested (you may have to decrease some of the settings, but it's rock stable for me).
 

WildW

Senior member
Oct 3, 2008
984
20
81
evilpicard.com
Pardon me for bringing my old dead thread back. I've finally got a stable Fallout 3 platform. I installed Vista and so long as I keep AA disabled I don't have any crashes. Curiously the same (latest) version nVidia drivers are fine in Vista but crash all the time in XP.