Zenoth
Diamond Member
- Jan 29, 2005
- 5,202
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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).
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).