Holotape Performance Options

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As of patch 1.1.9 a Performance Options section exists in the City Manager 2078 Holotape. These options allow you to disable certain object types from being spawned in most plots.

Turning off any of these performance options will remove related things from your buildings to help improve performance. The more plots you have built, the longer the process will take, though you do not have to wait (in a settlement) for it to complete.

A couple things to know/keep in mind:

  • These performance options are Global meaning they will effect every Sim Settlements plot, building plan, , city plan, and structure at every settlement in your game.
  • As performance options were only recently added to Sim Settlements, it may take a while for all AddOn Pack authors to add support for performance options to all of their building plans (it takes a bit of work). So it is likely that if you turn off some of these options, that some building plans added by installing AddOn Packs will not reflect your performance preferences (until the AddOn author releases a new version that supports performance options.


Descriptions of the Performance Options

You can enable/disable these via the Performance Options menu. The settings labeled (High Impact) will be the best place to start if you are having severe frame rate issues.

These are organized from most impactful to least impactful.

Note: none of these options are applied to the VIP homes, where the object types are key to VIP having any meaning. VIPs are rare, so they should have minimal impact overall.

Configure Multi-Threading (High Impact)

Multi-Threading allows code to run much faster, but can occasionally overwhelm your game. If you find you are frequently crashing, especially in settlements, changing some of these options can help.

Max Threads allows you to control how many threads can run simultaneously (faster systems can run more threads). The "AUTO" option means Sim Settlements will make and educated attempt to calculate the number of threads your system can handle.

Multi-Threaded City Building makes use of more of your system to speed up the city building experience. If you find that you're experiencing crashes, disabling this may help.

Respect Build Limit (High Impact)

If "OFF", Sim Settlements will prevent itself from going over the vanilla settlement build limit.

If "ON", Sim Settlements will continue to build things even if the settlement is past the vanilla build limit.

Detailed Models (High Impact)

This will disable complex models, and if possible, replace them with lower polygon versions.

Any plot item that is flagged as high polygon will be either removed or replaced with a lower end model.

Extra Lights (High Impact)

Extra lights that are used to enhance a building, but that are not the primary lighting will be removed. Turning this "OFF" will disable non-primary building lights. These are lights with shadows, or smaller lights meant to add more detail as opposed to the primary lights which are meant to help you see the building at night.

Clutter (High Impact)

This will disable the settlers non-furniture belongings as well as the randomized clutter. Random and static clutter objects placed in buildings as decoration will be removed. VIP clutter is excluded from this setting.

Animated Objects (High Impact)

This will disable animated models, and if possible, replace them with static versions.

Special Effects (High Impact)

Turns off special effects such as smoke, fire, water, or other particle creating objects.

Radio

This will disable/remove objects that play the radio stations.

Sound Emitter

This will disable objects that play some sort of looping sound effect.

NPCs and Pets

Any extra NPCs and pets will be removed. So turning this "OFF" will disable any pets and/or extra NPCs created as part of a building plan.

Water Planes

Water planes that add a surface of water to things will be removed. Turning this off is useful if one of the building plans you're using that has water planes is above other things. When a water plane is placed, the Fallout 4 game engine will treat all space below that as being underwater, which can result in odd effects.