ROFLMAO Jackal! Thank you for that prompt- I had NFI what you were talking about, since the only vertibird I've seen to date is the one I got the first power armour from so I googled. That MattyPlays dude had a 'get a vertibird' walkthrough on youtube and OMFG! Solved ALL my 'why won't my BOS questline progress?' issues as well as letting me know how to get the vertibird. I haven't tuned in to the emergency transmission to be called back yet lol!
Good to know, and I guess I'll be sorting that out now, although I rather like the idea of running to the Glowing Sea, I like th exploration that boots on the ground allows for.
And to be fair to the game, I don't really think you can compare the performance of TW3 to it like that- the environments in TW3 are nowhere near as resource hungry as the FO4 ones. Was there anything as complex as the place you notice the drops in TW3, honestly?
<spoiler - don't read unless you are Luna, or past this point of the game!>
I would have thought after the *ahem* arrives you would be tuning in to the frequency and running to the Brotherhood lol - cause that's what I did, especially after the enemy has been identified, realising you need allies, and then stepping outside only to see the BOS make one HELL of an introduction! Especially flying overhead and then...
With the FO4 main theme playing... "We are..... the Brotherhood of Steel!"
One of the most epic scenes ever!
As for the engine, TW3's RED engine 3 is simply phenomenal, Novigrad city in TW3 is just as dense (except for skyscrapers) and no loading screens in and out of buildings. Gamebyro engine is just old, so there's only so much Bethesda can do.
@Lunafancy I think the performance thing is really the old engine holding it down more then anything else. TW3 uses a state of the art engine thus giving most people great performance while looking beautiful. Bethesda worked some miracles on the visual for FO4 but you get a performance issue since they used mostly 2k textures. The engine rears it's ugly head like as in Skyrim when you start hitting the memory ceiling.
It's the rendering process that goes through your CPU with draw calls before being processed by the GPU (something that DX12 aims to fix). That and combined with it's grid by grid loading technique, it's a Gamebyro engine problem since Morrowind. Shadows are also still rendered by the CPU, hence the spikes many folks are experiencing in those areas unless they lower shadow distance.
I'm not sure how RED engine does it, but the draw calls are so smooth, like, it streams very well as you play, it doesn't try to load what it doesn't need to. Gamebyro however, waits until you hit a certain point, then tries to load whole cells at once, and the cells in FO4 are not just dense, but HIGH, high right up to the sky! Based on my knowledge from modding Morrowind/Skyrim, the cells are not loaded by cubes, but by squares, so loading the base of a building loads the whole building up to the sky. Load five of these at once, boom, spike!
This is why Bethesda "closed" the cities off in Skyrim. They closed Diamond City / Goodneighbor off in FO4 but the surrounding areas are still very dense, notably the route from Boston Commons to Goodneighbor for me. Before tweaks/optimisations and mods it was 5FPS down to 0FPS for me in that area. Now it's 15-20 FPS during a heavy battle with vertibirds and stuff, and 30 FPS when all is calm. It's still playable, just annoying.
Landing via vertibird causes spikes too in that area, but it's the best spot to land to get to Goodneighbor argh!