Why Fallout New Vegas Crashes Pt. 2

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Published 2023-11-19
You guys took what I found in part one and created a much, much bigger picture of what's actually going on behind the scenes!

If you're going to put the effort in, I should too, so enjoy part 2!

The guys at VNV asked me to ask you to NOT mess with your cell buffer settings in your .ini. Seems like sound advice.

Part 1:    • Why Fallout New Vegas Crashes  

All Comments (21)
  • @nickjohnson410
    It doesn't crash... It fails successfully... because it just works.
  • @thatredkite8310
    There is also the "4 GB Patch" which modifies the game's exe file in a way that sets the "LARGEADDRESSAWARE" Flag which allows 32 bit Applications to use more than 2 gigabytes of RAM. Another "Mod" that i use is "DXVK" which basically replaces DirectX with the "Vulkan" GPU Interface. It increases the game's performance dramatically for me. The biggest drawback is that it doesn't work with older GPUs.
  • @nutsachey
    extremely loved how you used the glass pitchers to explain memory leaks
  • I just followed the Viva New Vegas guide and probably only crashed maybe twice in my entire 90h playthrough. More specifically, it was probably the FNV 4GB Patcher that solved most of the crashing issues, though I still recommend any new players to follow the guide.
  • @Framehacker
    The thing what makes the gate to camp mccarran different is, that this is a Worldspace transition and not a transition to an interior cell. The same effect should happen if you move from the main NV world to a DLC World. For a solution you may have more luck if you look into the ini and not the geck. And for a mod, maybe you can call that pcb with a Srcipt extender command.
  • @maria_remedios
    "Why did the game come out like this?" 18 months to develop a 100 hour RPG and its DLCs for a SKU of 3 different platforms (2 of which are underpowered gaming consoles) will do that to ya!
  • @DraedonDev
    There is a mod called Zan Autopurge that executes the PCB command for you. However, it’s obsolete nowadays because it’s a leftover command from development, and it can lead to unforeseen consequences over time. The INI tweaks in the Viva New Vegas modding guide perform the same function without any risk.
  • @YellowLimeLol
    Lets hope this video does well, it was very informative like the last
  • @acuteaura
    The reason it's 2GB is not actually because 4GB would crash the system, it's reserved for shared kernel memory. That remains true when the 32-bit binary runs on 64-bit (WoW64). These are things that may be used across processes and thus memory needs to be reserved in every process for it. These can be things like file handles, network handles, deliberately shared memory for IPC and basically every "handle" or kernel-managed object the OS hands out. That would probably include some DX9 handles like the interface as well. The other thing is that Bethesbryo games allocate a fixed chunk of memory (it's 256MB in Skyrim, 512 in Skyrim SE, no idea about fallout) as heap space to then manage itself. It that memory runs out the engine isn't smart enough to allocate more, because that'd be impossible on a console where you just have that memory and definitely no more (talk about shitty ports and console-centrism). Though script extenders can and usually do resize it, and various mods for Skyrim actually replace the internal allocator from the pre-allocated chunk with a system one (because that also has some other benefits)
  • @tuesday0846
    NVSE is pretty important for a lot of scripting mods. Including stability ones. 4GB patch doubles the usable ram, that's good! Ultimate Edition ESM Fixes - Cleans up the game files to increase stability Heap Replacer - This really improves stuttering for me NVTF - helps stuttering but also allows higher FPS
  • @cacaculo-fp2ko
    I guess it depends of the definition of "mod" you have but you could certainly rewrite the executable to be 64-bit. It's a monumental task for sure. An alternative would be to port the game to another engine, OpenMW shows promise in that regard. Originally intended to be a reimplementation of The Elder Scrolls Morrowind in a newer engine, it also shows promise regarding FO3, New Vegas, Oblivion and even Skyrim.
  • @EnclaveApex
    Dragon Age: Origins for the PC is a game that is notorious for having a memory leak issue, its code does not let go of any memory allocated necessitating the use of bandage solutions that do not fix the actual problem, FNV therefore can count its lucky 38's.
  • @Dirtyblue929
    excellent content of this video and the previous one aside, good on you for taking the thumbnail critique like a champ lmao
  • I believe that the cell buffer purge upon entering Camp McCarran happens automatically, due to switching from one exterior "WorldSpace" to another.  Unlike interiors, these world spaces are divided into a grid of "cells" that are loaded automatically in the background, as the player moves about.  There are also some fake exteriors that are really interiors without a cell grid, but with a skybox overhead, e.g. to make an enclosed courtyard inside a building. Purging the buffer on every transition would not be a good idea anyway; it can lead to errors in the gameplay, when cells are purged while a running script still expects them to be buffered.  That's kinda bad coding, either on the part of the script writer or the developers of the internal script engine — one should never just assume that a cell one wants to access is still buffered — but there's (almost) nothing to be done about it, so emptying the buffer constantly is not a good solution.
  • @technologic21
    A proper remaster, with all the unofficial mods incorporated and patched all-in-one into the game, is what's needed. It's been noted in a few forums that some performance improvement mods won't work with the current .exe version of FO3 1.7 - it has to be rolled back to work. I doubt Bethesda will do it for either games, and that's a damn shame. They'd make a fortune remastering them.
  • @JustJanitor
    Cool to see someone getting to the bottom of this and sharing it.
  • @amar2382
    Being basically a game that was to be frank a mod to F3, many issues were going to carry from the previous game. It's clear in the time span they had to develop, they had little QA testing as everything would have been done within the studio. In addition to few QA testers, would be even less developers working to iron out the bugs. A closed-source engine like gamebryo would only lead to more issues. Actor save bloat, really crappy purging techniques and RAM optimization made this game into why it crashes today!
  • @RenanMsV_YT
    GTA San Andreas modders managed to convert the 32 bit executable to 64 bit.
  • @dedstring
    Ive known about and used the pcb command for years but I had no clue it directly affected RAM like that, nice videos fam very informative