Full Scene Reflection causing weird in-game issues.

Post » Tue Sep 02, 2014 2:54 pm

So pretty much ever since I've owned Fallout New Vegas and Fallout 3 for the PC, I've been having a weird graphical issue that I've only just this morning managed to figure out the cause of.

In both games, I get weird texture issues with weapons and NPC character models. When quick swaping weapons, the weapon model would flip up and to the left very quickly before being replaced by the next weapon. Meanwhile, at the end of conversation trees with NPC, when the camera pulls back away from said NPCs, the character model of the person I'm talking to flashes briefly in front of the camera, taking up the whole screen. This only appears to happen when talking to an NPC outside, it never seems to happen in doors.

These are very distracting glitches, as I've never seen them on my friend's PC and I've never seen them on the PS3 or Xbox 360 versions of the games. I've never finished playing either game on PC because I find it to be so distracting. This morning I decided to change the game's graphic settings from Ultra High (where the games default) down to Low and see if the situation improved.

Surprisingly, it did. The graphic glitch went away on both the weapons and the NPCs. I then spent about 20 minutes slowly reactivating options and ratcheting up sliders until I discovered the cause of the glitch. It appears to be tied to the Full Scene Reflection option under the "Water" tab. If I check Full Scene Reflection, then the weapon textures and NPC textures start to glitch again. If I uncheck theFSR tab, the issue clears up.

Can anyone explain why the Full Scene Reflection option would have this kind of effect on character models and weapons? Especially considering I'm standing nowhere near water, nor are the characters/weapons being reflected. More importantly, is there any way to fix it? I rather like how the FSR option makes the water look when I am near it, but if I had to choose, I'd rather be without FSR if it means getting rid of the texture problem.

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Lifee Mccaslin
 
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