Introduction

Why?

If you ever scrolled through popular mods for most Bethesda titles, you might have noticed the sheer amount that either claims a performance improvement, or improves visuals while ignoring the performance implications (or sometimes lying about it for downloads).

Hardware & Software Used

  • HW and SW (including drivers) details can be viewed by hovering over the icon
  • Data is collected through CapFrameX, capture data is available for download in the repository.
  • The mods used as a base are listed in each game's section. If a different list is used, it will be specified.

Methodology & Info

  • Don't give much consideration to 1% or 2% differences - even though results are aggregated to minimize margin of error, it is still present, especially when CPU-bound.
  • Testing the effect of a mod on CPU-side performance requires being completely limited by the CPU while profiling, this can be done with a low enough resolution and/or a fast enough GPU.
    In most cases, you can tell you're CPU-bound when the GPU core usage is not maxed out (99/100%). Refer to this video for more information.
  • Even if some of the performance results seem so high in FPS, remember that performance gains/losses largely scale the same across different hardware, obviously assuming the testing enviroment is comparable and nothing weird is going on.

    Always interpret performance differences in percentages! Absolute values should only be considered for the sake of cross comparison, since the scenes used for testing might be shared. In the benchmarks below, you can view percentages relative to the other entries in that group by hovering any bar.

    For instance, telling people that a mod gives 30 more FPS while you're at 30 FPS equals to a 100% increase in performance. While it would mean only 15% at 200 FPS.

  • In any (hopefully) scientific test, all variables should be controlled as much as possible. It would be unwise to test singular mods or changes in a very complex environment such as a long modlist. For the same reason, game AI is disabled during all tests unless the subject of testing is AI-related, as it is very unpredictable.
  • If a test does not include CPU or GPU-bound results, assume that it doesn't affect those scenarios enough to be noticeable.

FNV Benchmarks

Modlist

  • VNV's Custom INI
  • FNV 4GB Patcher
  • xNVSE
  • JIP LN NVSE Plugin
  • JohnnyGuitar NVSE (All Tweaks Preset)
  • NVTF - New Vegas Tick Fix
  • kNVSE Animation Plugin
  • UIO - User Interface Organizer
  • FNV Mod Limit Fix
  • Yukichigai Unofficial Patch - YUP
  • lStewieAl's Tweaks and Engine Fixes
  • lStewieAl's Engine Optimizations
  • Faster Start Menu
  • Testing commands (TAI, TCAI, FW NVWastelandClear)

Notes:

  • Some of the mods above will be tested individually, but the modlist will be used as baseline for the other tests.
  • DXVK is not considered baseline due to its higher variance compared to D3D9 and the many cases of incompatibility.

FO4 Benchmarks

Modlist (OG EXE + NG Content)

  • Bethini Pie High
  • F4SE
  • Address Library
  • High FPS Physics Fix
  • Unofficial Fallout 4 Patch
  • Community Fixes Merged
  • Addictol

SSE Benchmarks

Modlist (1.6.1170 without the AE DLC)

  • Bethini Pie High
  • SKSE
  • Address Library
  • Engine Fixes
  • Display Tweaks
  • Unofficial Skyrim Special Edition Patch
  • ConsoleUtilSSE NG
  • Autorun (TAI, TCAI, TGM, FW 81A), more commands may be used if necessary

Smooth Terrain

Chevron
  • OS: Microsoft Windows 11 Pro Build 26200
  • SystemRam: 64GB (2x32GB) 5600MT/s
  • GPUDriverVersion: 610.62
  • Processor: AMD Ryzen 7 8845HS w/ Radeon 780M Graphics
  • GPU: NVIDIA GeForce RTX 4070 Laptop GPU

Average FPS 1% Low 0.2% Low

Whiterun

Vanilla
166.9
126.8
117.4
1 Subdivision
166
125
115.6
2 Subdivisions
164.1
123.7
115.8
3 Subdivisions
158.5
121.5
114.3

Riverwood

Vanilla
169.5
130.7
121.1
1 Subdivision
168.7
130.8
122.4
2 Subdivisions
166.7
128.1
120.8
3 Subdivisions
162.1
124.3
118.5

Bleak Falls Barrow

Vanilla
202.4
155.7
143.2
1 Subdivision
202.7
158.6
147.8
2 Subdivisions
200
149.1
139.6
3 Subdivisions
192.3
150.1
137.8

Date of testing (D/M/Y): 8/8/26

Conclusion and notes: Since the mod just subdivides the terrain, all tests are GPU-bound - the extra triangle count is where all the performance hit comes from.

1 subdivision is not enough to get rid of the most noticeable terrain edges. 2 subdivisions are ideal: the performance hit is negligible (~1-2%) and it is vastly superior visually. 3 subdivisions are not recommended, they raise the performance cost to ~4-5% for no notable improvement.

Mod links and versions: