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majin662

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Everything posted by majin662

  1. not sure if this will help you as I am getting some BUM jibber jabber about that exact same rule. something about it existing but needing to be moved down. What I did notice as well is that it is spelled wrong. It is Vividian-Exdended (notice there is not a t there) maybe that will help you. The rule seems to save properly but I'll have to double check as I'm doing a fresh reinstall right now on my SSD (ssd cached hdd wasnt cutting it quite the same :-) )
  2. I long long ago gave up on skyrim. From time to time I'd check nexus to see what all was new or check out latest enb's from folks but I was content knowing that the game was worked. And then YOU happened.... And now I'm running SR:LE in its current state and loving it. I chuckle everytime I see your quote..holy cow I fixed skyrim....but thus far at least it is really holding true. Kudos to you man but damn you for awakening this modding bug again. Â Just had to sign in to say this.Â
  3. go into nvidia inspector (if you don't have it download it, very useful) and find the skyrim profile. set negative lod bias to CLAMP. Also if you are using an ENB setup try turning down specular power at night
  4. I never played Oblivion or Morrowind but I think it actually took them a year or two before they even began to see the real decent tools/overhauls. Also it was more of a community supposedly back then. A lot of the main modders have probably moved on or are not as interested in Skyrim as they were the previous titles.Â
  5. That makes sense. the blockdistances refer to LOD meshes. As you push them further and further out I can definitely see how that could extend load times. Those who are experiencing it though are probably also using ugrids to load tweaks so then there distances are pushed out even further. If NifOpt were working for skyrim meshes could be optimized the same as textures. I looked over all the LOD meshes with nifskope and those are the meshes I found a good deal of duplicate verticies on as well so all in all, makes sense those are extending load times.
  6. I don't know. I've only messed with it for a day or so, but I have tried a bunch of different things in that day. I do know the meshes have ALOT of duplicate vertices. The main culprits (the mountain/rock snow materials) have a single pass shader and only does alpha testing. The mountains themselves, like I said, are just a collection of different mesh/textures/decals in varying nonsense configurations stacked on top of one another. If I'm not mistaken, exterior landscapes have 0 occlusion at all and instead rely on multibounds which are simpler/"easier" for the rendering engine. The list goes on, but thus far no simple solution. It is fun to learn though, but then it's also sad to learn because you see just how much this was designed for consoles and medium settings.Â
  7. so I've played around quite a bit over last night and today, and it's a mess in there. Skyrim's beautiful mountains are just hodge podged together out of multiple different rocks, snow, slopes, etc. They look great in game , but it looks like they were just placed in all sorts of random places with no regard for collision or co planar geometry. You can pick one massive model if you like and expand it along z to "overgrow" some of the other models it is fighting with, but then you start messing with the possibility of blocking something or changing something someone elses mod may call on.Â
  8. the issue has interested me for awhile now. I use not have a lot of it, but as mods progressed and I was no longer stable at 7 ugrids , the issue became worse and worse. I am a complete noob at the CK so right now it's all exploration, but it is definitely interesting poking around. What interests me at the moment is if most of this is due to : Z-Fighting In videogames, this term refers to a common visual bug where a surface flickers erratically because two objects are co-planar. Z-Fighting in the Creation Kit is commonly caused by the accidental duplication of static objects, or placement of decal objects directly on a surface with no offset. that quote is directly from the CK site. I know that with the HD DLC packs there are a bunch of duplicate textures and things like that, so I am wondering if the same applies to meshes. If I come across something cool I'll relate it. I know it may be a fruitless endeavor but who knows, at the worst at least I'll learn a little more about the game.
  9. after playing with the creation kit a little last night I think it may be possible to reduce the z fighting even on mountains. If you go into the CK and begin looking at mountain meshes with snow attached to them you see the z fighting in an object by object breakdown. You can also see where the ground plane is raised too high into the mesh/textures and you end up with this little black piece of nothing just flickering away. I experimented with removing some snow, lowering ground planes, changing depths, a bunch of stuff. In no way shape or form am I confident in the CK yet, but I will say that after fiddling with it and watching an object by object breakdown of mountains and snow and seeing z fighting up close on textures/meshes as they are before any LOD settings and then peeling away layers and just tinkering until it was gone I am hopeful of the CK being able to at least help. For anyone who just wants to see for themselves. Open up world objects in CK, go to Static, mountains, then look for mountainslopsnow heavy or light or snow rock anything basically with snow attached and try to edit it, you don't have to actually edit it, just open it up for edit and rotate it around etc, you'll see it. I actually wiped my entire skyrim install and reinstalled and am going to just play with the ck for awhile in spare time on a vanilla set up to see what I can learn
  10. I've tried to fiddle with OSCAPE before and it was disastrous for me, but I am always up for learning. I'll re check it out, hadn't though about it much though since Z-fighting is just as bad with his HQLOD meshes as it is without them....then again, I do not have first hand knowledge of what all he was correcting when he made them and defer to his awesomeness in anything modding related. Thanks for link.
  11. finally got home this morning and started trying to learn the ck so I can start trial and error on this. Navigating the render windows sucks, but sure enough if you can track down the object you can adjust it to make it stop colliding and fighting. My only concern now is that even if we nail every z fighting object, will the lod's generated by them be free of it as well? Does that even make sense?
  12. looked around this thread and didn't see this posted or mentioned so figured I'd throw it out there for people who may not have seen this yet. looks time consuming but watching him "easily" get rid of z fighting made me smile. How extensive his "fix"Â is (how much z fighting you can fix with his "tweak") remains to be seen but the video is on the creation kits video tutorial page so I'm assuming its just a seek and destroy approach.
  13. Have been talking to Torminater for a week or two now and decided to move some of this from pm's to info section so more folks can get some info on the game we all love. As I've said to him, the problem with creation engine is knowing what the engine actually uses, what it discards no matter what you think, and what is just left overs from old games and how all of that relates with actual directx tech. Here is an interesting read for people on shadowmaps. Something skyrim does indeed use. Problem is in deciphering how creation kit labels technique with what the technique actually does. https://msdn.microsoft.com/en-us/library/windows/desktop/ee416324(v=vs.85).aspx https://aras-p.info/blog/2009/11/04/deferred-cascaded-shadow-maps/ both of the above are good reads on what shadowmaps actually do and some of the techniques associated with them https://en.wikipedia.org/wiki/Z-buffering basic Wiki article on Z buffering (note the mention of 16bit z buffers producing z fighting) https://en.wikipedia.org/wiki/Z-fighting quick one on z fighting. there's a bunch more on that topic out there. https://www.beyond3d.com/content/articles/69/ great read on LOD bias and it's affects on perceptual quality. Things like shadow acne and moire patterns are usually fixed by bias settings, no mods needed for all that. I'll keep posting stuff as I find it and believe it relevant I'd love for other to do same. Enjoy
  14. was meaning to post this info when I ran across this thread. fUpdateBudgetMS is how much time Papyrus update loop gets. If you have alot of function calls or scripts running increasing the value may help performance at cost of framerate. fExtraTaskletBudgetMD is how much time from one thread is redirected for running scripts. be careful with this one because if you allow one thread to rob another you may run into issues. fPostLoadUpdateTimeMS is how much additional load screen time you are willing to deal with for additional pre script processing. Basically if you have a lot of scripts that need running increasing this will increase load time but more script processing will be done before hand iMinMemoryPageSize Smallest amount of memory VM will allocate for a stack in BYTES. smaller # wastes less memory. Larger # reduces amount of allocations for stacks with a lot of small frames iMax MemoryPageSize largest amount used by VM for single stack page. smaller # will force VM to allocate more pages for big frames, larger # may change how allocator allocates and actually decrease performance iMaxAllocatedMemoryByteslargest amount of memory VM can use for same as min. If you set this so high it pushes over memory limit the game will just wait for memory to be freed. If you have a ton of scripts, upping it may help but will use more memory. Any of the logging tools are double edged swords. All of them will increase disk activity and loading debug info increases memory useage to boot. These were summaries from the Creation Kit Wiki. I wish more people read that thing because it does a pretty decent job of debunking some of the "tweaks" out there. Messing with these beyond reason is only asking for trouble
  15. Moving shadows like that doesn't sound like an ENB thing. Boris may get hyper sensitive sometimes but the dude definitely knows his stuff. Which config of ENB did you use, his default one that gets downloaded or someones Preset? If you have floatpointrendertarget=1 in ini thats a start. What are your bias' in ini's and in inspector. You've shown me before but have they changed at all. if you don't mind can you list what mods you did have still going with his and also the enbseries ini settings used and injector ini settings. I used to down on ENB all the time as the "washed out" mod and questioned people who swore by it, then I sat down one day and went line by line over everything and found it was me messing it up. ENB works, and I swear boris is going to bring skyrim further into current gen tech one line at a time it seems.
  16. really? wow, I did not know that. So you've approached him already about this issue and that was his response?
  17. Id be shocked if anything ethatron did. (Hqlod) made something worse. Hes been around for ever and is the creator of many of the tools in use today. That said it can happen no doubt id just be shocked. I do know he also created some lod textures to go with each of the main landscape packs. Perhaps try that for whatever mod you use for mountains. If you can isolate his texs to which is for the mountains only since step mixes and matches the best of different landscape packs. More to follow. Gathering a lot of good sources of info on this subject to post later
  18. have been looking into this topic even more after talking with you and finding more articles etc about it. Very excited in going further with this. Looking over the relationships between as the articles call it: ZNear ZFar Floating Point Render Targets, the prepasses....etc. Seems no one of them on their own fully gets rid of this phenomena but who knows if some combination of them can't eliminate it for people. I do know and the reason I suspect the relationship between all of them is that we both have similar FBlock ini settings, only difference between our settings is you have the FNear tweak where as I do not and I have FloatPointRenderTarget set to 1 whereas you do not. I haven't seen Z-fighting in any jarringly perceptible way since leaving BF3 lol. This is fun.
  19. pm'd Torminater some findings, will need to be tested but Z-fighting may be linked to FloatpointRenderTarget. Most I assume have regarded it like binary 0=off 1=on and passed it off as a performance heavy ENB requirement, but after a lot of reading today over this it seems as though it could be instead that Float-Point Render --your target is either--0 as in the near plane where players will notice Z-artifacts and fighting instantly , ergo console players, and 1 as in the far plane (a float point render target out to the 1 or far plane has the unique side effect of helping with SSAO and other screen space effects common with ENB users but its primary purpose was for precision) This will of course need testing and may not completely resolve everyone's issues due to different tweaks that have been suggested, mods, the quality of textures or meshes, etc etc but it would make sense that Beth who focused mostly on the console market would want the most detail or precision or render power up close (also would explain the crazy narrow default FOV) When PC players began the mod quest and FOV tweaking lo and behold the far plane of the game viewspace began seeing loads of z-fighting. Hopefully through testing in conjunction with other tweaks , settings, graphics options, we can drill down on if this is true.
  20. pming you now so as to not clog bug reports :-)
  21. if you don't mind pm-ing your system specs, screenshots of your graphics control panels settings and your ini's I love nerding out over that type of stuff. STEP is , if anything, too conservative with it's recommendations as far as graphics settings, options, tweaks, etc in err of stability across a wide range of hardware for IT to be the source of all those problems you listed. Not a combative statement just saying lets drill in on this through pm's or something and see what we can muster before assuming it to be related to TC's guide. look forward to helping however I can
  22. Long time fan, first time poster. Just wanted to commend you and everyone involved for the fantastic job you guys have done. I also wanted to drop by and say for any of you who have been greatly missing Epic Sounds of Archery https://www.jeuxvideopc.com/downloads/11830-the-elder-scrolls-5/1453-sons-musiques/33517-sons-epic-sounds-of-archery-10.php has it on the site. I'd have Google translate the page if it's not anyones native tongue but the file is legit and is out there. I did not want to repost someones work directly so figured the link may bring a smile to some who have been missing this great little mod. 2.1 has been one of the smoothest experiences so far for me. Just got it re-loaded last night after an unfortunate delete of the data folder after I first installed it yesterday. (Forced me to learn mod organizer though, that thing is PRO!!) Although I look forward to being an active member of the community as I totally love to geek out over figuring the best tweaks, mods, settings to make a game or program run at its optimal. I think I'm one of the few souls who prefer tweaking settings to playing games. Cheers!!! Oh and TC, you sleep deprived soul, GO SEE AVENGERS. It may just bring a smile or 30 to ya!
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