Jump to content

SzyjeCzapki

Citizen
  • Posts

    5
  • Joined

  • Last visited

Everything posted by SzyjeCzapki

  1. I had the tree disappearing issue without Ultra Tree LOD, thats what i meant when i said i fixed it by increasing ftreeloaddistance - I just posted the log from my latest dyndolod generation which had ultra trees enabled to see how they look As for Majestic Mountains, would the process be the usual LODgen, texgen, dyndolod + occlusion, with the load order like this? - nothing else is overriding the MM LOD pack So run LODGEN, disable sse terrain tamriel, run texgen, run dyndolod, and then disable the Majestic Mountains Darkside - LOD ? I'd assume disabling/enabling the LOD pack makes no difference afterwards as TexGen output will overwrite it anyway, right? - also as per MM author click
  2. i dont think i can edit my post twice but here are also the pictures of the mountain LOD issue good mountains bad mountains
  3. thanks for the reply, i apologize i think those are all that are needed? https://ufile.io/f/x5zju additionally here's a picture click of the "you are here" and modwatch : https://modwat.ch/u/SzyjeCzapki I have "semi" fixed this, my fblocklevel0distance was set to 57k which was pretty low - I raised it to 80k and well, the pop in isnt as bad anymore (because the proper LODs are loaded at a longer distance) also fixed the tree issues mentioned in the reddit post by increasing ftreeloaddistance however i dont think my game is working correctly, the transition for the mountains shouldnt be this jarring, right? as in the model for the mountains that the game shows BEFORE it loads the LOD4 version, shouldnt be this different
  4. Hey, just gonna copy paste the link for my reddit thread here as it has all the pictures and stuff already uploaded. Thanks in advance for any tips! DynDOLOD_SSE_log.txt LODGen_SSE_Tamriel_log.txt DynDOLOD_SSE_Dynamic_LOD.txt https://modwat.ch/u/SzyjeCzapki my modwatch here (the plugins are below dyndolod because otherwise the map doesnt work, i ran dyndolod without the flat maps installed) the issue persists even if dyndolod and occlusion are the last plugins (the whole process ran with flat maps installed)
  5. Hey, I'm just gonna paste my r/skyrimmods thread here because it contains pretty much all information: https://old.reddit.com/r/skyrimmods/comments/o5lzza/dyndolod_destroys_my_gpu_usage/ I've now generated the occlusion.esp and it did fix the GPU usage in the wilds, running around with 98% with dyndolod enabled. However still absolutely 0 difference in cities. Standing at Whiterun gate, looking towards market: Without Dyndolod: 90-95% gpu usage, 105+fps With dyndolod, no occlusion - 50-60% GPU usage - 55-60 FPS - 8/9k drawcalls With dyndolod and occlusion - 50-60% gpu usage, 55-60 FPS - around 6k draw calls Also, what does the "height" parameter do when generating occlusion? the manual says : "Height - the algorithm uses the highest point of the height map or object LOD between two samples points. Since the player itself could be standing on the highest point, this can add a bit of additional height if required." which i dont understand The STEP guide tells to set it to 0 The Phoenix Flavour guide tells to set it to 100
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.