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z929669

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Everything posted by z929669

  1. That's a mistake then ... mips don't make any diff that I can see, so they can be off for all, especially if you notice higher VRAM consumption. However, quantifying VRAM consumption is pretty much impossible unless there are huge diffs. VRAM is allocated dynamically, depending on many factors, and high VRAM usage is not really a 'bad' thing.
  2. I am at 2560 x 1440 (QHD) and don't notice any diff between 1024 and 2048. But it's the map, so shouldn't be a performance hit in game. Still ... I don't see any diff.
  3. Again, 256 is optimal for all 512 for LOD32 ... for 4k, then 512/1024 is probably beneficial. Why hog VRAM for an unnoticeable diff in terrain LOD? Terrain LOD just doesn't contribute much to the overall.
  4. First, don't comparte anything to recs in the 1.0.0 guide. Please use 2.0.0 as your baseline. 1.0.0 is far outdated with respect to LOD config settings for all LODGen. I don't see any difference in 512/1024/2048 ... at all. None. Same image but for the clouds/fog. 256 is optimal unless you are running a 4k monitor with 4k res. Terrain LOD is just not that important once you get to a certain point. All we are doing is eliminating the jaggies around water and letting the color of the full landscape textures through. people spend way too much time worrying about terrain LOD, IMO. It is trivial but for fixing these basics. I vote to leave it at 256 for all levels, and would be fine with 512 for the map, but no more. It's a total waste of resources otherwise, IMO.
  5. Sounds like 3DsMax is messing up the alpha thresholds in the meshes or the alpha thresholds of the base crown meshes are > 128 ... or the texture format/mips are the proble. I would skip the 'optimization' piece via 3dsMax and simply copy the crowns into empty_passthru_lod.nif and trunks into empty_trunk.nif (using "save as" from emptypassthrulod.nif). Then combine using hybrid.bat. This at least rules out that as being the issue. EDIT: I just saw sheson's response, so that is probably the issue ... I would still try without the 3dsMax optimization piece though.
  6. NGIO precaching works great without grass LOD, even at 24000 distance on my system. Also, some people don't mind a little lag in loading cells outdoors.
  7. Basically, grass LOD costs more than it's worth, IMO. Cutting back on render % and LOD distances essentially obviates using it on my system, which is pretty beefy. I think that only those with the top-performing GPUs can afford to run it with reasonable settings without any stutter. The screens toward bottom of this link show differences with and wo grass LOD, so judge for yourself. Toggle last two screens (Optimal vs Optimal (no grass)): https://stepmodifications.org/wiki/SkyrimSE:2.0.0#Grass_LOD_Configuration
  8. I installed Alpha 10 Resources for LE rather than SE by mistake. So I got an error about missing files expected by SE version. TaskManager and Event Viewer would not load while DynDOLODx64 was running. Only after closing it by clicking twice on th 'x'
  9. Beyond 512? Do you have screen compares? Pretty sure that 512 is indistinguishable from 1024 EDIT: Unless you have a 4K monitor, but even then ...
  10. Lower far away, because mips used are tiny in comparison, which would waste the majority of a larger res texture. Yes, we can stop linking to this post now. We have better data on the guide itself (and will have more).
  11. You don't need to start the whole process over but rather go through the System Setup Guide and the 'Tools' chapter of the guide to make sure you have the environment configured correctly and are using the correct software versions.
  12. Search this thread for "out of memory", and you will find several other posts like yours and sheson's responses.
  13. Note on this particular INI setting: The way it is worded indicates that IgnoreLargeReferences (should) equal '1' if uGrids = 5 and also mentions the Large Ref system will not be used. This is further conflated by the next comment implies that IgnoreLargeReferences (should) equal zero if uGrids > 5. I suggest stating the comments more explicitly to avoid the valid assumptions above: Set IgnoreLargeReferences = 1 only if uGrids = 5 and only if the large ref system is not desired. Set IgnoreLargeReferences = 0 (default) if uGrids ≥ 5 and the LR system will be used (best visuals if LR bugs are not present) Rewording similarly will also be less conflicting with the alt text in the app for the "Upgrad NearGrid large refs" message.
  14. You need to read that entire forum post. the file needed is linked further down. Yes, v83 now ... but it is expected that people read the entire post to figure it out, since there is good info in that. You select all worldspaces by ticking each box in the dialog (or right click > select all) once the app loads. If it is not coming up, then something is wrong. You may not have followed the System Setup Guide fully or set up the application to run from MO2 properly. All of the instructions are in the guide.
  15. You can use the BethINI settings in our dev guide as a baseline. I recommend following the guide in total, but just skip mods you don't want. Once you are running properly, you can begin adding in any mods you prefer. To better understand the LOD system and billboards, download and read the DynDOLOD doc. It's complicated, but billboards are just 2D textures used by the LOD atlas to render flat trees in distance. This is default game behavior. DynDOLOD allows use of tree models on the atlas, hence "3D Ultra Trees", or rendered trees on the atlas instead of (or in combination with) billboards. See our WIP guide for current recommended INI settings, system setup, mod install order, and final configuration. We don't support this guide yet, but it has updated recommendations for BethINI and other things. You can also follow our current SE guide for a supported version. Basically, your really should follow one of these guides, as it will help you understand the basics that you need to understand what you are trying to understand.
  16. Using the latest DynDOLOD Alpha 35 and xLODGen Beta 83? Screenshots? Did you get the advice from sheson? It does sound like Terrain LOD at LOD16 or LOD32, depending on game INI settings. @DoubleYou has been testing with the map recently using the latest Alpha and may have some advice for that and corresponding game INI settings. I rarely look at the map in my DynDOLOD testing. We use these methods for Terrain LODGen. WIP DynDOLOD specs follow that.
  17. RE the 'comment': Thanks for confirming RE LODGenThreadSplit: Confirm that my setting to '16' and having a successful run after was purely coincidence. I since ran successfully again with it set to zero. RE my 'issue': I had installed the general Alpha 10 Resources by mistake for my first couple of runs, getting the error with ../Data/creationkit/. missing files. I had since corrected that. In total, I had 4 runs with the then-reproducible behavior mentioned. 2 with incorrect Resources and 2 with correct. All were 'dead' runs in that DynDOLODx64 was in a sort of stasis, not locking and not getting past the point of validating LOD assets. I could not invoke TaskManager or Event Viewer during this 'statsis', which lasted upwards of 10 min each time. I had restarted MO before third 'bad' run and my PC before the fourth. Still reproducible at this point. I did then execute DynDOLODx64 itself once with admin privileges (outside of MO2) just to fiddle ... no unexpected issue. Then I restarted MO2 in admin mode (I normally just run it normally) and changed LODGenThreadSplit=16 in the INI. Then I had a successful run as mentioned. No evidence that it had anything to do with these previous actions. My previous report was a fluke with unknown cause, so nothing further to share at this time other than it seems to be running as expected.
  18. @sheson Looking at the SSE.ini and notice this comment ... is it intentional or a typo? EDIT: Running Alpha 35 via MO2 as usual ... TexGen ran without a hitch. DynDOLODx64 initializes as normal, but hangs with no error. Just the app hangs. Cannot invoke TaskManager or Event Viewer at this time. This persists for 10+ minutes. OS behaves normally as far as using other apps. Close DynDOLOD manually with no reaction. Close again, and it shuts down. MO2 does not unlock. Unlock MO2 manually Event Viewer and TaskManager both open. Repeat above process, opening TaskManager first produces same results. Interestingly, DynDOLOD process never appears in TaskManager (MO2 does). This is all reproducible. I suspected this may be OS resources related: I had LODGenThreadSplit=0 per default, which should tell DDL to use my physical core # (16), so I changed it to 16. DynDOLOD runs as normal (generating now), TaskManager reporting related processes as normal. Soooo ... must be an issue detecting my physical cores or setting this value properly internally. My system specs are in my sig. no bugreport, logs useless from these runs (LODGen never starts) Log from one of the 'bad' runs (LODGenThreadSplit=0):DynDOLOD_SSE_Debug_log.txt EDIT2: Log from successful run (LODGenThreadSplit=16):DynDOLOD_SSE_log.txt Interestingly, I get output only slightly larger than normal (I have run DDL Alpha 33 against same modlist and same settings dozens of times), but my exe time was 16 minutes. Normally, it's about 26 minutes, so marked performance improvement. Will report if issues in game, but I suspect all will be normal.
  19. I believe the instructions say to take the backed up 'original' masters and move them into the game folder so that Steam sees they are the actual game files. the cleaned masters each become the first mods in MO mod list. xEdit Output should contain the original masters as backups as well as the cleaned ones, but maybe the cleaned ones are in game folder. Either way, the originals need to go into game folder and cleaned ones into MO mod folder. The shortest answer is to just NOT clean the masters. They don't need it, and we are removing these instructions in the next guide iteration.
  20. Thanks. I will update the instructions
  21. These instructions are probably wrong here. Check for the files under "xEdit Output" mod created earlier and let us know if this is where you find them.
  22. I would always use files provided by sheson and override with anything provided by the mod (just like DynDOLOD Resources). That way, it's a moot point.
  23. There should be a config text file for Wabbajack somewhere (probably a MO-Nexus .meta file). I would reach out to Wabbajack people to determine the workaround if you can't figure it out. Developers don't share past versions purposefully. EDIT: You posted link to Mega for v82, so there must be a manually-created .meta file for that in Wabbajack. Ultimately, your solution is on the Wabbajack side, so you should ask them for help if you need it.
  24. Have you tried with 83? Nothing should be tied to a particular beta version, and 83 is ≥ 82 by definition in terms of versioning & functionality. Terrain/occlusion LOD will be generated for the load order just the same.
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