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Everything posted by z929669
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I re-read through each description, and it appears that I was mistaken that this mod only applied to AMD GPUs. It appears applicable to all NVIDIA GPUs (in particular, GTX 1070+). Corrected OP.
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Our custom image tool adds them to a lightbox gallery with captions and alt text. LB makes compares easier in the browser.
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Thanks for posting this. I split off and linked to the other mod to keep them separate. We'll have a look at this at some point. From your AMD overlay, FSR has very comparable performance to TAA.
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Discussion topic: ENB Frame Generation by doodlez & PureDark Wiki Link RELATED: Thanks to @joshpl for originally posting this on the related topic. Variable Refresh Rate (VRR) = G-SYNC, FreeSync, or Adaptive-Sync We'll need to determine how it clashes with SSE Display Tweaks and if it's effectively a replacement for that. Obviously, this is only for AMD GPU, so it may not be practical for our guide, since most people are on NVIDIA. I doubt the NVIDIA analog will ever exist, since I don't think NVIDIA has an open SDK like AMD has with AMD FidelityFX™ SDK - AMD GPUOpen. AMD FSR 3.1 will work without issue on NVIDIA GTX 1070+ GPUs as well as all relevant AMD GPUs, so it's effectively compatible with all relevant GFX cards. UPDATE: Actually, from doodlez on the related mod's Nexus description:
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How to track down the cause of random crashes?
z929669 replied to kartik100's topic in General Skyrim SE Discussion & Support
Test if your crashes stop with Occlusion.esp disabled. Play for a while like that. That plugin only gives you slightly better performance in some exteriors, so you don't need it to play. Just ignore the warning that it's missing on load. If you don't get any crashes doing similar things for a good while without that plugin enabled, we can move this over to DynDOLOD support. Be sure you keep your relevant DynDOLOD logs if that becomes necessary. -
Ahh, got it. What LOD grass you do have seemed not to match loaded grass well, so that's what I addressed. You have a density issue caused by not setting a high enough percentage for grass in DynDOLOD GUI, or you may be missing some object bounds for some grasses. See sheson's post above about uploading the logs. The logs provide the data to confirm the issue rather than guessing.
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In TexGen, try Direct=0 and Ambient=120-150 for HD grass. You can just do HD grass and move that output into your existing TexGen output mod with overwrite. You can also increase ComplexGrassBrightness[Top|Bottom][R|G|B] in DynDOLOD_SSE.ini, but the defaults should be fine if you didn't change them. Then regenerate DynDOLOD.
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There's no need to use a patch for a mod you haven't enabled. With mesh patches, you're installing a variant of the patched mesh. What's your issue with the ELFX meshes? Not using them as a base vanilla mesh patch will revert 421 vanilla mesh improvements:
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You can alter your grass fade range and distance manually, or use our BethINI Pie settings to configure all of your game settings properly for everything. BethINI Ultra will give the best results if your hardware can handle it. Otherwise, High is recommended. Also keep in mind that NGIO has settings that can override the game's INI settings, so we recommend setting the following in NGIO so that the BethINI adjustments manage them: Overwrite-grass-distance = -1 Overwrite-grass-fade-range = -1 Or see all of our recommended NGIO settings. Lastly, we recommend using DynDOLOD grass mode=1 in DynDOLOD_SSE.ini and NGIO config settings, because it articulates with the BethINI presets.
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It's fine if the LOD model CRC32 changes. The point is that DynDOLOD examines the CRC32 of all full trees considered for LOD and then uses the LOD model with the CRC32 of the full model in it's file name for that full model's LOD tree. Any change at all to the full model will change its CRC32 hash, so the LOD model file name must then be updated to match it. Here's an example. The full model is on the left (also showing the CRC32 checksum), and the LOD model is on the right. Changes to either model will change its CRC32, but the only one that matters is the one on the left (the full model), which expects a matching LOD model with this CRC32 in its file name. In the case of hybrid trees, the trunk model also needs this CRC32 in its file name in order to produce the trunk textures which also use the CRC32 of the full model in their file names.
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You may have rebuilt LOD in such a way as to increase the LOD vertices in the game. Post on DynDOLOD support with logs to determine.
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[WiP] Community shader PBR support
z929669 replied to Exist's question in DynDOLOD & xLODGen Support
Set ` realtimelog=1 ` at the end of your DynDOLOD_SSE.ini to yield an uploadable log of what you are posting about.- 165 replies
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Plugins section not displaying all installed plugins
z929669 replied to izzybinbizzy's question in Mod Organizer Support
Thanks for following up -
DX9 draw call limits and SSE game limitations (limited DX11 support). At a certain point, your hardware extensibility provides no usable headroom. This is why I pointed to the forum discussion I linked. There may be some config settings that you can try to eek out slightly higher limits. Again, do not use "high poly" mods, especially if you are running a heavily modded build.
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textures\terrain\noise.dds is used for exactly this purpose. Just search for "terrain noise" to experiment with different ones.
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One more visual issue, so close to perfection! :)
z929669 replied to joshpl's topic in Step Skyrim SE Guide
CS is on the to-do list. We've been waiting for the full feature set. Maybe it's ready? IDK if it has covered everything I'm used to using with ENB. Also, note the DynDOLOD_SSE.ini grass tint settings changes for CG. It's no longer 0.500 for CG (it still is for standard grass). These particular settings may not be ideal for CS, IDK. -
One more visual issue, so close to perfection! :)
z929669 replied to joshpl's topic in Step Skyrim SE Guide
I don't think the difference is too terrible, but I have updated the TexGen / DynDOLOD specs in the 2.4 dev guide if you want to try those. You will need to regen LOD from scratch. Also, in enbseries.ini under [COMPLEXGRASS]: LOD grass will never perfectly match complex grass in all waethers/locations, but those settings should be best for the tundra, which is the only place in the game where you can really see both to any major degree (except maybe the volcanic tundra). -
Volikhar Castle Exterior Limbo?
z929669 replied to Soulmancer's topic in General Skyrim SE Discussion & Support
Thanks for following up. Looks like there are others with this issue. You may want to post your findings on the bug report or in response to Kulharin. -
I see several issues, but I am not certain exactly which ones you are calling out in each screenshot. Have you generated terrain LOD? Either way, you need to disable the mod, (TEMP) - Cathedral Landscapes - xLODGen, at all times except when generating terrain LOD with xLODGen. This mod places textures on the landscape that do not look correct in the game. They are only used to bias terrain LOD generation. Another issue is with the aspen leaves at mid distance from the PC. Enable anisotropic filtering (AF) 4x or 8x in your display driver software for SSE to fix this. It's caused by a mipmap bug with aspen leaves compex grass. AF fixes that. The game isn't technically ready to play until you finish the guide though. There's no need to ever "start over", because you'd just be doing extra work for nothing.
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The designated write target "*" is not enabled
z929669 replied to JaxonHellsing's question in DynDOLOD & xLODGen Support
It's not at all clear what issue you are having. First, provide your logs as described in the parent forum. You generated TexGen output evidently, so why are you trying to generate another? Are you running DynDOLOD after generating TexGen output? Logs will provide the answers if you can't explain the problem more clearly. -
8x should do it.

