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z929669

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Everything posted by z929669

  1. I'm toying with another update with focus on aspen leaf litter 'grass'. I quite like the result and plan on adding all the CL leafpile grasses into the mix. The only drawback is that use of anisotropic filtering 4x (or higher) is required to prevent mipmap artifacts associated with the normals at steep viewing angles as described in the sticky on Nexus. Here's the compares: CL with CG (but not aspen leaves) CL with CG (including aspen leaves) CL with CG (but not aspen leaves) CL with CG (including aspen leaves) CL with CG (but not aspen leaves) CL with CG (including aspen leaves) I think the updated normals yield more neutral and tempered lighting that doesn't bias the scene. I made them very noisy (as I've found works best for all CG... otherwise, they are way too shiny) Also, the aspen CG is more visible at distance, due to the improved mipmaps, which I rebuilt as with all other CG in this mod. Note the distant ground for comparison in the first two sets. Lastly, the leaves are more detailed and not so like plastic as the originals. One could argue that there's too much noise in the normals, but it's a necessary compromise to diffuse the reflected lighting. PS: AF 4x is enabled in all screens, so the only difference is the updated meshes and textures.
  2. If you are looking for it, I think you will notice the mipmap issue with the aspen leaf litter in the CL-CG mod. I posted an update to the sticky with some screens showing the issue and how to resolve with AF. I use AMD GFX, so I'm interested in getting confirmation that it also happens with NVIDIA. If it does, it's as I expect, and it's probably an issue related to known mipmap artifacts associated with steep view angle, regardless of GFX. I expect the solution for everyone is to enable AF ≥ 4x. I've begun noticing that this improves a number of other textures in addition to the leaf litter, particularly at some distance and at steep angles. It has no performance impact in my case, so it may be something to recommend universally. @d2eRX52 @Mercury71 Do you use AMD or NVIDIA GFX?
  3. Yes, the mod removes the mipmaps. I'm actually testing this myself now, and I cannot find the mipmap bug to begin with, nor can I see any difference with/wo this mod enabled. It's as if the mipmaps are not impacting these textures. Several examples of this texture can be found all over Riverwood. wo fix, wo AF with fix, wo AF wo fix, with AF You can tell the AF is working by looking at the wood decks on the storefronts, but these textures don't have the mipmap bug. I would expect the bug to reveal itself in the more distant leaf piles, and I would also expect to see evidence of the difference with/wo mipmaps, but there is none. These are high res images, so you can zoom in a good deal for detail.
  4. I'm rethinking this mod for 2.4 now that I know 4x anisotropic filtering (AF) resolves the issue. It's better to have mipmaps without the bug than no mipmaps without the bug. If anyone that's familiar with the issue this mod addresses, we'd appreciate your input on comparing the effect of this mod in resolving the bug to using 4x AF to resolve. If you test it, be sure to compare with this mod and no AF vs without this mod and with AF enabled. Check mid distances and not close up. Use tfc console command to look at mid-distant broadleaf grasses.
  5. I totally agree with all of this. I was only looking for game settings or ENB as a source to make the instructions universally applicable. Do you use NVIDIA? If so, can you provide some screens of some of the settings you think are important to recommend? For these games, I generally recommend only enabling G-SYNC/Freesync and driver-based adaptive vsync, letting the game take care of the rest. Now, I think it's important to recommend ≥ 4x AF as well. My AMD AF only supports DX9, but that may be industry standard for AF, IDK.
  6. @DoubleYou Is there a game INI setting for anisotropic filtering? Boris doesn't have one for ENB and seems to think the game does, but I'm not aware of one: I just checked and nope. I will amend this later today. Use that file instead. It corrects the alpha. I just corrected the instructions.
  7. Did you install the Release Candidate from Bellyaches Animal and Creature Pack Revamp?
  8. That mod doesn't fix this problem, because the textures come with Cathedral Landscapes Complex Grass for ENB (which I created). Anyway, the fix is to use anisotropic filtering in your graphics software. This should also resolve the issues that Cathedral Landscapes Grass Mipmap Fix addresses. I've found that ≥ 4x anisotropic filtering resolves. This has no performance cost for me. I see nothing pink in that screenshot. I just see a steak of aqua-blue in the grass, but it doesn't look like a particular texture. That's not a mipmap artifact. Actually, that looks like a slight color shift due to a steep viewing angle of the mesh (looking at the mesh from its tangent). Probably nothing can be done about that. It likely affects any flat mesh to some degree. Limitation of flat meshes. If you move to the left, it probably disappears.
  9. I've discovered the problem. This only affects aspenleafpile01|2. It's the same issue wSkeever fixed for other 'flat' grass meshes in this mod. Because the aspen leaf 'grass' is basically flat and essentially parallel to the ground, it causes mipmap artifacts. Given that the aspen leaf grass has normal maps and mipmaps, the pink is coming from the normals I suspect (rendering the normal color, which translates to pink/blue/purple in color space). I can eliminate it using a higher mipmap alpha-coverage threshold or by eliminating the mipmaps altogether. Neither solution is great, because the leaves can no longer be seen unless you are close. I'm going to research it a bit more to see if there's a better workaround.
  10. This is the feedback topic for the Step SkyrimSE 2.3 build. We don't know what you are posting about, but NotWL is not in the Step build.
  11. That's just your ENB settings. I don't see a problem with the color tone in that first image. It could also be weathers. CG is more reflective, so at sunrise/sunset, you will get some sky reflections.
  12. First, be sure you properly initialize the game without MO. Also, disable the Cleaned Vanilla Masters mod, and follow these instructions.
  13. Frame caps can be set by SSE Display Tweaks, BethIINI, ENB, or display software. Also, Vsync enabled can cause it. Disable Vsync everywhere but your display drivers. I will check in my game later today. Hide \textures\landscape\grass\aspenleafpile02.dds to see if that resolves.
  14. I don't know what you are referring to in that screenshot. To disable LOD (and see what's LOD) toggle it using tll in the console.
  15. Discussion topic: Fishing Map Markers by spectralcat11 Wiki Link Adds map markers for fishing spots. The camp marker is used, but with CoMAP installed, it changes to a nice fish marker. This mod works and adds relevant points of interest. A nice addition to what CoMAP does. Tagged Accepted for 2.4
  16. I've been running this for a while now and have not had issues. Since it also supports CC-Pets, and fixes a small bug in the original, it seems a no brainer. Tagged Accepted for 2.4
  17. Tagged Accepted for 2.4
  18. In the screenshot above, the '60' corresponds to 60%. If you had the older DynDOLOD Alpha at the time, this information was in the mouse hovertext. Many of the DynDOLOD settings have hovertext, so use that when you want to know more about a setting. 60 means that 60% of the grass will be used in object LOD. The '60' in the INI does not correspond to 60%. It tells the game how much grass should be rendered (loaded grace, not LOD grass).
  19. Look at the DynDOLOD GUI images in the guide. They say 60% for LOD grass. This is completely different from your grass INI density, which affects rendered grass. It just happens to be 60.
  20. I don't know of a mod fixing this specific opening offhand, but many mesh fix mods address issues like this. Find something addressing that location/mesh. Post about the problem in one of the applicable mesh fix mods. Maybe they will address it.
  21. Double-click on the mod in the MO left pane and ensure the following in SSEDisplayTweaks.ini PC has NVIDIA G-SYNC or AMD Freesync video card AND monitor support, set each frame limit (FPS cap) to: [monitor refresh rate] - 3 (e.g., 144 Hz monitor should have 141 limit: 144 - 3 = 141) PC does NOT have NVIDIA G-SYNC or AMD Freesync video card OR monitor support, set each frame limit (FPS cap) to: [monitor refresh rate] - 1 (e.g., 60 Hz monitor should have 59 limit: 60 - 1 = 59) Subtract -3 or -1 from your monitor refresh rate to arrive at the frame cap value, depending on whether or not you have the technology.
  22. You might be using an outdated Synthesis patcher for whatever it is you are trying to do and it's not compatible with your version of the game. Why don't you click the link in the error message and follow those instructions? Post on the DynDOLOD support forums if you still have questions. https://stepmodifications.org/forum/forum/101-dyndolod-xlodgen-support/ Be sure to upload your DynDOLOD logs according to the instructions.
  23. e.g., 60 Hz monitor should have 59 limit: 60 - 1 = 59 The UI frame limit is less important than the game frame limit, but [monitor refresh rate] - 1 does not equal -1.
  24. I assumed the cause was something like this and that the higher min resolution might provide a bit more usable data for these three grasses. Please review the screen compares I made for this change (very first set) as evidence that there is a qualitative difference in game. Whether or not the outcome in game is higher resolution is difficult to tell, and whether or not it's an improvement is subjective. I will look at the mips on the atlas and share results when I have more time, but here's links to the two atlases in the meantime if you want to have a look. Perhaps I could use the MipMapTests variable to glean something further in addition to manual assessment? 64 32
  25. The three grasses produced when Texture size Min=64 relative to Texture size Min=32: fieldgrasstu (8)_00000808.txt icegrassw9_00000d92.txt icegrassw11_00000804.txt TexGen_minSize32_logs.7z TexGen_minSize64_logs.7z All testing done using your modified TexGen version from this post.
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