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z929669

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Everything posted by z929669

  1. Your DynDOLOD log says you have output in C:\DynDOLOD\DynDOLOD_Output\ So not sure what the issue is. Did you create a mod from that output? Remember that your LOD is completely different from your NGIO grass rendering, so it would be helpful if you posted a screen highlighting the issue.
  2. No, the first one is transcluded onto the page where the Template is called, and the second prevents TOC on the Template page itself. Anything inside 'includeonly' tags is transcluded. Inside the 'noinclude' is not transcluded. It is arguable that they both need to be present, but we do it due to situations where we got unexpected results. There is also an 'onlyinclude' tag that we never use and may be better, but I have never tested explicitly.
  3. Please thoroughly and carefully read first and second posts on this thread. They give you all the info needed.
  4. Thanks for pointing that out. I didn't mess with those pieces, so will tackle next iteration.
  5. Thanks ... fixed. But anyone feel free to word this differently or add anything I missed.
  6. Discussion topic: Template:TOC
  7. Discussion topic: Template:Fomod
  8. Template updated: Removed 'classlist' parameter. We don;'t want to encourage changes to look/feel. Admin will upload and maintain associated images in the proper format, so this parameter is unnecessary if the original image meets formatting requirements Added subpage breadcrumb check, which will detect transclusion into a subpage and add the standard breadcrumb to parent 'super' page. Updated to current Template-page format
  9. Discussion topic: Template:PageTitle
  10. OP updated to reflect current standards
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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
  18. 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'
  19. 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 ...
  20. 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).
  21. 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.
  22. Search this thread for "out of memory", and you will find several other posts like yours and sheson's responses.
  23. 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.
  24. 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.
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