Jump to content
  • 0

Slow flickering when transitioning out of Lod4 lods and into full models?


Question

7 answers to this question

Recommended Posts

  • 0
Posted

https://youtu.be/YnXyFobHiQA

 

 Here are my mesh rules - I'm also wondering if I should add the slabs to the list as well to help with this?

 

my block distances are set to about 15000, 60000, and 500000

This is how the engine works. It displays LOD and when a cell attaches it loads all full models. Once all full models are loaded the LOD is disabled. In the meantime both models show.

  • 0
Posted (edited)

I mean, it might be how it works, but I've never noticed the models flickering that badly for 5 full seconds directly in front of my nose.

 

With DynDoLods uninstalled, the same transition is much quicker, and much smoother.  https://youtu.be/Rra6hnTfnzc - sorry for the video quality

 

I don't mean to sound accusatory in any way, but something isn't right and I'm hoping I can fix it. 

 

Please take a look at the two videos and let me know if you have any advice. 

 

Just to verify - I can use full models for the mountain meshes in lod 4 correct? I had done this on a previous run of dyndolods and everything looked great. 

Edited by Megaloblast
  • 0
Posted (edited)

I can not "fix" how the engine works. It may take longer because there is more data loaded. Read the Performace section of the manual for pointers.

 

The change maybe more obvious because LOD can only have 2 different snow shaders and neither is matching the full model shaders. To lesson that you could make all/most mountains use the same snow shader and set the HD-LOD snow shader to the same values.

Also LOD does not have shadows, there is nothing that can be done about that.

Edited by sheson
  • 0
Posted

Using Full Models for LOD4 on large objects? You have 2 same meshes being displayed for a few seconds at the same time, this is just asking for flickering.

  • 0
Posted (edited)

So Sheson, your idea about adjusting the snow shaders is golden. 

 

Here's vanilla ish

5a75a7e1907e4f8aa45173da47f97a0c.png

 

here's with identical mountain shaders

b3c9f2280b9b48769b293149f5744b84.png

 

And here's a zoom in of the vanilla lods

 

b3c9f2280b9b48769b293149f5744b84.png

 

@Zilav - that makes a ton of sense, and I'm not sure why I didn't think of it. That also likely explains the flickering of the Hybrid Trees - I'm wondering then if using EVT tree meshes and Dyndolod Vanilla hybrid meshes is the best fix for this. Thoughts?

Edited by Megaloblast
  • 0
Posted (edited)

If you are using ultra trees (and installed the correct EVT hybrids), the trees should be identical in their branches so the resulting flicker between models should be minimal.

Check the full model fMeshLOD for trees is "disabled", so full models always show all details.

The full model may be animated/swaying so they don't match perfectly for that time both are showing, maybe lowering the amount of animated/skinned trees could help.

I also could imagine shadow on full model on no shadow on LOD model to have more of an affect. Try lowering shadow distance for a test.

Edited by sheson

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

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