Megaloblast Posted November 26, 2016 Posted November 26, 2016 (edited) 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 Edited November 26, 2016 by Megaloblast
0 sheson Posted November 27, 2016 Posted November 27, 2016 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 500000This 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 Megaloblast Posted November 27, 2016 Author Posted November 27, 2016 (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 November 27, 2016 by Megaloblast
0 sheson Posted November 27, 2016 Posted November 27, 2016 (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 November 27, 2016 by sheson
0 zilav Posted November 27, 2016 Posted November 27, 2016 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 Megaloblast Posted November 29, 2016 Author Posted November 29, 2016 (edited) So Sheson, your idea about adjusting the snow shaders is golden. Here's vanilla ish here's with identical mountain shaders And here's a zoom in of the vanilla lods @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 November 29, 2016 by Megaloblast
0 Megaloblast Posted November 29, 2016 Author Posted November 29, 2016 Sorry, last image is a repeat Here is the image of the lods
0 sheson Posted November 29, 2016 Posted November 29, 2016 (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 November 29, 2016 by sheson
Question
Megaloblast
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
Edited by Megaloblast7 answers to this question
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