Jump to content

Recommended Posts

Posted
  On 6/1/2020 at 6:13 PM, OilyBearHug said:

im having a problem with tree lods disappearing in solstheim when getting close. playing skyrim se, using latest dyndolod, myrkvior trees, and using treelod=0 and flagtrees=1. the lod is shown as full model trees when far, but when close, the entire tree disappears but there is still collision around where it should be. only certain tree models do this. the ashy pines disappear. nothing is overwritting dyndolod.esp or the loose files. i dont think its the tree mod fault, since ive tested with evt, myrkvior, and solstheim landscape overhaul, and all 3 had their version of these pines disappearing. tested all 3 with dyndold on a fresh profile with next to nothing, and everything was fine. it seems there is some sort of conflict in my load order, but nothing overwrites my current tree mod in the esp or loose files, and dyndolod is last in load order. are there any common reasons why trees would have lod and disappear up close, but still have collision?

LOD meshes and textures do not affect anything in loaded cells. Collision typically means a NIF was loaded, which points to an alpha/transparency or texture issue.

Posted

I'm having some pretty major framerate/stutter issues when I try to use Dyndolod SE. At first I thought it was too many large textures maxing my VRAM so I used Octagon to lower all textures down to 1-2k. Even on low Dyndolod settings my game will freeze up every 5-10 seconds and drop from 60 down to 20 or lower fps. Using every performance monitor I could find like Afterburner, Skyrim Performance Monitor, Steams FPS counter, etc... I ruled out hardware limitations on my end. Still have lots of headroom for GPU, CPU, RAM, and VRAM even with Dyndolod active, no thermal throttling happening, core utilization is normal. However I'm still lagging and stuttering only when using Dyndolod. I can add an ENB, 4K texture mods, whatever and still stay stable at 60fps. I've been wracking my brain for weeks trying to figure out what is causing the dips. I haven't seen many users with this issue on forums so I don't have much to go on to diagnose it. Could it have something to do with Large Reference Grids? I don't really touch those settings, just leave them at the default, same with Max Tile Size.

 

https://modwat.ch/u/agodelianshock/plugins

 

Specs:

Intel i7-6700k

GTX 1660 SUPER

16GB RAM

Posted (edited)
  On 6/8/2020 at 7:28 PM, agodelianshock said:

I've been wracking my brain for weeks trying to figure out what is causing the dips. I haven't seen many users with this issue on forums so I don't have much to go on to diagnose it. Could it have something to do with Large Reference Grids? I don't really touch those settings, just leave them at the default, same with Max Tile Size.

In those weeks you surely tried different INI settings, tested what happens if you selectively disable different LOD types and checked if there are script errors in the papyrus logs. What are the results?

 

The uploaded modwatch does not contain any TexGen/DynDOLOD output or plugins. The plugin sort order seems strange with Open Cities at the end.

Generate LOD for Open Cities in two steps as explained in the manual.

 

Check the generation log for errors and warnings.

 

There is nothing in the generated LOD mod that runs in regularly intervals. LOD only changes if the player character moves across exterior cell borders.

Edited by sheson
Posted (edited)

I had to deactivate Dyndolod for now to play so that was why it wasn't in my modlist, Open cities also hadn't been sorted properly because I had just deactivated and reactivated it during the 2 step method at the time of posting. As of right now, I'm using the BethINI recommended settings but I was having the same issues with default INI settings. I'm not seeing any errors or problems with the LOD itself or the script log, just the strange effect it has on my framerate. I haven't disabled specific LOD types yet, I'll do that and see what kind of results I can get over the next few days.
 
I recorded an example of the difference if you are interested, the normal framerate without DynDOLOD begins at 4:44
https://www.youtube.com/watch?v=xed6CEqgunU&t=20s

 

Also the updated Modwatch with DynDOLOD active and Open Cities sorted in its proper spot

https://modwat.ch/u/agodelianshock/plugins

Edited by agodelianshock
Posted (edited)
  On 6/9/2020 at 7:57 PM, agodelianshock said:

I had to deactivate Dyndolod for now to play so that was why it wasn't in my modlist, Open cities also hadn't been sorted properly because I had just deactivated and reactivated it during the 2 step method at the time of posting. As of right now, I'm using the BethINI recommended settings but I was having the same issues with default INI settings. I'm not seeing any errors or problems with the LOD itself or the script log, just the strange effect it has on my framerate. I haven't disabled specific LOD types yet, I'll do that and see what kind of results I can get over the next few days.

 

I recorded an example of the difference if you are interested, the normal framerate without DynDOLOD begins at 4:44

 

 

Also the updated Modwatch with DynDOLOD active and Open Cities sorted in its proper spot

https://modwat.ch/u/agodelianshock/plugins

 

If a user reports "game will freeze up every 5-10 seconds", I would expect to see a video where the player stands still and something happens in said time interval. If something happens because of running around and panning the camera and the game loading stuff, then it happens because of that and not because time passed.

Edited by sheson
Posted (edited)

Okay this one should have a better testing methodology. I was worried about it not being visible, but you can see the waterfall hitching and stopping while standing completely still with DynDOLOD active whereas it flows at a constant rate when I have it deactivated in my load order. Both tests are 2 minutes long until the camera switches to the idle 3rd person.

 

https://www.youtube.com/watch?v=El7PmEmVe5c

Edited by agodelianshock
Posted
  On 6/9/2020 at 11:27 PM, agodelianshock said:

Okay this one should have a better testing methodology. I was worried about it not being visible, but you can see the waterfall hitching and stopping while standing completely still with DynDOLOD active whereas it flows at a constant rate when I have it deactivated in my load order. Both tests are 2 minutes long until the camera switches to the idle 3rd person.

 

Why not troubleshoot the LOD mod you created by disabling the different LOD types?

Posted

I had been hoping that it was a common and easily diagnosed issue before I began running it for each possible LOD type. I'm still getting familiar with the LOD system and DynDOLOD program as a whole so I've been cautious about messing with the mesh rules.

Posted
  On 6/10/2020 at 5:37 PM, agodelianshock said:

I had been hoping that it was a common and easily diagnosed issue before I began running it for each possible LOD type. I'm still getting familiar with the LOD system and DynDOLOD program as a whole so I've been cautious about messing with the mesh rules.

It is not a common but it will be easy to diagnose by simply disabling static LODs with tll in console, then dynamic LOD in DynDOLODs MCM to know which is the source and then continue form there.

Posted (edited)

Ah I see, okay I've tried both using tll and deactivating DynDOLOD in the MCM but the issue still persists using both methods individually and even with both off at the same time. That seems to rule out a bad LOD, or performance issues due to LOD. I also did the same with the large reference grid later, but the stuttering continues even with all 3 turned off separately as well as together.

Edited by agodelianshock
Posted
  On 6/11/2020 at 2:55 PM, agodelianshock said:

Ah I see, okay I've tried both using tll and deactivating DynDOLOD in the MCM but the issue still persists using both methods individually and even with both off at the same time. That seems to rule out a bad LOD, or performance issues due to LOD. I also did the same with the large reference grid later, but the stuttering continues even with all 3 turned off separately as well as together.

Next obvious troubleshooting steps would be to not enable DynDOLOD.esp to test what happens, then not enable DynDOLOD.esm and test what happens.

Then hide  meshes\terrain\tamriel\objects\ test what happens, then hide meshes\terrain\tamriel\trees\ and test what happens.

Posted

So disabling the .esp or the .esm didn't work. I went to hide the meshes\...objects and trees folders but because I installed through MO2 my Skyrim SE install doesn't have a meshes or texture folder generated, I just have the .bsa files that you'd get from a clean install and the Scripts, ShaderCache, Interface, and Video folders. I can't seem to find a way to do that through the MO2 Data tab either.

Posted
  On 6/12/2020 at 12:43 AM, agodelianshock said:

So disabling the .esp or the .esm didn't work. I went to hide the meshes\...objects and trees folders but because I installed through MO2 my Skyrim SE install doesn't have a meshes or texture folder generated, I just have the .bsa files that you'd get from a clean install and the Scripts, ShaderCache, Interface, and Video folders. I can't seem to find a way to do that through the MO2 Data tab either.

If you need help how to use MO read its manual or ask on its forum/discord. Obviously, files and folders can be modified in the mod folders.

Posted

Thank you for your help so far on this, truly worth the firstborn. I went to the MO discord and found it can only be done manually so I got some help and did it that way. The objects folder runs smooth as butter, but it seems to be something in the trees folder causing the issue.

Posted
  On 6/12/2020 at 8:37 PM, agodelianshock said:

Thank you for your help so far on this, truly worth the firstborn. I went to the MO discord and found it can only be done manually so I got some help and did it that way. The objects folder runs smooth as butter, but it seems to be something in the trees folder causing the issue.

Do you not have SSE Engine Fixes installed to fix the tree LOD FPS issue?

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
×
×
  • Create New...

Important Information

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