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Skyrim TVDT - Occlusion Culling Data


sheson

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1 hour ago, mattski123 said:

I'm using xLODGen, which mode will end up providing the best in-game performance? And is there a radius that you prefer to use other than 100?

The question which mode has the best in-game performance is explained in the included documentation and has been answered and explained several times already. Why do yo keep asking the same question again and again?

Obviously the preferred value for radius is 100. There is no reason to set it higher. Read the documentation which explains what the radius setting is for.

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16 hours ago, sheson said:

The question which mode has the best in-game performance is explained in the included documentation and has been answered and explained several times already. Why do yo keep asking the same question again and again?

Obviously the preferred value for radius is 100. There is no reason to set it higher. Read the documentation which explains what the radius setting is for.

Sweet man, to answer your question: J6Fe2.jpeg and after reading the documentation, I did understand a bit better, but if I want the best of the best performance when selecting mode I still don't quite understand which one will provide the better occlusion data performance. Could you elaborate on that please?

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45 minutes ago, mattski123 said:

Sweet man, to answer your question: J6Fe2.jpeg and after reading the documentation, I did understand a bit better, but if I want the best of the best performance when selecting mode I still don't quite understand which one will provide the better occlusion data performance. Could you elaborate on that please?

Several people have explained the same thing over and over again. Quality 3 potentially disables the most LOD in the distance. What about it requires more elaboration?

Use the easier and more advanced DynDOLOD for occlusion generation.

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7 hours ago, mattski123 said:

Sweet man, to answer your question: J6Fe2.jpeg and after reading the documentation, I did understand a bit better, but if I want the best of the best performance when selecting mode I still don't quite understand which one will provide the better occlusion data performance. Could you elaborate on that please?

Highest value setting = best and most efficient occlusion data =  best in-game performance relative to other values.

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  • 2 years later...

I recently switched from dyndolod.dll to dyndolod-NG.dll, and there is this one minor occlusion issue I am having. The statue of Azura is visible from Solitude, and I don't think it should be. It is way too far away. Also, if starting from the door to the windmill underneath the big arch, it is visible, but then disappears when crossing the water north of the arch and reappears on the other side of the water. I went halfway between Solitude and Azura, to the top of a mountain I think should block the statue from solitude's line of sight, things look more correct from up there. From solitude, it just seems to be floating above that mountain. What's the fix for this? Is it just a setting in the lod data for the statue in dynDolod? If I can see Azura from solitude, I would figure I should be able to at least see the Solitude windmill from Morthal, but really, I would just like to not see Azura from Solitude. It makes the world feel small.

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1 minute ago, The_Franks said:

I recently switched from dyndolod.dll to dyndolod-NG.dll, and there is this one minor occlusion issue I am having. The statue of Azura is visible from Solitude, and I don't think it should be. It is way too far away. Also, if starting from the door to the windmill underneath the big arch, it is visible, but then disappears when crossing the water north of the arch and reappears on the other side of the water. I went halfway between Solitude and Azura, to the top of a mountain I think should block the statue from solitude's line of sight, things look more correct from up there. From solitude, it just seems to be floating above that mountain. What's the fix for this? Is it just a setting in the lod data for the statue in dynDolod? If I can see Azura from solitude, I would figure I should be able to at least see the Solitude windmill from Morthal, but really, I would just like to not see Azura from Solitude. It makes the world feel small.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots, in particular I would be interested in a screenshot that shows the statue floating. Try to click on it to see if it is a reference with a form ID or test if it goes away when toggling LOD of wth tll.

Occlusion hides LOD meshes that are occluded by terrain LOD. If you see something in the distances, it means it is not occluded by terrain or it is not actually tree, object or terrain LOD. Occlusion disables an entire LOD quad (4x4, 8x8, 16x16 cells in case of object LOD) only if everything from the entire LOD quad is occluded for the cell you are currently. While the statue might be hidden, the mountain rocks which are in the same LOD right before or next to it are not for example.

If you can see something being rendered, then it is not too far away?
See https://dyndolod.info/How-LOD-Works
The max render distance for everything is about a 100 cells
Typically terrain LOD renders all the way and object and tree LOD distances are shorter.

If you believe object LOD renders too far, then you can decrease the object LOD distances in https://dyndolod.info/Help/Mod-Configuration-Menu#Settings for example.

None of the above is affected dynamic LOD normally, so using DynDOLOD DLL or DynDOLOD DLL NG should not make a difference.

The fix depends on what the actual issue is, which we do not know yet.

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Thanks for the reading. A video is worth 1000 pics. 

This is a hidden video. The only way to find it is with this link. You can see the testing I'm doing. Just set the speed to 2x or something. I will say that the solitude rotor actually does appear from farther away than it used to, though you say it shouldn't. It used to disappear halfway to Morthal, and is now visible from everywhere in the solitude area, and that makes me very happy. My suspicion is that Azura is a large reference, and before I swapped dlls I was not using the large reference workaround. So it is drawing it, like it is supposed to, but I kind of preferred it before. As, you can see in the video, Azura is visible from inside solitude, but not from the same place when outside solitude. Can't attach debug log. It is too big as a 7z and it crashes the pastebin site. Here is the regular log. No bug report, because it seems to be working as intended. I don't think this is an error or a bug, just that this one large reference is being put somewhere that I personally think that it should not be. And if you have ideas for brightening up the lod snow, I am open to them. I kind of gave up on that, because it is a snow lod is MATO form and does not seem to use a texture. Just a shader. Followed all the steps from other posts about that. I use the suggested noise.dds and cathedral snow, and well, it's also in the video.

log.7z

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47 minutes ago, The_Franks said:

Thanks for the reading. A video is worth 1000 pics. 

This is a hidden video. The only way to find it is with this link. You can see the testing I'm doing. Just set the speed to 2x or something.

I will say that the solitude rotor actually does appear from farther away than it used to, though you say it shouldn't. It used to disappear halfway to Morthal, and is now visible from everywhere in the solitude area, and that makes me very happy.

My suspicion is that Azura is a large reference, and before I swapped dlls I was not using the large reference workaround. So it is drawing it, like it is supposed to, but I kind of preferred it before. As, you can see in the video, Azura is visible from inside solitude, but not from the same place when outside solitude.

Can't attach debug log. It is too big as a 7z and it crashes the pastebin site. Here is the regular log. No bug report, because it seems to be working as intended. I don't think this is an error or a bug, just that this one large reference is being put somewhere that I personally think that it should not be.

And if you have ideas for brightening up the lod snow, I am open to them. I kind of gave up on that, because it is a snow lod is MATO form and does not seem to use a texture. Just a shader. Followed all the steps from other posts about that. I use the suggested noise.dds and cathedral snow, and well, it's also in the video.

log.7z 182.73 kB · 0 downloads

I asked for screenshots and if the statue has a form id or goes away when disabling LOD with tll. If you post a 9 minute video, then please give the timestamps where the parts are that contain the requested information (does it go away with tll or does it have a form at the far away distance) and shows the interesting parts.

The first few seconds of the video show that you are in the air. If you use tcl or tfc, then occlusion and LOD are not always working correctly as if you were moving around normally in the game. Doublecheck things behave the same while running around normally in the game.

The DynDOLOD log you uploaded shows that LOD was generated without DynDOLOD DLL NG in the load order. The output is not useable with DynDOLOD DLL NG.

Please read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs or my signature how to zip and use a file service for large log files.

I have said noting about the solitude rotor so far, because I did not realize the "it" referred to the rotor and not the Azura statue. Everything I wrote above was about the statue and how occlusion and LOD works. With DynDOLOD DLL NG certain dynamic LOD objects will be using Far Grid again like they used to in Skyrim LE instead of the forced Near Grid because of large reference bugs. So the the rotor will show further than before.

Large reference means a full is shown inside the large ref grid of typically to 11x11 cells instead of 5x5 uGrids. The distance where the full model switches to LOD is pushed out up to 3 cells in any direction. Normally the statue has static object LOD generated regardless and should show the same distance. Provide the debug log and timestamps in the video to the interesting parts or screenshots.

Doublecheck LOD distances are not changed by other mods.
Test if the status behaves any differently with Occlusion.esp disabled.

Object LOD has two snow shaders. if you want to change the brightness of that snow cover you need to edit the records. https://dyndolod.info/Help/Snow-Ash-LOD-Shader
The shader are applied in the game and do not affect LOD generation or vice versa.
If the issue is with terrain LOD, then see https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness
Provide a timestamp or screenshot that properly show the problem.

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I'm probably just wrong. It is working like it is supposed to work. If I were on the ground, like you said, there would be something blocking my view, but from way up on solitude, I would see over that. Thanks for the info about the snow ash shader. 

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19 minutes ago, The_Franks said:

I'm probably just wrong. It is working like it is supposed to work. If I were on the ground, like you said, there would be something blocking my view, but from way up on solitude, I would see over that. Thanks for the info about the snow ash shader. 

I can see the statue just fine from the path below Solitude. There is a rock a bit further down to the Lighthouse where you can be a bit higher, too.

150.jpg

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18 hours ago, sheson said:

I can see the statue just fine from the path below Solitude. There is a rock a bit further down to the Lighthouse where you can be a bit higher, too.

150.jpg

I cleaned out my scripts and reinstalled NG scripts and ran it again, log now says it is using NG. See pic. I can no longer see Azura from Solitude, which is what I wanted until you convinced me That I should see it. VR so pic is awful, but Azura and College are now not visible from inside Solitude. There is a bit of flicker on the college, and I think maybe those are windows in the pic. Thanks again for all your help. I'm going to call this issue closed. It looks really good, so I don't know why I am pixelpeeping. 

 VirtualDesktop.Android-20240428-171357.thumb.jpg.10384f2bd7d510242fa55a632427029e.jpg

DynDOLOD_TES5VR_log.7z

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30 minutes ago, The_Franks said:

I cleaned out my scripts and reinstalled NG scripts and ran it again, log now says it is using NG. See pic. I can no longer see Azura from Solitude, which is what I wanted until you convinced me That I should see it. VR so pic is awful, but Azura and College are now not visible from inside Solitude. There is a bit of flicker on the college, and I think maybe those are windows in the pic. Thanks again for all your help. I'm going to call this issue closed. It looks really good, so I don't know why I am pixelpeeping. 

 VirtualDesktop.Android-20240428-171357.thumb.jpg.10384f2bd7d510242fa55a632427029e.jpg

DynDOLOD_TES5VR_log.7z 216.49 kB · 1 download

If you are OK with the results, then there is nothing else to do. Enjoy.

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2 hours ago, sheson said:

If you are OK with the results, then there is nothing else to do. Enjoy.

Yeah, that's the gist of it. I appreciate your help. Brightening noise.dds I got from the hd noise download link by like 90 made it white, and now my landscape matches and doesn't pop in from grey to white, so that was a big win I wasn't expecting, and I can deal with an invisible Azura and college from 100 cells away. They appear at about 90 cells away, and that's really far, so I am happy with the results, and once again I appreciate your help. You're a mad mod god legend.

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Posted (edited)

Hello

Have used xLODGEN and TEX-GEN on my Skyrim  AE 1.6.1130 game. Following this I am running " DynDOLOD  DLL NG 1.6.11xx and scripts 3.00 (main,vAlpha-24)".

However, the occlusion generation is taking what I consider to be an inordinate amount of time. I am now approaching 3 hours. I have run this same scenario before but it never took this long.

What can be causing this? What do I look for?

Edited by bchick1
clarification
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6 hours ago, bchick1 said:

Hello

Have used xLODGEN and TEX-GEN on my Skyrim  AE 1.6.1130 game. Following this I am running " DynDOLOD  DLL NG 1.6.11xx and scripts 3.00 (main,vAlpha-24)".

However, the occlusion generation is taking what I consider to be an inordinate amount of time. I am now approaching 3 hours. I have run this same scenario before but it never took this long.

What can be causing this? What do I look for?

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
You can mark, copy and paste the current messages log with the windows standard key combinations.

If the tool is still running, check memory usage and maybe close other programs. Otherwise there is nothing you can do but wait or shut it down.

If you have an AMD graphics card terminate all its crapware that was installed with its driver or uninstall it and install the driver only.

https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

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