z929669 Posted December 8, 2021 Author Posted December 8, 2021 I believe xLODGen works just fine with SLE, but you should check the topic on sheson's forums to be sure. Terrain LOD just isn't very exciting. It more fixes potential issues than it does improve upon the landscape. Color and meshes are more accurate. Use a good grass mod and then run DynDOLOD before you judge.
DoubleYou Posted March 6, 2022 Posted March 6, 2022 Our xLODGen instructions have mipmaps created for lod4 and lod32, but not for lod8 or lod16. I propose we use mipmaps for all of these. This will increase vram slightly (not really much at these texture sizes) but could improve performance if I understand how mipmaps work correctly. It may be good to test this at some point, but I should think we should have it all one way or the other. Also, we could lower the default Diffuse and Normal texture sizes. These sizes are used when the texture has a single color, solid dirt for diffuse, solid green for normal, so a lower texture size would be free vram. Just lower it to vanilla default of 128 I'd say, although lower really shouldn't affect I should think. Edit: Actually, reading through some of the testing here, it seems we shouldn't be using mipmaps at all? If so, we should simply revise the LOD4 and LOD32 images accordingly.
z929669 Posted March 7, 2022 Author Posted March 7, 2022 5 hours ago, DoubleYou said: Our xLODGen instructions have mipmaps created for lod4 and lod32, but not for lod8 or lod16. I propose we use mipmaps for all of these. This will increase vram slightly (not really much at these texture sizes) but could improve performance if I understand how mipmaps work correctly. It may be good to test this at some point, but I should think we should have it all one way or the other. Also, we could lower the default Diffuse and Normal texture sizes. These sizes are used when the texture has a single color, solid dirt for diffuse, solid green for normal, so a lower texture size would be free vram. Just lower it to vanilla default of 128 I'd say, although lower really shouldn't affect I should think. Edit: Actually, reading through some of the testing here, it seems we shouldn't be using mipmaps at all? If so, we should simply revise the LOD4 and LOD32 images accordingly. I think we could leave it on LOD4 with raise steepness but omit it from the rest ... otherwise agree it is mostly redundant everywhere and can be removed entirely.
DoubleYou Posted August 20, 2022 Posted August 20, 2022 I propose we change from BC7 Max to BC7 Quick. There is no noticeable difference for LOD, and BC7 Quick generated 50% faster for me (28 minutes versus 47 minutes). Edit: Nevermind. I'm tired. Appears we already did that and I just never changed the settings on my side.
z929669 Posted August 21, 2022 Author Posted August 21, 2022 On 8/20/2022 at 5:28 AM, DoubleYou said: I propose we change from BC7 Max to BC7 Quick. There is no noticeable difference for LOD, and BC7 Quick generated 50% faster for me (28 minutes versus 47 minutes). Edit: Nevermind. I'm tired. Appears we already did that and I just never changed the settings on my side. Yeah, this topic is a bit out of date and should be unpinned. Unpinned
Kattmandu Posted August 22, 2023 Posted August 22, 2023 (edited) Does xLODGen need to be run every time DynDOLOD Resources SE 3 and DynDOLOD DLL NG are updated? Edited August 22, 2023 by Kattmandu
DoubleYou Posted August 22, 2023 Posted August 22, 2023 No. Only if you add/remove mods changing landscape textures or landscape records.
Kattmandu Posted August 22, 2023 Posted August 22, 2023 1 minute ago, DoubleYou said: No. Only if you add/remove mods changing landscape textures or landscape records. I wasn't sure if either of those mods did that or not.
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