I was originally using skyrimvr without dyndlod. Simply increasing ugridtoload was enough to me. I use Skyrim Flora Overhaul 2.72D
I then used the tool 2.88 (after reading the manual for normal, se , vr twice + the full video). I imported the billboards, generated everything, added the scripts and everything worked fine, I could see windows glow, candles and other buildings further away than ever. That was great. But I realized, that the trees were much uglier than before as soon as I looked further than my Grid, and that when I got close to them, I was able to see them slowly phase from LOD to real trees (checkerboard effect).
I first thought I miss configured the billboards. I added the 3d LOD and billboards for 2.72D instead of the indistinguishable vanilla trees, and increased the size form 256 to 1024. The LOD were indeed closer to reality, but I still was able to : see them as fake in the distance + see them phase out as I get closer.
When not using DynDoLOD, trees (even super far away from were terrain is generated, like the other side of start lake or top of mountains) are still full real trees. It's like the base game with SFO is not using LOD for trees. My FPS is super acceptable, so I would like to keep these trees + use DynDoLOD to be able to add distant buildings and co LODs.
In the advanced options, I set 'full' mesh' for LOD4, LOD8, LOD16 for '/tree' and both selecting or unselecting 'Generate tree LOD' in the hope that tree would remain 'vanilla SFO', but they keep getting replaced by billboard/low res 3d models in game.
TLDR: What is the correct way to use DynDoLOD for everything BUT trees?
Thanks
Attachements:
dyndolod_on: you can see billboard next to real tree
dyndolod_off_ok: you can see that even far away trees look perfect (if you can , due to upload limit, resolution is trash)
Question
osteal
Hello!
First of all, thanks for the fantastic tool.
I was originally using skyrimvr without dyndlod. Simply increasing ugridtoload was enough to me. I use Skyrim Flora Overhaul 2.72D
I then used the tool 2.88 (after reading the manual for normal, se , vr twice + the full video). I imported the billboards, generated everything, added the scripts and everything worked fine, I could see windows glow, candles and other buildings further away than ever. That was great. But I realized, that the trees were much uglier than before as soon as I looked further than my Grid, and that when I got close to them, I was able to see them slowly phase from LOD to real trees (checkerboard effect).
I first thought I miss configured the billboards. I added the 3d LOD and billboards for 2.72D instead of the indistinguishable vanilla trees, and increased the size form 256 to 1024. The LOD were indeed closer to reality, but I still was able to : see them as fake in the distance + see them phase out as I get closer.
When not using DynDoLOD, trees (even super far away from were terrain is generated, like the other side of start lake or top of mountains) are still full real trees. It's like the base game with SFO is not using LOD for trees. My FPS is super acceptable, so I would like to keep these trees + use DynDoLOD to be able to add distant buildings and co LODs.
In the advanced options, I set 'full' mesh' for LOD4, LOD8, LOD16 for '/tree' and both selecting or unselecting 'Generate tree LOD' in the hope that tree would remain 'vanilla SFO', but they keep getting replaced by billboard/low res 3d models in game.
TLDR: What is the correct way to use DynDoLOD for everything BUT trees?
Thanks
Attachements:
dyndolod_on: you can see billboard next to real tree
dyndolod_off_ok: you can see that even far away trees look perfect (if you can , due to upload limit, resolution is trash)
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