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DynDOLOD 3.00 Alpha 169


sheson

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2 hours ago, PhxFuryKnight said:

You already solved my problem when someone else made a post with the same error on a 7900XTX. 

You uploaded a stitched.frag file which I used to successfully use Dyndolod on the latest Adrenalin driver. 

Read the first post which log and debug log to upload when making posts.

As explained on the first post, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info/Official-DynDOLOD-Support-Forum
Always use the latest DynDOLOD Standalone and DynDOLOD Resources version. Bugs and other problems may already be fixed or addressed.

https://dyndolod.info/Changelog
Version 3.00 Alpha 107
TexGen.exe - fixed stitched.frag compile error

Because you are refusing to upload the log and debug log, it is unclear what version you are using. It sounds like you are probably still using a long outdated version with other bugs and only updated the stitched.frag. If you are using the latest version and still needed that file, then something else might be wrong.

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Hello Sheson!

I am getting this error: 

LODGenx64Win.exe returned C0000005

LODGenx64Win.exe failed to generate object LOD for one or more worlds

I saw that this error may be associated with c++ redistributable but i already downloaded the required ones and even repaired them. I also downloaded .net runtime 6.0. It's weird because it got past this point in a previous run but now it's getting stuck. One thing to note, I did debloat my nvidia drivers (uninstalled geforce experience but i have the latest GeForce Game Ready Driver 528.02 2023.1.5). Let me know if you need anything else.

Here are my log files: https://drive.google.com/file/d/1Pivtg1mWVJlWjI1CAOBemTqIjV6RDyEk/view?usp=share_link

 

Edited by MinhazMurks
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46 minutes ago, MinhazMurks said:

Hello Sheson!

I am getting this error: 

LODGenx64Win.exe returned C0000005

LODGenx64Win.exe failed to generate object LOD for one or more worlds

I saw that this error may be associated with c++ redistributable but i already downloaded the required ones and even repaired them. I also downloaded .net runtime 6.0. It's weird because it got past this point in a previous run but now it's getting stuck. One thing to note, I did debloat my nvidia drivers (uninstalled geforce experience but i have the latest GeForce Game Ready Driver 528.02 2023.1.5). Let me know if you need anything else.

Here are my log files: https://drive.google.com/file/d/1Pivtg1mWVJlWjI1CAOBemTqIjV6RDyEk/view?usp=share_link

https://dyndolod.info/Help/LODGen
If happening randomly can be a sign of hardware issues like CPU or memory being unstable.

You can use expert mode and just rerun by usingt he button "Execute LODGen" for the Tamriel worldspace. See https://dyndolod.info/Help/LODGen,

Keep an eye on memory usage of the LODGenx64Win.exe in task manager. It may be because you set LODGenThreadSplit=24 in the DynDOLOD_SSE.INI. Try 0, 2, 4 or 8. Maybe 12. If you use expert mode and "Execute LODGen", set ThreadSplit= in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt directly.

Test if it works when using LODGenx64.exe. To do that simply hide LODGenx64Win.exe. When you start DynDOLOD it should show that it uses the fallback as explained at top of https://dyndolod.info/Help/LODGen

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Thanks again for your reply! I will lower the LODGenThreadSplit to 8.

1 hour ago, sheson said:

Test if it works when using LODGenx64.exe.

Ok I will hide LODGen64Win.exe but I could've swore it was already using LODGenx64.exe based on the cmd window title... But I may be remembering wrong so I will try this. I'll let you know what happens!

Edited by MinhazMurks
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17 minutes ago, sheson said:

24 threads each requiring 2 GB or more = 48 GB.

Do I need to repeat the links to the explanations how to control the number of concurrent LODGen processes and their threads?

That would be nice because searching weren't very useful so far. So it's by default set to 24 threads? That's a lot. As for log i am generating fresh one right now. It takes some time. 

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18 minutes ago, Zierry said:

That would be nice because searching weren't very useful so far. So it's by default set to 24 threads? That's a lot. As for log i am generating fresh one right now. It takes some time. 

Read the first post which log, debug and LODGen log to upload when making posts.

You wrote "i have also problem ...", without providing any information, so the assumption was made you actually followed the two recent discussions about LODGen problems.

The default is not 24 threads. That number of cores or threads showed up in those discussions. The default number of main threads is number of cores.

So let me repeat from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-111/?do=findComment&comment=267693

Read https://dyndolod.info/FAQ "Long running time or output several GB in file size" and "High memory usage / Out of memory", especially these:
If too many concurrent LODGen processes running at the same time consume all available memory while generating seasons, limit their number per worldspace by changing the MaxLODGenPerWorldspace setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.
If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.
If a single LODGen process uses a lot of memory, set LODGenThreadSplit in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI to a higher number. Set to the number of virtual cores for lowest possible memory usage. Since terrain LOD meshes are used to optimize object LOD, consider not enabling high resolution terrain LOD meshes (so it uses vanilla terrain meshes) while generating object LOD.

Also read the similar/related explanations at https://dyndolod.info/Help/Seasons#Out-of-Memory-errors and https://dyndolod.info/Help/LODGen#Out-of-Memory

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1 hour ago, sheson said:

Read the first post which log, debug and LODGen log to upload when making posts.

You wrote "i have also problem ...", without providing any information, so the assumption was made you actually followed the two recent discussions about LODGen problems.

The default is not 24 threads. That number of cores or threads showed up in those discussions. The default number of main threads is number of cores.

So let me repeat from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-111/?do=findComment&comment=267693

Read https://dyndolod.info/FAQ "Long running time or output several GB in file size" and "High memory usage / Out of memory", especially these:
If too many concurrent LODGen processes running at the same time consume all available memory while generating seasons, limit their number per worldspace by changing the MaxLODGenPerWorldspace setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.
If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.
If a single LODGen process uses a lot of memory, set LODGenThreadSplit in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI to a higher number. Set to the number of virtual cores for lowest possible memory usage. Since terrain LOD meshes are used to optimize object LOD, consider not enabling high resolution terrain LOD meshes (so it uses vanilla terrain meshes) while generating object LOD.

Also read the similar/related explanations at https://dyndolod.info/Help/Seasons#Out-of-Memory-errors and https://dyndolod.info/Help/LODGen#Out-of-Memory

https://ufile.io/po37t12r

https://pastebin.com/zwxBzM30

Here you go. Found only these two.  Is that normal debug file is so big? 

 

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3 minutes ago, Zierry said:

https://ufile.io/po37t12r

https://pastebin.com/zwxBzM30

Here you go. Found only these two.  Is that normal debug file is so big? 

If there is a debug log for DynDOLOD there should be the normal log for DynDOLOD as well. If LODGen has been running, there should be a LODGen log, which will tell you the current threadsplit.

Read https://dyndolod.info/FAQ "High memory usage / Out of memory" 
If DynDOLOD runs out of memory while generating occlusion, see Out of Memory while Generating Occlusion Data.

https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data
Set OcclusionMaxThreadsObjectLOD=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini in case the parallel reading of large object LOD meshes consumes too much memory.

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8 minutes ago, KlausNoxix said:

Hello! I keep getting the following error: "DynDOLOD Resources SE core files are outdated." Even though im using the latest files from nexus. 

Read the first post which log and debug log to upload when making posts.

As explained in the first post, in case of error messages prompts, read the entire message carefully and click the link Click on this link for additional explanations and help for this message https://dyndolod.info/Help/DynDOLOD-Resources

Read https://dyndolod.info/Downloads and follow the links to Nexus to download the correct version. Or use the links from the first post. 

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3 minutes ago, sheson said:

Read the first post which log and debug log to upload when making posts.

As explained in the first post, in case of error messages prompts, read the entire message carefully and click the link Click on this link for additional explanations and help for this message

Read https://dyndolod.info/Downloads and follow the links to Nexus to download the correct version. Or use the links from the first post. 

Thank you for your response! The problem is, i do have the latest file on nexus and it still gives me that error. https://paste.ee/p/eFiqr

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9 minutes ago, sheson said:

If there is a debug log for DynDOLOD there should be the normal log for DynDOLOD as well. If LODGen has been running, there should be a LODGen log, which will tell you the current threadsplit.

Read https://dyndolod.info/FAQ "High memory usage / Out of memory" 
If DynDOLOD runs out of memory while generating occlusion, see Out of Memory while Generating Occlusion Data.

https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data
Set OcclusionMaxThreadsObjectLOD=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini in case the parallel reading of large object LOD meshes consumes too much memory.

Nope, no file named "DynDOLOD_SSE_log.txt" is in folder "Logs". I even used searching in case i am blind. As for LODgen there are logs for each world. 

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4 minutes ago, KlausNoxix said:

Thank you for your response! The problem is, i do have the latest file on nexus and it still gives me that error. https://paste.ee/p/eFiqr

Read the message and my entire post carefully.

The log clearly shows you installed DynDOLOD Resources SE 2.88 for DynDOLOD 2.x

4 minutes ago, Zierry said:

Nope, no file named "DynDOLOD_SSE_log.txt" is in folder "Logs". I even used searching in case i am blind. As for LODgen there are logs for each world. 

You probably closed DynDOLOD before it could write it then.

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8 minutes ago, sheson said:

Read the message and my entire post carefully.

The log clearly shows you installed DynDOLOD Resources SE 2.88 for DynDOLOD 2.x

You probably closed DynDOLOD before it could write it then.

It closed itself and didn't generate that log.

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