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DynDOLOD 3.00 Alpha 180


sheson

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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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9 hours ago, sheson said:

[D] hook_GetFileAttributesW [lpFileName=C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\meshes\creationclub\_shared\dungeons\ayleidruins\interior\argreatwelkyndstonestatic01.nif] [reroute.fileName()=C:\Users\[USERNAME]\AppData\Local\ModOrganizer\SkyrimSE\mods\DynDOLOD Resources SE\Meshes\creationclub\_shared\dungeons\ayleidruins\interior\argreatwelkyndstonestatic01.nif] [res=820] [originalError=0] [fixedError=0]

DynDOLOD does not "close itself" without user interaction.
If the tool closes without user interaction it is being terminated by the OS. In that case it usually would have not written the debug log either.

Spawned LODGen processes write their own logs nearly in realtime.

Only that html file was open. Dyndolod app was closed. It did generated debug log. Unless my pc is haunted, there must be reason for that.

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6 hours ago, z929669 said:

Just reporting that I was prepared to troubleshoot the OpenGL and general slowness issues with AMD GFX using driver versions > 22.5.1 ... BUT, Alpha 111 doesn't have this issue. Somehow it's been resolved for me.

Here's my logs from the successful run in case it's helpful.

As far as we know is crapware that is installed with the driver slowing things down, not the drivers itself.

Also not really surprised that using the latest Alpha version it works, as it is constantly being updated based on users actually uploading logs and bugreports.

38 minutes ago, Zierry said:

Only that html file was open. Dyndolod app was closed. It did generated debug log. Unless my pc is haunted, there must be reason for that.

There should be no html files in the log folder, only txt files. xEdit/DynDOLOD is a program (compiled to run on Desktop Windows), not an app.

The process ended with an out of memory error while generation occlusion, so do the suggested changes to the settings so it runs through without issue.

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16 minutes ago, sheson said:

As far as we know is crapware that is installed with the driver slowing things down, not the drivers itself.

Also not really surprised that using the latest Alpha version it works, as it is constantly being updated based on users actually uploading logs and bugreports.

There should be no html files in the log folder, only txt files. xEdit/DynDOLOD is a program (compiled to run on Desktop Windows), not an app.

The process ended with an out of memory error while generation occlusion, so do the suggested changes to the settings so it runs through without issue.

I turned occlusion from 4 to 1. Still same issue in same place. I meant html file with info i should not ignore errors was only thing open, not that it was in folder with logs. Program itself was closed. I try turn off occlusion and see what results it brings. 

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