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DynDOLOD 3.00 Alpha 182


sheson

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23 minutes ago, bargalarkh said:

Yeah I know, just checking to see if there was any way to do it only for trees.

https://dyndolod.info/How-LOD-Works
https://dyndolod.info/Help/Object-LOD
An object LOD *.BTO at least covers 4x4 (8x8, 16x16) cells and can only contain representation/be created for/from existing references/base records and assets. What assets actually depict is irrelevant. Existing *.BTO are irrelevant for LOD generation.

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Gotcha, thanks.

One last question - I am generating Seasons and was reading the wiki page where it said to check that there is a seasons identifier next to the worldspaces - all good there.

However in the seasons of skyrim ini I also see listed these worldspaces:

RiftenWorld
SolitudeWorld
WhiterunWorld

These aren't available in the dropdown. I just want to be sure that this won't negatively affect the lod generation? I assume they are done as part of the Skyrim worldspace but I do see MarkarthWorld listed so wanted to double check.

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1 hour ago, bargalarkh said:

Gotcha, thanks.

One last question - I am generating Seasons and was reading the wiki page where it said to check that there is a seasons identifier next to the worldspaces - all good there.

However in the seasons of skyrim ini I also see listed these worldspaces:

RiftenWorld
SolitudeWorld
WhiterunWorld

These aren't available in the dropdown. I just want to be sure that this won't negatively affect the lod generation? I assume they are done as part of the Skyrim worldspace but I do see MarkarthWorld listed so wanted to double check.

Child worldspaces like Whiterun etc. use the parent world Tamriel for LOD. Markarth is the exception.

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Got it. Im able to generate for all my individual workspaces correctly now but have memory issues (I think) when I try to do them all at once which is where my issues arise. I've read all your suggestions on the wiki and other threads which don't work for me (they help but it's hit and miss how often it works).

My thoughts are to either try building texture atlas separately or to build for individual workspaces separately and merge.

Wiki says this about generating atlas textures in expert mode:

The button Rebuild Atlas updates the object LOD and tree LOD atlas textures depending on the Generate object LOD and Generate tree LOD checkboxes for the selected worldspaces based on the atlas map files of the last LOD generation process.

Am i right in thinking then that this would only work if i previously had a working texture atlas? Or can I generate from scratch in this way and then generate lod separately and then merge the outputs.

Or for separately generating worldspaces - i understand from the wiki and other posts that you should generate, copy the output into your output mod (enabling occlusion and the dyndolod plugins) and then updating these with subsequent runs of DDL.

However I noticed that files in ./SKSE/plugins/ only reflect the worldspaces you just generated for, so I'm not sure how significant this is or how it would affect the game if o was copying and overwriting each time 

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39 minutes ago, bargalarkh said:

Got it. Im able to generate for all my individual workspaces correctly now but have memory issues (I think) when I try to do them all at once which is where my issues arise. I've read all your suggestions on the wiki and other threads which don't work for me (they help but it's hit and miss how often it works).

My thoughts are to either try building texture atlas separately or to build for individual workspaces separately and merge.

Wiki says this about generating atlas textures in expert mode:

The button Rebuild Atlas updates the object LOD and tree LOD atlas textures depending on the Generate object LOD and Generate tree LOD checkboxes for the selected worldspaces based on the atlas map files of the last LOD generation process.

Am i right in thinking then that this would only work if i previously had a working texture atlas? Or can I generate from scratch in this way and then generate lod separately and then merge the outputs.

Or for separately generating worldspaces - i understand from the wiki and other posts that you should generate, copy the output into your output mod (enabling occlusion and the dyndolod plugins) and then updating these with subsequent runs of DDL.

However I noticed that files in ./SKSE/plugins/ only reflect the worldspaces you just generated for, so I'm not sure how significant this is or how it would affect the game if o was copying and overwriting each time 

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts.

See answers for High memory usage / Out of memory at https://dyndolod.info/FAQ
See https://dyndolod.info/Help/Seasons#Out-of-Memory-errors
See https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

When running different sessions for different worldspaces, the output needs to be installed/merged every time, overwriting all older files before starting a new session.

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I've already followed all these steps.

Can I take from your answer then that the ./skse/plugins/DynDOLOD_Worlds.txt and ./skse/plugins/DynDOLOD_Worlds.json files won't have any effect if they are overwritten?

If generation 1 (for Skyrim worldspaces) gives me a file referencing Skyrim worldspaces and generation 2 (for Dragonborn worldspaces) gives me a file which references Dragonborn worldspaces, overwriting with the second generation will result in a DynDOLOD_Worlds.txt and DynDOLOD_Worlds.json which do not now reference Skyrim worldspaces. Will this have any effect at all?

Alternatively, is it possible to just select Rebuild Atlas on the first run and then Execute LODGen on the second?

Edited by bargalarkh
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50 minutes ago, bargalarkh said:

I've already followed all these steps.

Can I take from your answer then that the ./skse/plugins/DynDOLOD_Worlds.txt and ./skse/plugins/DynDOLOD_Worlds.json files won't have any effect if they are overwritten?

If generation 1 (for Skyrim worldspaces) gives me a file referencing Skyrim worldspaces and generation 2 (for Dragonborn worldspaces) gives me a file which references Dragonborn worldspaces, overwriting with the second generation will result in a DynDOLOD_Worlds.txt and DynDOLOD_Worlds.json which do not now reference Skyrim worldspaces. Will this have any effect at all?

Alternatively, is it possible to just select Rebuild Atlas on the first run and then Execute LODGen on the second?

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts.

DynDOLOD supports updating/adding new worldspace to existing output. If there are problems with features make a problem report as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum with the log and debug log as explained. If doing several session, secure the debug log, as it gets overwritten with every new session.
Edit: I was able to reproduce this regression in the current alpha version. It will be fixed in the next alpha version.

Rebuilding the atlas is a feature to replace the existing atlas textures. 

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20 minutes ago, bargalarkh said:

I just reran generation again for all worldspaces - the Taking Your Firstborn program closed itself without error message while one of the command line windows was still open.

Here's the logs (no bugreport.txt)

https://ufile.io/f/etyej

TexGen/DynDOLOD do not close themselves without user interaction. The debug log you uploaded seems to show the tool was closed by the user. The debug log is not necessarily from that session, since logs are only saved when the program is allowed to handle its own shut down after user interaction.

If a program "closes itself" without a exception message prompt and without being able to save the log, debug log, it means it was terminated by the OS (in that case there should be Windows event log entry), because of hardware issues like CPU overclocking, temps, memory etc. or the task manager for example.

Install the latest WHQL Recommended graphics drivers only, without any crapware.

The debug log shows that MaxLODGen and LODGenThreadSplit is still the default 0 and MaxLODGenPerWorldspace is still the default 2.
Read https://dyndolod.info/Help/Seasons#Out-of-Memory-errors.

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Yeah I did close the console window after noticing the DDL program itself was closed, but definitely the Taking Your Firstborn window closed without message or prompt from me. It's not installed in a UAC folder, I turned off Antivirus, and don't have any crapware that I know of (and I have checked). No overclocking etc either.

By WHQL would that be the latest graphical drivers? I have an AMD card and have the most up-to-date version of it running. Following the advice in this thread i turned off the AMD named processes which helped initially.

I just ran again with MaxLodGen limited to 2 (logs)

This is my CPU (six cores). Should I try for LODGenThreadSplit=12 then?

 

I have got Event Viewer up now to see the windows event logs but I'm not sure how to find logs pertaining to this program

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I found the windows logs, here's a few that I found from around the time I last generated:

-----1-----

- System
   
- Provider
      [ Name] Application Error
   
- EventID 1000
      [ Qualifiers] 0
   
  Version 0
   
  Level 2
   
  Task 100
   
  Opcode 0
   
  Keywords 0x80000000000000
   
- TimeCreated
      [ SystemTime] 2023-06-14T15:13:07.0142052Z
   
  EventRecordID 13638
   
  Correlation
   
- Execution
      [ ProcessID] 0
      [ ThreadID] 0
   
  Channel Application
   
  Computer Beemo
   
  Security
- EventData
      DynDOLODx64.exe
      3.0.0.128
      646a6e33
      ntdll.dll
      10.0.19041.2788
      2f715b17
      c0000374
      00000000000ff449
      4d90
      01d99ed172d77282
      F:\Skyrim Modding\Tools\DynDOLOD\DynDOLODx64.exe
      C:\WINDOWS\SYSTEM32\ntdll.dll
      522a94fc-b26d-4fad-bd01-14aba092bba7

-----2-----

- System
   
- Provider
      [ Name] Application Error
   
- EventID 1000
      [ Qualifiers] 0
   
  Version 0
   
  Level 2
   
  Task 100
   
  Opcode 0
   
  Keywords 0x80000000000000
   
- TimeCreated
      [ SystemTime] 2023-06-14T14:52:35.3364553Z
   
  EventRecordID 13627
   
  Correlation
   
- Execution
      [ ProcessID] 0
      [ ThreadID] 0
   
  Channel Application
   
  Computer Beemo
   
  Security
- EventData
      DynDOLODx64.exe
      3.0.0.128
      646a6e33
      ntdll.dll
      10.0.19041.2788
      2f715b17
      c0000374
      00000000000ff449
      1b2c
      01d99ece97605943
      F:\Skyrim Modding\Tools\DynDOLOD\DynDOLODx64.exe
      C:\WINDOWS\SYSTEM32\ntdll.dll
      a7fe86b9-1e49-4c6b-a7a5-8ba0f979b813
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10 minutes ago, bargalarkh said:

Yeah I did close the console window after noticing the DDL program itself was closed, but definitely the Taking Your Firstborn window closed without message or prompt from me. It's not installed in a UAC folder, I turned off Antivirus, and don't have any crapware that I know of (and I have checked). No overclocking etc either.

By WHQL would that be the latest graphical drivers? I have an AMD card and have the most up-to-date version of it running. Following the advice in this thread i turned off the AMD named processes which helped initially.

I just ran again with MaxLodGen limited to 2 (logs)

This is my CPU (six cores). Should I try for LODGenThreadSplit=12 then?

I have got Event Viewer up now to see the windows event logs but I'm not sure how to find logs pertaining to this program

With WHQL I mean not to use a beta driver. Make sure to not install anything but the driver - or terminate all AMD services, background programs etc.

The new logs show the tool being seemingly closed by the user right after start before any real work was done or any LODGen processes were started. They are probably not from another session. The tools can only save their log files when they are allowed to properly showdown after user interaction.

Check the Windows event log for messages if TexGen/DynDOLOD are being terminated. Enable the realtime log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Keep an eye on memory usage of the main DynDOLOD process and the number of spawned LODGenx64Win.exe processes and their memory usage in task manager. Enable the "Peak Working Set" column to keep a record of the maximum.

With the 6 cores the automatic split should be 6, so yes, see what happens with 12, but you can set any number in between as well or even lower to test what happens.

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11 minutes ago, bargalarkh said:

I found the windows logs, here's a few that I found from around the time I last generated:

-----1-----

- System
   
- Provider
      [ Name] Application Error
   
- EventID 1000
      [ Qualifiers] 0
   
  Version 0
   
  Level 2
   
  Task 100
   
  Opcode 0
   
  Keywords 0x80000000000000
   
- TimeCreated
      [ SystemTime] 2023-06-14T15:13:07.0142052Z
   
  EventRecordID 13638
   
  Correlation
   
- Execution
      [ ProcessID] 0
      [ ThreadID] 0
   
  Channel Application
   
  Computer Beemo
   
  Security
- EventData
      DynDOLODx64.exe
      3.0.0.128
      646a6e33
      ntdll.dll
      10.0.19041.2788
      2f715b17
      c0000374
      00000000000ff449
      4d90
      01d99ed172d77282
      F:\Skyrim Modding\Tools\DynDOLOD\DynDOLODx64.exe
      C:\WINDOWS\SYSTEM32\ntdll.dll
      522a94fc-b26d-4fad-bd01-14aba092bba7

-----2-----

- System
   
- Provider
      [ Name] Application Error
   
- EventID 1000
      [ Qualifiers] 0
   
  Version 0
   
  Level 2
   
  Task 100
   
  Opcode 0
   
  Keywords 0x80000000000000
   
- TimeCreated
      [ SystemTime] 2023-06-14T14:52:35.3364553Z
   
  EventRecordID 13627
   
  Correlation
   
- Execution
      [ ProcessID] 0
      [ ThreadID] 0
   
  Channel Application
   
  Computer Beemo
   
  Security
- EventData
      DynDOLODx64.exe
      3.0.0.128
      646a6e33
      ntdll.dll
      10.0.19041.2788
      2f715b17
      c0000374
      00000000000ff449
      1b2c
      01d99ece97605943
      F:\Skyrim Modding\Tools\DynDOLOD\DynDOLODx64.exe
      C:\WINDOWS\SYSTEM32\ntdll.dll
      a7fe86b9-1e49-4c6b-a7a5-8ba0f979b813

If this happens while all physical memory is being used by all the processes and the OS starts to use virtual memory/paging, then we know the cause. Let the OS handle virtual memory with default settings.

Enable the realtime log, so you can upload that if that type of crash happens again.

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So I left it running, didn't close anything and enabled the realtime log as you said. Also increased that thread value to 12. I also have been using default paging the whole time.

Logs

Mentions an access violation, which i checked the wiki for. 

- I have disabled UAC and Antivirus

- I ran DDL and Mod Organiser as admin

- I have the latest version of the resources, exe, etc

Edited by bargalarkh
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I tried running again. It seems to alternate between crashing and hanging on creating texture atlases. In the most recent case, it's been running at this for a long time:

[08:28] [Tamriel] Creating texture atlas F:\Skyrim Modding\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds 1024 x 512

I have enabled the texture cache and max texture size ini options. There's no console window open for these, it just doesn't move past this point. I've found this is often where it will stop making progress even when left overnight.

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