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DynDOLOD 3.00 Alpha 182


sheson

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6 hours ago, sheson said:

There might be a problem with (old?) LODGen log files being blocked by other processes, which could be "hidden" LODGenx64Win.exe from an former unsucessful session which are only shown in task manager for example.

[38:36] <Error: LODGenx64Win.exe failed to generate object LOD for arnimaDUPLICATE003. Can not delete E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_arnimaDUPLICATE003_log.txt>

Since it saysWaiting for LODGenx64Win.exe generating object LOD for Tamriel AUT, check E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_Tamriel_AUT_log.txt is accessible.

I suggest to restart Windows, delete the log folder to hopefully clear that up.
Each LODGenx64Win.exe that is being started has a command prompt window to which it writes its log messages. You should be able to bring them up from the taskbar to see what they currently do. The ones for Tamriel can take a while.

Also see https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory as they might be relevant.

Thanks Sheson -- rebooting and clearing out the old log files did the trick.  It did take awhile to get to the AUT step, but I could see the SUM and SPR windows processing from the taskbar, and it completed in just a couple hours.  LOL:)  Thanks again.

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I'm having a very specific issue where TexGen is not finding ONE texture. 

treepineforestbarkcompsnow_p.dss

I'm unsure if this is the correct place to ask this, but I've tried redownloading the resource files and looked for mods to compensate missing texture files. This one eludes me still.

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17 minutes ago, JelloMold said:

I'm having a very specific issue where TexGen is not finding ONE texture. 

treepineforestbarkcompsnow_p.dss

I'm unsure if this is the correct place to ask this, but I've tried redownloading the resource files and looked for mods to compensate missing texture files. This one eludes me still.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts.

See https://dyndolod.info/Messages/File-Not-Found-Textures

treepineforestbarkcompsnow_p.dss looks like a typo, it probably should be treepineforestbarkcompsnow_p.dds

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I have an object that uses a vanilla mesh (dungeons\dwemer\platforms\dweplatmid01.nif) with a Texture Set. DynDOLOD's LOD model uses a rendered LOD texture, which (unless I am missing something) does not automatically get retextured by running TexGen or during LOD Generation. What is the best way to make sure the LOD model has the correct texture? Do I need to create an alternate rendered object texture?

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1 hour ago, Gamma_Metroid said:

I have an object that uses a vanilla mesh (dungeons\dwemer\platforms\dweplatmid01.nif) with a Texture Set. DynDOLOD's LOD model uses a rendered LOD texture, which (unless I am missing something) does not automatically get retextured by running TexGen or during LOD Generation. What is the best way to make sure the LOD model has the correct texture? Do I need to create an alternate rendered object texture?

Make a copy of the special render NIF from ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\LOD\*lod.NIF to ..\Data\DynDOLOD\Render\Objects\LOD\Customlod.NIF
The \Skyrim\ folder is optional if the NIF resides in the data folder.
Make sure to use a somewhat unique filename. For example include (an abbreviation) of the mod name for example.
Modify the custom NIF, and update the texture until it renders what you need.
Use Preview in TexGen to check it is found and looks as desired.
Run TexGen to generate the rendered object LOD textures in the TexGen output folder as ..\Textures\LOD\Customlod.dds

Make a copy of the LOD model(s) and change its filename to the editor ID of the base record that defines the texture replacement(s).
For example, the vanilla base record 0061925 has alternate texture. The base records Editor ID is "DirtCliffsCornerIn01PineForest03"
DynDOLOD will check if  there are LOD models like DirtCliffsCornerIn01PineForest03_lod_0.nif in the load order and use it instead of the default dirtcliffscornerin01_lod_0.nif.
Update the new LOD model to use the rendered texture created above.

You can search the DynDOLOD_SSE_Debug_log.txt for message like [BuildBaseRecords] <Debug: Looking for ... by searching for the base record form ID to see what LOD model filenames it is looking for. You can check the DynDOLOD_SSE_Object_Report.txt what LOD model where found/used by a base record.

If something does not work as explained/expected let me know.

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Hello everyone, new to this forum, not new to dyndolod, been using it for years (but partially only, I understand more now !).
To begin with, thanks to everyone that created the mod and for the support.

Now, I have an issue with dyndolod, I can created a separate post if asked maybe, here it is.
I have an outdated dyndolod and texgen outputs that work fine.

I started using NGIO, Landscape fixes for grass, and northern grass, and the northern grass complex for enb.
I also downloaded Happy Little Trees, with their lod, and bruma lod.

Now, I followed every step, missed a few as always, regenarated everything at least 15 times.

I'm pretty sure everything I did is correct now.

My problem : The dyndolod output is now around 25gb with grass lod, and Ultra trees.
When I launch the game, it is not an issue, I'm in a cell. When I leave for skyrim, game is on ILS.

If I activate Dyndolod_Output, I will get ILS as soon as I leave. Texgen is fine, I can have it enabled. If I disable dyndolod, I will be able to load outdoors.
If I enable my older version of dyndolod and texgen, I will be able to load.
I need your help because i've made dozens of attempts with dyndolod, but I'm unable to load.
Now I do have the log, but it's 200 000kb, so... I've tried making fixes from errors I found there, but they still occur, I don't get why. Anyway, these errors were there before, and everything was working well.

I've tried running Dyndolod with no grass lod, same problem. So it could be a problem with the Ultra Trees, or maybe both grass and tree together.

My lastest attempt running at the moment is dyndolod without ultra trees, just standard, to narrow the problem.

Hope you guys will find a fix because I'm stuck for a week on this, and can't figure out the problem.

Thank you all,

Anorf
 

Edited by Anorf
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1 hour ago, Anorf said:

Hello everyone, new to this forum, not new to dyndolod, been using it for years (but partially only, I understand more now !).
To begin with, thanks to everyone that created the mod and for the support.

Now, I have an issue with dyndolod, I can created a separate post if asked maybe, here it is.
I have an outdated dyndolod and texgen outputs that work fine.

I started using NGIO, Landscape fixes for grass, and northern grass, and the northern grass complex for enb.
I also downloaded Happy Little Trees, with their lod, and bruma lod.

Now, I followed every step, missed a few as always, regenarated everything at least 15 times.

I'm pretty sure everything I did is correct now.

My problem : The dyndolod output is now around 25gb with grass lod, and Ultra trees.
When I launch the game, it is not an issue, I'm in a cell. When I leave for skyrim, game is on ILS.

If I activate Dyndolod_Output, I will get ILS as soon as I leave. Texgen is fine, I can have it enabled. If I disable dyndolod, I will be able to load outdoors.
If I enable my older version of dyndolod and texgen, I will be able to load.
I need your help because i've made dozens of attempts with dyndolod, but I'm unable to load.
Now I do have the log, but it's 200 000kb, so... I've tried making fixes from errors I found there, but they still occur, I don't get why. Anyway, these errors were there before, and everything was working well.

I've tried running Dyndolod with no grass lod, same problem. So it could be a problem with the Ultra Trees, or maybe both grass and tree together.

My lastest attempt running at the moment is dyndolod without ultra trees, just standard, to narrow the problem.

Hope you guys will find a fix because I'm stuck for a week on this, and can't figure out the problem.

Thank you all,

Anorf

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

See answers for https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size, in particular how to check the ModelsUsed log for a list of meshes and their total contibution to the object LOD meshes file sizes.

Only you can fix a problem that is caused by your load order and settings that only you know.

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3 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

See answers for https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size, in particular how to check the ModelsUsed log for a list of meshes and their total contibution to the object LOD meshes file sizes.

Only you can fix a problem that is caused by your load order and settings that only you know.

 

Here are the logs https://ufile.io/f/ylx17
There is a nif file that takes +200mb, but I don't know what it means and how to deal with this.

I understand you cannot help people with individual mods.
However I have tested several outputs, and I have the feeling my problem is not related to mods, but maybe to memory usage, or video memory usage during load.

I removed grasslod and ultra tree lods, same mod list exactly, and I'm able to load the game outdoors, no ILS. This was the final test of the week, completed today.
It seems if I use too many lods from dyndolod my game simply won't process it.

Is there a wayaround, maybe a mod or tweak that could help ? I read the high memory usage in FAQ, and the ILS or CTD part. But it says, quote :"More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR"

However I do have this problem.

 

Thanks for helping

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31 minutes ago, Anorf said:

Here are the logs https://ufile.io/f/ylx17
There is a nif file that takes +200mb, but I don't know what it means and how to deal with this.

I understand you cannot help people with individual mods.
However I have tested several outputs, and I have the feeling my problem is not related to mods, but maybe to memory usage, or video memory usage during load.

I removed grasslod and ultra tree lods, same mod list exactly, and I'm able to load the game outdoors, no ILS. This was the final test of the week, completed today.
It seems if I use too many lods from dyndolod my game simply won't process it.

Is there a wayaround, maybe a mod or tweak that could help ? I read the high memory usage in FAQ, and the ILS or CTD part. But it says, quote :"More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR"

However I do have this problem.

 

Thanks for helping

It means, that the entire LOD for that 3D tree LOD in the Tamriel worldspace uses about 200MB.
That is OKish.

Have you checked your video memory usage?
Did you double the TexGen/DynDOLOD settings, despite presumably having a 1920x1080 resolution? Or do you have a large resolution than that?

https://dyndolod.info/Help/TexGen
The first time TexGen is started, some settings like the Base size, Units per pixel and the Max texture size are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI.
Once the Start button is clicked, the current settings are saved as a preset to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAME MODE]_TexGen_Default.ini for the next time TexGen is started.

https://dyndolod.info/Help/Advanced-Mode
The first time DynDOLOD is started, some settings like the Max tile size LOD, Max tile size full and the Max tile size billboard are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI.
Once the OK button is clicked, the current settings are saved as a preset to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAME MODE]_Default.ini for the next time DynDOLOD is started.

All the default size values for textures seem to be doubled, which means you end up with a 16k object LOD texture atlas.
I suggest to delete the mentioned preset files and keep the defaults (256 for object and stitched object LOD, 5.5 for Units pixel, max size LODs of 1024, max size full 256 etc.)
if it defaults to the higher values, set them all to half in TexGen and DynDOLOD.

If issue persists, check the folder sizes for the Tamriel meshes and textures folders in the output separately, upload new logs.

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6 hours ago, sheson said:

It means, that the entire LOD for that 3D tree LOD in the Tamriel worldspace uses about 200MB.
That is OKish.

Have you checked your video memory usage?
Did you double the TexGen/DynDOLOD settings, despite presumably having a 1920x1080 resolution? Or do you have a large resolution than that?

https://dyndolod.info/Help/TexGen
The first time TexGen is started, some settings like the Base size, Units per pixel and the Max texture size are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI.
Once the Start button is clicked, the current settings are saved as a preset to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAME MODE]_TexGen_Default.ini for the next time TexGen is started.

https://dyndolod.info/Help/Advanced-Mode
The first time DynDOLOD is started, some settings like the Max tile size LOD, Max tile size full and the Max tile size billboard are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI.
Once the OK button is clicked, the current settings are saved as a preset to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAME MODE]_Default.ini for the next time DynDOLOD is started.

All the default size values for textures seem to be doubled, which means you end up with a 16k object LOD texture atlas.
I suggest to delete the mentioned preset files and keep the defaults (256 for object and stitched object LOD, 5.5 for Units pixel, max size LODs of 1024, max size full 256 etc.)
if it defaults to the higher values, set them all to half in TexGen and DynDOLOD.

If issue persists, check the folder sizes for the Tamriel meshes and textures folders in the output separately, upload new logs.

About video memory usage, it stays unusually low for a loading to my point of view, like nothing is loading during ILS.
Actually after checking, it rises up to 12.5gb vram, then stabilizes to this value and doesn't change.
Ram goes up to 32 approx

My resolution is 3440x1400.
I followed ultra recommendations for texgen, xlodgen and dyndolod to tweak the settings. I also use acmos using lod32.
I did change all the settings for xlodgen, texgen and dyndolod.
Here are the screen.1725749580-texgen-settings.png1725750053-dyndolod-settings.jpg

 

I see you recommend to lower resolution of lods, but my setup should handle anything normally.
Should I not find a solution I will look into lowering everything, but it is a disappointment, meaning I won't have 3D lods if I set Lods for trees to billboards..
Which was the point of this whole dyndolod rerun, get 3D lods and grass lods.

The dyndolod output does work with all my settings, without ultra tree lods and grass lod. If I enable any of these 2, it will ILS outdoors.

Thanks :)

 

Edit : regenerating texgen and dyndolod with lowered settings. I will keep you informed. Xlodgen unchanged (512p resolution was my choice).

 

Edit2 : didn't work. Lowering dyndolod and texgen to default values, still ILS. My dyndolod file is still 20gb zipped, but I guess this is because of grass lod and 3D trees.

 

Edited by Anorf
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7 hours ago, Anorf said:

About video memory usage, it stays unusually low for a loading to my point of view, like nothing is loading during ILS.
Actually after checking, it rises up to 12.5gb vram, then stabilizes to this value and doesn't change.
Ram goes up to 32 approx

My resolution is 3440x1400.
I followed ultra recommendations for texgen, xlodgen and dyndolod to tweak the settings. I also use acmos using lod32.
I did change all the settings for xlodgen, texgen and dyndolod.
Here are the screen.1725749580-texgen-settings.png1725750053-dyndolod-settings.jpg

 

I see you recommend to lower resolution of lods, but my setup should handle anything normally.
Should I not find a solution I will look into lowering everything, but it is a disappointment, meaning I won't have 3D lods if I set Lods for trees to billboards..
Which was the point of this whole dyndolod rerun, get 3D lods and grass lods.

The dyndolod output does work with all my settings, without ultra tree lods and grass lod. If I enable any of these 2, it will ILS outdoors.

Thanks :)

Edit : regenerating texgen and dyndolod with lowered settings. I will keep you informed. Xlodgen unchanged (512p resolution was my choice).

Edit2 : didn't work. Lowering dyndolod and texgen to default values, still ILS. My dyndolod file is still 20gb zipped, but I guess this is because of grass lod and 3D trees.

You did not provide the new DynDOLOD log and debug log or reported the folder size of the Tamriel meshes and texture folders.

How much physical VRAM and main memory does the hardware have? Do you let the OS handle virtual memory / page file or set custom values?

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Do not post screenshots of the tools, unless it is about visual issues with the user interface. The used settings and options are typically documented in the debug log already.

I suggest to follow and read the explanations of the DynDOLOD documentation instead of blindly following 3rd party "ultra recommendation". Keep the sane default settings and presets.

See https://dyndolod.info/Help/Texture-Resolution

Generate ultra tee LOD with billboards for LOD level 8 and 16.
If there still is an issue, loading the game, hide LOD Level 32 meshes as a test.

Upload new log and debug log.

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4 hours ago, sheson said:

You did not provide the new DynDOLOD log and debug log or reported the folder size of the Tamriel meshes and texture folders.

How much physical VRAM and main memory does the hardware have? Do you let the OS handle virtual memory / page file or set custom values?

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
Do not post screenshots of the tools, unless it is about visual issues with the user interface. The used settings and options are typically documented in the debug log already.

I suggest to follow and read the explanations of the DynDOLOD documentation instead of blindly following 3rd party "ultra recommendation". Keep the sane default settings and presets.

See https://dyndolod.info/Help/Texture-Resolution

Generate ultra tee LOD with billboards for LOD level 8 and 16.
If there still is an issue, loading the game, hide LOD Level 32 meshes as a test.

Upload new log and debug log.

https://ufile.io/f/92oid

The logs from default settings and preset. Dyndolod_Tamriel is 170mo. Meshes for tamriel are 16go. Vram has 24go, ram is 64go. OS was handling memory page files, but I changed it to see if it could make a difference.

I read a dozen times all explanations for tree lods, grass and lots of pages. But it is too technical for a rookie, espiecally written in english. 

Will try this way, although this was already one of my previous tries, only I had the resolution higher.

Running Dyndolod now

 

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1 hour ago, Anorf said:

 

https://ufile.io/f/92oid

The logs from default settings and preset. Dyndolod_Tamriel is 170mo. Meshes for tamriel are 16go. Vram has 24go, ram is 64go. OS was handling memory page files, but I changed it to see if it could make a difference.

I read a dozen times all explanations for tree lods, grass and lots of pages. But it is too technical for a rookie, espiecally written in english. 

Will try this way, although this was already one of my previous tries, only I had the resolution higher.

Running Dyndolod now

You have mods like Dragons Keep SSE  installed that set somewhat ridiculous mesh rules, including using full models for the higher LOD levels, even if LOD models exist.
The "tree" mesh rule defines to use 3D tree LOD models in the higher LOD levels instead of billboards.

Look up technical terms at https://dyndolod.info/Terminology, use hover hints and click links. Use internet search to look up explanations and terms that are general concepts for gaming. The documentation for the tool and settings are verbatim. If you do not understand something, then ask a question.

You are using Happy Little Trees 3D LOD - Quality instead of Happy Little Trees 3D LOD - Performance
The tree LOD for the tree treepineforestsnow05, which is used 10098 times use 980MB alone.
The tree LOD for the tree treepineforestsnow02, which is used 8121 times uses 883MB alone.
You enabled to generate object LOD level 32 for the map.

To put this into perspective, the Tamriel vanilla object LOD meshes are 135MB. DynDOLOD High with ultra tree LOD, 100% grass LOD for the vanilla game is 1.8GB.

I suggest to try at least these things: Change the "tree" mesh rule to Use Billboard4 in LOD level 8 and 16. Lower grass LOD density a bit further for example 45% or 33%.
Replace Happy Little Trees 3D LOD - Quality with Happy Little Trees 3D LOD - Performance. If you still end up with a single 16k x 8k object LOD atlas texture for Tamriel after those changes, set MaxTextureSize=8192 in A:\Vortex Mods\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so it generates two atlas textures.

If you do these things one at time to learn their individual impact, you can then see which one make the biggest difference.

If issues persist, also upload the normal TexGen and DynDOLOLOD logs and also report report the size of the textures folder. Also upload A:\Vortex Mods\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini and A:\Vortex Mods\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

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2 hours ago, sheson said:

You have mods like Dragons Keep SSE  installed that set somewhat ridiculous mesh rules, including using full models for the higher LOD levels, even if LOD models exist.
The "tree" mesh rule defines to use 3D tree LOD models in the higher LOD levels instead of billboards.

Look up technical terms at https://dyndolod.info/Terminology, use hover hints and click links. Use internet search to look up explanations and terms that are general concepts for gaming. The documentation for the tool and settings are verbatim. If you do not understand something, then ask a question.

You are using Happy Little Trees 3D LOD - Quality instead of Happy Little Trees 3D LOD - Performance
The tree LOD for the tree treepineforestsnow05, which is used 10098 times use 980MB alone.
The tree LOD for the tree treepineforestsnow02, which is used 8121 times uses 883MB alone.
You enabled to generate object LOD level 32 for the map.

To put this into perspective, the Tamriel vanilla object LOD meshes are 135MB. DynDOLOD High with ultra tree LOD, 100% grass LOD for the vanilla game is 1.8GB.

I suggest to try at least these things: Change the "tree" mesh rule to Use Billboard4 in LOD level 8 and 16. Lower grass LOD density a bit further for example 45% or 33%.
Replace Happy Little Trees 3D LOD - Quality with Happy Little Trees 3D LOD - Performance. If you still end up with a single 16k x 8k object LOD atlas texture for Tamriel after those changes, set MaxTextureSize=8192 in A:\Vortex Mods\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so it generates two atlas textures.

If you do these things one at time to learn their individual impact, you can then see which one make the biggest difference.

If issues persist, also upload the normal TexGen and DynDOLOLOD logs and also report report the size of the textures folder. Also upload A:\Vortex Mods\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini and A:\Vortex Mods\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Wow ok this is a precise answer ! Thanks for helping.
Regarding dragons keep, could I just delete lod or the dyndolod files ? I also have silverpeak lodge which is honestly plenty of xedit errors, but I cleaned it the best I could.
It is the only mod dyndolod overrides by the way. 
But these mods were in my mod order and everything worked rather well, before using grass cache and ultra trees. 

I tried with tree billboard 4 and 1 for lvl 8 and 16, didn't work either.
I will edit this post after each generation to see at which point I will be able to load outdoors. 
It will happen at a point, because I already know disabling ultra trees and grass cache works. But at the middle there must be a setting you asked me to do that should work..

I don't understand the 16k x 8k object lod atlas texture, I've already put default settings for resolution, how do I know I have such a lod atlas texture ?

 

I am rerunning now with billboard 4 and reduced grass density.
Next step will be to use happy tree lods performance.

 

What I don't understand is, people with lower setups can have higher lod settings than what I'm about to generate.
Using dyndolod before, it wasn't even reducing my fps, even from a high mountain to display the whole map I still had around +120fps (now I've limited to 60 during my tests). This is confusing and frustrating to be honest.

 

Edit1 : not good with billboard 4 and grass density at 45%. Attempting with performance files for HLT.

Edited by Anorf
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14 minutes ago, Anorf said:

Wow ok this is a precise answer ! Thanks for helping.
Regarding dragons keep, could I just delete lod or the dyndolod files ? I also have silverpeak lodge which is honestly plenty of xedit errors, but I cleaned it the best I could.
It is the only mod dyndolod overrides by the way. 
But these mods were in my mod order and everything worked rather well, before using grass cache and ultra trees. 

I tried with tree billboard 4 and 1 for lvl 8 and 16, didn't work either.
I will edit this post after each generation to see at which point I will be able to load outdoors. 
It will happen at a point, because I already know disabling ultra trees and grass cache works. But at the middle there must be a setting you asked me to do that should work..

I don't understand the 16k x 8k object lod atlas texture, I've already put default settings for resolution, how do I know I have such a lod atlas texture ?

 

I am rerunning now with billboard 4 and reduced grass density.
Next step will be to use happy tree lods performance.

 

What I don't understand is, people with lower setups can have higher lod settings than what I'm about to generate.
Using dyndolod before, it wasn't even reducing my fps, even from a high mountain to display the whole map I still had around +120fps (now I've limited to 60 during my tests). This is confusing and frustrating to be honest.

No TexGen, DynDOLOD logs and debug logs were provided.

By itself Dragons Keep is probably somewhat fine, just together with all the other stuff it adds to the overload.
Without having tested the result in game myself, make a backup of DynDOLOD_SSE_DragonsKeepesp_high.ini mods DynDOLOD folder and replace with this DynDOLOD_SSE_DragonsKeepesp_high.ini, then run DynDOLOD again and compare effect on output size. If size change seem negligible in the grant scheme of things or If the LOD for it looks weird with this, just restore the backup and generate again.

The messages logs prints a line for the each object LOD atlas texture creation:
[Tamriel] Creating texture atlas A:\Vortex Mods\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 16384 x 8192

If all ultra tree LOD fails, I suggest to not set Level32 in the DynDOLOD INI to see difference in size. After that test with standard tree LOD instead of ultra tree LOD.

Have over 100 times the requirement of vanilla LOD with several 10th of GB of LOD meshes and 16k texture for a single worldpace/season will always be resources intensive, especially when paired with high-res full models and textures.

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