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Rendering Grass-Tree Distance With DynDOLOD Questions?


Question

Posted (edited)

Hi,

I've spent a lot of time, trying to figure out if what I am seeing is simply just the way it is, or there's something I can do to correct this.

I created a grass cache size of 70, and for DynDOLOD at present I'm using DynDOLOD 3 Alpha 122, LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard1 for Veydogolt Trees.

At what I thought would be just short distances, I see grass and trees rendering in the distance.

These are my INI settings.

Skyrim.ini
fGrassFadeRange=14128
fGrassMaxStartFadeDistance=20000.0000
fGrassMinStartFadeDistance=400.0000

SkyrimPrefs.ini
[Display]
fMeshLODLevel1FadeDist=7000.0000
fMeshLODLevel1FadeTreeDistance=12288.0000
fMeshLODLevel2FadeDist=10240.0000
fMeshLODLevel2FadeTreeDistance=16384.0000

[Grass]
fGrassMaxStartFadeDistance=7000.0000
fGrassMinStartFadeDistance=400.0000
fGrassStartFadeDistance=7000.0000

[TerrainManager]
fBlockLevel0Distance=98304.0000
fBlockLevel1Distance=262144.0000
fBlockMaximumDistance=393216.0000
fSplitDistanceMult=4.0000
fTreeLoadDistance=108314.0000

Here's a video I made, at around 15 seconds, look up to around 11 oclock at the mountains, some of it pops into view and then the left of the windmill, grass coming into view.

Here's another one with some grass and tress popping into view.

I understand that the game can only render so much, but I would of thought with DynDOLOD at this short of distance, I wouldn't see this happening?

THANKS

Edited by mooit

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Posted (edited)

Ok GrassBillboard=3 or 5...

I'm still confused how to apply/change certain things. To me a semicolon means you can also use options in computing and uncomment them.

So, these two are only explaining the differences betwen 0 & 100?

; 0 = keep texture defined in billboard NIF
; 100 = textures\white.dds

And then for these two, I make them any value between 0 - 100?

GrassGlowMap=0
GrassBacklightMask=0

THANKS

Edited by mooit
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Posted (edited)

I installed Cathedral Landscapes again, since I noticed there was an update for object bounds, and it's also my understanding that Cathedral Landscapes is suppose to do better with pop in.

But, I still see the grass popping into view, which I thought you can make it slowly fade into view and not be so noticeable?

What are all the INI settings, and other choices/options to try and make this better?

Even the Description says;

with complementary landscape and terrain LOD to eliminate grass pop-in.

I'm using LODGEN Textures for v3, it does not elminate grass pop in. :(

hmm

Edited by mooit
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Posted (edited)
55 minutes ago, DoubleYou said:

Optimal settings are in the Step guide.

I've been using and playing with all of those, doesn't help.

Grass pop in is extremly noticeable, I get close and POW, just pops in, and I could of sworn in the past, when I was playing at another time with this, I was able to get it to fade in slower somehow.

This really kills the immersion, looks really bad...

I would greatly appreciate it, if a couple of members could post videos, so I can see it from the perspective of two different setups, what this looks like for comparision.

THANKS

P.S. Iv'e been playing with these, reading the MinStart works better with like 4000, not sure though, and what if the values were the same for Max & Min?

Skyrim.ini
fGrassMaxStartFadeDistance=6144.0000
fGrassMinStartFadeDistance=?

SkyrimPrefs.ini
fGrassMaxStartFadeDistance=6144.0000
fGrassMinStartFadeDistance=?
fGrassStartFadeDistance=6144.0000

Edited by mooit
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Posted

Grass fade is disabled;

bEnableGrassFade=0

I could see ever so slightly a little pop in, with your 'Grass lod with modified high DynDOLOD preset' video, but it was really hard to see, compared to what I actually see in game, which is quite dramatic.

I can't remember how the FadeDistance works, I assumed the greater the number with the fade would be better, than using 6144?

THANKS

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Posted (edited)

I have done everything, exactly according to all the recommendations. I guess it just depends on the grass mod, maybe some more noticeable than others.

As for the GitHub link, I have not done any Bounds Data Recalculation, as I've not seen a need for it, with the grass mods I've been using, they all seem to have object bounds ok. Everything else I've done the same.

I'll keep fiddling, isn't that what most of us do anyway, mod more than game... LOL

THANKS

Edited by mooit
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Posted
On 4/26/2023 at 10:38 PM, mooit said:

Correct as an example to try?

GrassBillboard=3 or 5
GrassGlowMap=25
GrassBacklightMask=25

THANKS

It depends on if you are using complex grass or not. The INI comments and DynDOLOD documentation describe how to alter the configuration.

Rather than expect that we'll be able to predict the result you want with your unique setup, please just read and test accordingly and let us know what works best with your grass flavor and weather/ENB.

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