z929669 Posted April 25, 2012 Share Posted April 25, 2012 Discussion thread:DDSopt Guide by STEPWiki Link GET DDSopt:Github Pre-release versionsOfficial Nexus versions (select pre-release update 4) Link to comment Share on other sites More sharing options...
0 frihyland Posted May 7, 2012 Share Posted May 7, 2012 Only if you change the file resolution or format, the other parameters just make a more game optimized texture. Most files are already in those formats so no useful data is lost on those at all. But in many cases where the resolution or format changes there is a noticeable degradation. At that point you'll need to decide if the performance increase outweighs the detail loss. Link to comment Share on other sites More sharing options...
0 stoppingby4now Posted May 7, 2012 Share Posted May 7, 2012 Then what explains the loss of information on the trees? Link to comment Share on other sites More sharing options...
0 frihyland Posted May 7, 2012 Share Posted May 7, 2012 Different Mipmaps?, open them up in compresonator and have a gander. That will tell you if the res or formats have changed as well. Link to comment Share on other sites More sharing options...
0 stoppingby4now Posted May 8, 2012 Share Posted May 8, 2012 Believe I'm looking at the right ones. The DDSopt version has one less mip level (11) from the HRDLC (12). Resolutions are the same. Only other difference I see is that in the HRDLC version, the left most portion of the view has a gray tint over it, whereas the DDSopt version doesn't. I don't know what that means though. Link to comment Share on other sites More sharing options...
0 z929669 Posted May 8, 2012 Author Share Posted May 8, 2012 what is the name of that texture? (also, try using DDSopt preview tab to see the textures. lots more info there, but no way to direct compare with diff) Link to comment Share on other sites More sharing options...
0 stoppingby4now Posted May 8, 2012 Share Posted May 8, 2012 textures\landscape\trees\treepineforestbranchcomp_n.dds Link to comment Share on other sites More sharing options...
0 stoppingby4now Posted May 8, 2012 Share Posted May 8, 2012 If that is the right texture, I'd be willing to filter it out and re-run DDSopt to see what the difference is. Link to comment Share on other sites More sharing options...
0 frihyland Posted May 8, 2012 Share Posted May 8, 2012 hmm a normal map, your have to renormalize them to have any hope of a visual inspection. Tutorial . Link to comment Share on other sites More sharing options...
0 stoppingby4now Posted May 8, 2012 Share Posted May 8, 2012 what is the name of that texture? (also, try using DDSopt preview tab to see the textures. lots more info there, but no way to direct compare with diff) In DDSopt, both versions are the same resolution and same format, just that my DDSopt version has one less mipmap. So either information loss can occur regardless of format and resolution staying the same, or that one missing mipmap is causing the problems. I just don't know which one is missing, and if that is the cause. Link to comment Share on other sites More sharing options...
0 z929669 Posted May 8, 2012 Author Share Posted May 8, 2012 That is the normal map (it would look weird in compressonator). The actual texture is "treepineforestbranchcomp.dds", and it also is missing the 12th mipmap, which is just a single pixel (so it makes sense that the normal is missing this as well). That could account for all of the missing 'filler'. There are definitely diffs in the lower mip levels as well (everything under the 1st). That is why close trees look identical, but they begin looking different farther away. The DDSopt versions actually DO have more detail (I measure detail by the steepness of the palette gradient, and DDSopt definitely has a steeper gradient :P ) How to recapture that lower mip is now my question. Will work on this later tonight. Link to comment Share on other sites More sharing options...
0 stoppingby4now Posted May 8, 2012 Share Posted May 8, 2012 That is the normal map (it would look weird in compressonator). The actual texture is "treepineforestbranchcomp.dds", and it also is missing the 12th mipmap, which is just a single pixel (so it makes sense that the normal is missing this as well). That could account for all of the missing 'filler'. There are definitely diffs in the lower mip levels as well (everything under the 1st). That is why close trees look identical, but they begin looking different farther away. The DDSopt versions actually DO have more detail (I measure detail by the steepness of the palette gradient, and DDSopt definitely has a steeper gradient :P ) How to recapture that lower mip is now my question. Will work on this later tonight. So is that missing mip accounting for the distant, but near trees as well? What's strange is that I'm seeing a very few select trees that look normal, but far too many regardless of distance (except those you are up against) have missing information. I don't know how to do any real comparison, but I believe you that what DDSopt has processed has good detail. Just have to figure out how to get the missing information back. Link to comment Share on other sites More sharing options...
0 stoppingby4now Posted May 8, 2012 Share Posted May 8, 2012 Did a comparison between Vanilla and the DDSopt versions running around and watch to see what happened. With the Vanilla textures, trees maintain their shape and details pop in as you get closer to them. With the DDSopt version, most of the trees in the near distance are missing information, and as you get closer, the extra information pops in. However, trees that are even further in the distance seem to still maintain their original shape. Link to comment Share on other sites More sharing options...
0 z929669 Posted May 8, 2012 Author Share Posted May 8, 2012 You are seeing the LOD versions: skuldafnworldtreelod.dds sovngardetreelod.dds deepwoodredoubtworldtreelod.dds These will be more the same; however, I just did a direct compare of these (they are in the hi res packs), and while the DDSopt versions do not look thinner, there is a detail loss here on all mip levels beneath the first (no diff in first). I am going to play with these and get back with what I learn. Link to comment Share on other sites More sharing options...
0 freche Posted May 9, 2012 Share Posted May 9, 2012 I don't know if this is the thread but when I used DDSopt one file from cloaks of skyrim got corrupted twice and another one time. ...\Textures\clothes\cloaksofskyrim\Cape_n.ddssagecloak_n.dds First time I used DDSopt both these files where corrupted, all the cloaks where very shiny and plastic. I later had to reinstall the project and when I ran the optimizer then only sagecloak_n.dds was corrupted. Also the mod Kaw Claws-Colored Long Nails have all it's textures re-sized which makes the nails pinkfiles found in:...\Textures\NailColors\aqua.dds , black.dds , blue.dds , brithred.dds , darkred.dds , gold.ddsgreen.dds , NailColors_n.dds , pink.dds , Purple.dds , silver.dds Link to comment Share on other sites More sharing options...
0 stoppingby4now Posted May 9, 2012 Share Posted May 9, 2012 Interesting. Did you follow the wiki guide, or use custom constraints? Link to comment Share on other sites More sharing options...
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DDSopt Guide by STEP
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