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 Aiyen Posted June 12, 2013 Share Posted June 12, 2013 After the big texture packs SRO, HD Skyrim etc etc. then AV Ãn its raw form is the single most demanding texture mod. You have to remember that the mod depends entirely on how many actors are spawning ingame! Each of the packs individually do not amount to much when you just look at it. But for a wood scene then if you have 5 foxes spawning, 5 rabbits, 5 deer, and then some wolves and perhaps a bear or two. etc. then you very quickly get a very large amount of memory used. And most of the time for something you do not even notice.... like the foxes etc. I have already reduced it to 1k on both normal and diffuse on all smaller animals and also most of the larger since the visual difference is very VERY small. Only on skeletons and dragurs etc. I can see a clear visual difference so those I have allowed to remain at 2k. But again this goes for armor mods as well. Since you most of the time see them close up and the normal maps are really vital for the detail then degradations are noticeable. Link to comment Share on other sites More sharing options...
0 mokuro89 Posted June 12, 2013 Share Posted June 12, 2013 Thanks guys for showing up! i'll keep my instalation now and will only use ddospt on landscape/architeture for now Link to comment Share on other sites More sharing options...
0 mokuro89 Posted June 13, 2013 Share Posted June 13, 2013 have anyone tried Skyrim Mods Complex Optimizer - SMCO? https://skyrim.nexusmods.com/mods/13529//? Link to comment Share on other sites More sharing options...
0 torminater Posted June 13, 2013 Share Posted June 13, 2013 Hey guys, have you ever gotten 132 bytes big files when optimizing vanilla skyrim textures? Almost all of the terrain section is reduced by DDSopt from 43 kbyte to 132 bytes, and consists of only a black fence on a white ground... I think that's a form of texture corruption by ddsopt, and we should put those files into the exclusion list!!! Edit: I have 8982 files in my MO folder with only 132 bytes size. None of those files (the ones I compared) were "empty" in the original, but all of the empty (132 bytes) in the optimized versions... There are NO *.dds files in any of the vanilla unoptimized directories with 132 bytes size. Link to comment Share on other sites More sharing options...
0 z929669 Posted June 14, 2013 Author Share Posted June 14, 2013 Yep, these look corrupt and shold be added to the alpha portion of the ini. Thanks ... never notice them. If you feel like making a list of all affected, we can add them. Otherwise, it may be best to exclude all terrain unless there is an advantage to processing them. We'll need to check. Link to comment Share on other sites More sharing options...
0 Neovalen Posted June 14, 2013 Share Posted June 14, 2013 You would think you'd notice all terrain being corrupt the second you entered the game no? Link to comment Share on other sites More sharing options...
0 torminater Posted June 14, 2013 Share Posted June 14, 2013 You would think you'd notice all terrain being corrupt the second you entered the game no?Perhaps the game recognizes the textures are corrupt and automatically uses the files from the bsa? Link to comment Share on other sites More sharing options...
0 Neovalen Posted June 14, 2013 Share Posted June 14, 2013 You would think you'd notice all terrain being corrupt the second you entered the game no?Perhaps the game recognizes the textures are corrupt and automatically uses the files from the bsa?I wouldn't think so based upon my experience with other corruption in the game, normally it puts big exclamation points or black where it should have been. Link to comment Share on other sites More sharing options...
0 torminater Posted June 14, 2013 Share Posted June 14, 2013 At least they don't get overwritten by anything else in the load order... OK, so I've fixed everything by deleting all files in vanilla optimized folders with the size of 132 bytes and then copying over all files from the extracted archives without overwriting any files. Interestingly enough there remains one 132 bytes file in my MO directory: textures/armor/iron/shield_em.dds of Hvergelmir's shield retexture. It is a broken file as well, but has been uploaded by hvergelmir this way, since in the original archive it's also a 132 bytes file. I'll inform the author. Link to comment Share on other sites More sharing options...
0 Phyrre56 Posted June 14, 2013 Share Posted June 14, 2013 Disregarding the time investment -- is there any reason to NOT run all .dds files through DDSopt? They can't be made worse, right? Link to comment Share on other sites More sharing options...
0 torminater Posted June 14, 2013 Share Posted June 14, 2013 Of course they can get worse. If you want to do it right, you have to optimize the mods One by One AND check all the optimized textures for unwanted quality loss or corruption. If not just optimize all AND replace textures you find ingame that didn't become well. Link to comment Share on other sites More sharing options...
0 Kelmych Posted June 14, 2013 Share Posted June 14, 2013 I looked in my optimized Skyrim Data\textures\terrain folder and found many cases where DDSopt took 43 kb files and created 132 byte files. It happened roughly 20-25% of the time on the 43 kb files. I looked in the DDSopt logs and in all cases it said "Planar image detected, collapsing to size 1x1." There was a recent mention of similar problems with some face textures being detected as planar. Ethatron discussed this briefly in Q2 of the technical discussions a while ago. He said that this texture collapse is actually correct in many cases but there can be an issue where video cards do not always handle these planar textures properly. Is there someway to disable this DDSopt feature in the INI file (vs. listing every individual texture) for video cards that don't handle it correctly? Link to comment Share on other sites More sharing options...
0 z929669 Posted June 14, 2013 Author Share Posted June 14, 2013 Where I compared my terrain textures, I found only that the original 152 b textures were converted to 132 b, and the alphas were messed up. I did not find any of my own 43 Kb converted to 132 b. Look at the non-HD vanilla files and compare in the DDSopt preview. Some of this corruption may not be that noticeable in game if they are rarely used or if they are not obvious. Link to comment Share on other sites More sharing options...
0 Aiyen Posted June 15, 2013 Share Posted June 15, 2013 All automatic processes can make something worse, since they cannot take in all possible variations of texture settings etc. Some textures require that a given pixel is at a given location on the texture. If they are not you will get something that looks awkard ingame. Some textures get stretched too much in one dimension. Some get their alpha channel messed up which in turn causes all sorts of weird looking effects. The list can go on. Link to comment Share on other sites More sharing options...
0 Kelmych Posted June 15, 2013 Share Posted June 15, 2013 Where I compared my terrain textures, I found only that the original 152 b textures were converted to 132 b, and the alphas were messed up. I did not find any of my own 43 Kb converted to 132 b. Look at the non-HD vanilla files and compare in the DDSopt preview. I found many 43kb textures replaced, and I reran DDSopt on the vanilla textures to make sure. Here is one log entry as an example: # blackreach.16.-23.7.dds ##################################################### Skyrim\Wkg folder\Vanilla  Extracted\STD\textures\terrain\blackreach\blackreach.16.-23.7.dds processing: Format          : DXT1 to A8R8G8B8 Dimensions      : 256x256 to 1x1 - 9 to 1 levels  notes: Planar image detected, collapsing to size 1x1. Texture was compressed. delta:           43700 bytes less This particular texture is 256x256 and all cells are the same color, so ideally it should be able to be collapsed to a single cell. There is no alpha channel in the original texture. The preview display for the optimized texture doesn't look like the original but it isn't the display of a planar image at all; of course, I previously noticed that the DDSopt preview display isn't always correct when the image dimensions change. The Compressonator view of the optimized image is also strange, but the parameters are correct. Again, I'm not sure how Compressonator can display a 1x1 image. Link to comment Share on other sites More sharing options...
Question
z929669
Discussion thread:
DDSopt Guide by STEP
Wiki Link
GET DDSopt:
Github Pre-release versions
Official Nexus versions (select pre-release update 4)
Link to comment
Share on other sites
Top Posters For This Question
360
353
51
51
Popular Days
May 7
26
Jan 31
26
Jan 22
23
Mar 22
21
Top Posters For This Question
Kelmych 360 posts
z929669 353 posts
Ethatron 51 posts
phazer11 51 posts
Popular Days
May 7 2012
26 posts
Jan 31 2013
26 posts
Jan 22 2013
23 posts
Mar 22 2013
21 posts
1,702 answers to this question
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now