DelightedPenguin Posted April 5, 2021 Posted April 5, 2021 16 hours ago, sheson said: Read the log messages. Follow their suggestions. Common sense would be to reproduce the error messages if help is required understanding them. The error message was "Item not found" after attempting to generate tree LODs, on the Alpha version, the previous version worked fine so no further help is needed, thanks
sheson Posted April 6, 2021 Author Posted April 6, 2021 7 hours ago, DelightedPenguin said: The error message was "Item not found" after attempting to generate tree LODs, on the Alpha version, the previous version worked fine so no further help is needed, thanks Read the first post of the DynDOLOD alpha thread. The part in big bold characters. Then read beneath that part which log files to post when making a post in that thread. Using older versions is not fixing the problem but a troubleshooting step.
Viv Posted April 6, 2021 Posted April 6, 2021 Hey, tried this version for the first time and I keep getting an "out of memory" error when I run TexGen x64. Attached the logs I could find but I don't think they will tell you much unfortunately. TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt
z929669 Posted April 6, 2021 Posted April 6, 2021 Do you have a 64 bit PC with 4-8 GB system RAM? You will want to enable your page file and let your OS manage it. In Win 10:
Viv Posted April 6, 2021 Posted April 6, 2021 Yep 64bit PC with 8 GB system RAM. My virtual memory setup looked very similar to yours apart from I had about 10GB allocated automatically. However my game+mods are all in the D: drive (HDD) as my SSD C: drive is tiny. Do you think this setup is more suitable in my case? Setting it to automatic using the checkbox always reverts the paging file size for D: to None. Btw thanks, I've never played around with this.
z929669 Posted April 6, 2021 Posted April 6, 2021 Yes, that should do it. Change and restart PC. If you still get the error, then sheson may have some instruction.
Viv Posted April 6, 2021 Posted April 6, 2021 Same result unfortunately. TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt
sheson Posted April 7, 2021 Author Posted April 7, 2021 6 hours ago, Viv said: Same result unfortunately. TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt How much VRAM does the graphics card have? Ccheck its memory consumption while running the TexGen.
Viv Posted April 7, 2021 Posted April 7, 2021 3 hours ago, sheson said: How much VRAM does the graphics card have? Ccheck its memory consumption while running the TexGen. Sorry for the hasty screenshot but I get the "out of memory" error seconds after the RAM peaks at 100%. There was one point here when the integrated GPU briefly bit 100% but Texgen kept going no problem. I'll assign my dedicated GPU (6GB VRAM) to it and try again today but based on this, not sure if it will make any difference. In the end I ran the Beta version yesterday as usual and didn't give any issues, but I won't give up on 3.0 just yet.
sheson Posted April 7, 2021 Author Posted April 7, 2021 49 minutes ago, Viv said: Sorry for the hasty screenshot but I get the "out of memory" error seconds after the RAM peaks at 100%. There was one point here when the integrated GPU briefly bit 100% but Texgen kept going no problem. I'll assign my dedicated GPU (6GB VRAM) to it and try again today but based on this, not sure if it will make any difference. In the end I ran the Beta version yesterday as usual and didn't give any issues, but I won't give up on 3.0 just yet. The out of memory message refers to video memory. What physical memory the video memory consists of depends on the hardware/OS/drivers. TexGen should be using the "first" GPU.
Viv Posted April 7, 2021 Posted April 7, 2021 3 hours ago, sheson said: The out of memory message refers to video memory. What physical memory the video memory consists of depends on the hardware/OS/drivers. TexGen should be using the "first" GPU. Hah now I see my misunderstanding! I assigned my dedicated GPU to Texgen this time and everything ran smoothly. Thanks so much for your help.
wbell03 Posted April 9, 2021 Posted April 9, 2021 When using Dyndolod 3.0, some of the trees LOD are like twice the size of the normal trees in game, making everything look extremely weird as the trees shrink in size dramatically when I get close. Did I do something wrong? I basically used all the setting as default with the ultra tree box checked. Im using Jedi Trees.
sheson Posted April 9, 2021 Author Posted April 9, 2021 31 minutes ago, wbell03 said: When using Dyndolod 3.0, some of the trees LOD are like twice the size of the normal trees in game, making everything look extremely weird as the trees shrink in size dramatically when I get close. Did I do something wrong? I basically used all the setting as default with the ultra tree box checked. Im using Yes you did. Read the first post. Especially the part about which log files to post. Old and new billboard texture and text file generation is explained in great detail in the included documents.
z929669 Posted April 9, 2021 Posted April 9, 2021 1 hour ago, wbell03 said: When using Dyndolod 3.0, some of the trees LOD are like twice the size of the normal trees in game, making everything look extremely weird as the trees shrink in size dramatically when I get close. Did I do something wrong? I basically used all the setting as default with the ultra tree box checked. Im using Jedi Trees. If you are using EVT - Lush/Large with the Alternative Trees optional file, then this is a known issue. I have submitted an updated version to the mod authors, which should be available soon-ish. If you are not using EVT with those options, please disregard this post.
z929669 Posted April 9, 2021 Posted April 9, 2021 DynDOLOD quit unexpectedly after about 40 min with no helpful details but for the following from end of LOSGen_SSE_Tamriel_log.txt: ... plants\srg_shrub01half_n.dds=7: 2162 -> 2245 | 130, 4 Log ended at 2:29:57 PM (35:41) Code: 0 What is "Code: 0"? First issue I have had for alpha 33 (I have run with many varieties of settings around 30x on full modded setup). The new *Threads* INI params have completely resolved memory management issues for me (32 Gb system RAM, 8 Gb VRAM here), which occasionally 'broke' running object LOD in 2.xx beta when upwards of 30 Gb system RAM utilized. I will run again and post back with more detail if issue repeats.
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