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The Riverwood mill went invisible (more like missing since you can go through it) when using with Dyndolod DLL NG Alpha 32 https://images2.imgbox.com/8d/46/Au9Aiiqj_o.png ...it only showes up if i start the game in riverwood or if i "coc riverwood" from main menu...

When using only the papyrus Dyndolod alpha 180 it showed up https://images2.imgbox.com/1f/8e/6zOoz1i0_o.jpg  ..uploaded some logs here https://ufile.io/f/51oc7

Edited by mavanaic
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16 minutes ago, mavanaic said:

The Riverwood mill went invisible (more like missing since you can go through it) when using with Dyndolod DLL NG Alpha 32 https://images2.imgbox.com/8d/46/Au9Aiiqj_o.png ...it only showes up if i start the game in riverwood or if i "coc riverwood" from main menu...

When using only the papyrus Dyndolod alpha 180 it showed up https://images2.imgbox.com/1f/8e/6zOoz1i0_o.jpg  ..uploaded some logs here https://ufile.io/f/51oc7

So if coc riverwood is fine that means coc whiterun and then walking to Riverwood is not?

Fast traveling to Riverwood making any difference?

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58 minutes ago, sheson said:

So if coc riverwood is fine that means coc whiterun and then walking to Riverwood is not?

Fast traveling to Riverwood making any difference?

haven't tried walking...just went to other cities and used coc or carriage..

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26 minutes ago, mavanaic said:

haven't tried walking...just went to other cities and used coc or carriage..

Try if it works with this test version https://mega.nz/file/9ZhhlbDT#9JFQzURpLIMPRV1IMuCQHgsSOnBnK586kgWcqY8ITiU

If you still have the output generated with/for DynDOLOD DLL NG there is no need to generate again, just replace DynDOLOD DLL NG and Scripts Alpha 32 with this.

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3 minutes ago, sheson said:

Try if it works with this test version https://mega.nz/file/9ZhhlbDT#9JFQzURpLIMPRV1IMuCQHgsSOnBnK586kgWcqY8ITiU

If you still have the output generated with/for DynDOLOD DLL NG there is no need to generate again, just replace DynDOLOD DLL NG and Scripts Alpha 32 with this.

will do...unfortunately i've deleted the old output...will run it with the alpha33

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Hello sheson

I've been running back into the issue I reported before at this post.

 

Since I made the report, I've been playing around with several other tree mods, Happy Little Trees, Fabled Forests, Nature of the Wildlands, as well as Veydogolt Trees that I originally saw the issue on.

Just released yesterday there is Nature of the Wild Lands 3.0 - 3D hybrid LODs and regions addon

I also noticed the same issue when using the Nature of the Wild Lands 3D LOD, and recently when I reinstalled Veydogolt Trees I started to notice the same issue again.

Nature of the Wildlands with the 3D LOD, and Veydogolt Trees are the only two I see this happening on.

At present I'm on DynDOLOD Alpha 182, DynDOLOD DLL NG and Scripts Alpha-33, and DynDOLOD Resources SE Alpha-53

LOGS:

https://www.mediafire.com/file/ko3vl112z5hc245/DynDOLOD_SSE_Debug_log.txt/file

https://www.mediafire.com/file/4d8cdddqu358aqg/DynDOLOD_SSE_log.txt/file

THANKS

Edited by mooit
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3 hours ago, mooit said:

Hello sheson

I've been running back into the issue I reported before at this post.

 

Since I made the report, I've been playing around with several other tree mods, Happy Little Trees, Fabled Forests, Nature of the Wildlands, as well as Veydogolt Trees that I originally saw the issue on.

Just released yesterday there is Nature of the Wild Lands 3.0 - 3D hybrid LODs and regions addon

I also noticed the same issue when using the Nature of the Wild Lands 3D LOD, and recently when I reinstalled Veydogolt Trees I started to notice the same issue again.

Nature of the Wildlands with the 3D LOD, and Veydogolt Trees are the only two I see this happening on.

At present I'm on DynDOLOD Alpha 182, DynDOLOD DLL NG and Scripts Alpha-33, and DynDOLOD Resources SE Alpha-53

LOGS:

https://www.mediafire.com/file/ko3vl112z5hc245/DynDOLOD_SSE_Debug_log.txt/file

https://www.mediafire.com/file/4d8cdddqu358aqg/DynDOLOD_SSE_log.txt/file

THANKS

fixLOD.esp is not needed. There should be no stuck object LOD after fast travel when using dynamic LOD. Test if there is anything different without it.

What is the FPS / performance generally? Is this at least 60 FPS with some headroom?

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6 hours ago, sheson said:

fixLOD.esp is not needed. There should be no stuck object LOD after fast travel when using dynamic LOD. Test if there is anything different without it.

What is the FPS / performance generally? Is this at least 60 FPS with some headroom?

Veydogolt has LODs with >>10,000 triangles for several trees and not-so-optimized crowns in many cases. Very high draw calls. This is well known. I haven't tested NotWL LODs, but several are > 700 kb, and there's a huge number of LODs, so my guess is that it also has a huge number of draw calls in many areas of the game.

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21 hours ago, sheson said:

fixLOD.esp is not needed. There should be no stuck object LOD after fast travel when using dynamic LOD. Test if there is anything different without it.

What is the FPS / performance generally? Is this at least 60 FPS with some headroom?

 

Hi sheson,

Ok for fixLOD.esp, and I recently installed it, I never had any issues before, I just installed it to be safe is all.

At the moment I'm using Nature of the Wild Lands with the Nature of the Wild Lands 3.0 - 3D hybrid LODs and regions addon

I can't remember if I mentioned this, but I recently started the game Vanilla with no mods, and then saved it at the exit of the cave at Helgen as a prisoner. Then today I ran over to Whiterun and saved the game there.

When I walked out the gate, the scenery was gone in the distance. My frames were only like 44 FPS, which makes me think optimization on either my setup, or the NOTWL 3D LOD. Of course NOTWL is a big/heavy tree mod, so it's going to hit hard. There is 'NotWL - textures in lower resolution' which I tried, but it didn't help.

I certainly understand the balancing act with mods and texture resolutions, but if a Ryzen 5 5600X, 32gb Ram, SSD, with a 3808 10gb @1440p can't handle this, the rhetorical question is, what can.

Here's a screen shot I just took using NOTWL with the 3D LOD, and as you can see, the distant scenery is blank. If you look closely, this is not only the trees are gone, but the mountain texture and buildings.

And then as I stood there it all started popping into view.

 

2uR3U3N.jpg

I almost forgot to mention, I am using Parent Child Low. I can't remember if I was using it when I originally posted this, not sure if this could cause problems like this.

P.S. I went back and put both the diffuse and normal in TexGen on BC1 and I didn't see this issue, but it has to much grain look.

Edited by mooit
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3 hours ago, mooit said:

Hi sheson,

Ok for fixLOD.esp, and I recently installed it, I never had any issues before, I just installed it to be safe is all.

At the moment I'm using Nature of the Wild Lands with the Nature of the Wild Lands 3.0 - 3D hybrid LODs and regions addon

I can't remember if I mentioned this, but I recently started the game Vanilla with no mods, and then saved it at the exit of the cave at Helgen as a prisoner. Then today I ran over to Whiterun and saved the game there.

When I walked out the gate, the scenery was gone in the distance. My frames were only like 44 FPS, which makes me think optimization on either my setup, or the NOTWL 3D LOD. Of course NOTWL is a big/heavy tree mod, so it's going to hit hard. There is 'NotWL - textures in lower resolution' which I tried, but it didn't help.

I certainly understand the balancing act with mods and texture resolutions, but if a Ryzen 5 5600X, 32gb Ram, SSD, with a 3808 10gb @1440p can't handle this, the rhetorical question is, what can.

Here's a screen shot I just took using NOTWL with the 3D LOD, and as you can see, the distant scenery is blank. If you look closely, this is not only the trees are gone, but the mountain texture and buildings.

And then as I stood there it all started popping into view.

 

2uR3U3N.jpg

I almost forgot to mention, I am using Parent Child Low. I can't remember if I was using it when I originally posted this, not sure if this could cause problems like this.

P.S. I went back and put both the diffuse and normal in TexGen on BC1 and I didn't see this issue, but it has to much grain look.

So removing fixLOD.esp did not change anything. Did you encounter stuck object LOD after fast travel without it?

So the issue is caused by bad performance of the game/setup with too much stuff.

No TexGen logs were provided, so its used setting are unclear. It might be interesting to see which textures are used by the generated LOD patch directly. Though to investigate that out properly checking individual BTOs and the LODGen logs might be required.

Make sure to use BC3 for textures with alpha, specular. I suggest to make matching screenshots with BC1/BC3 textures to really compare them to BC7.

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33 minutes ago, Farengars_Humility said:

Hello, I was hoping you could look at my crash log and help me determine why I am getting a CTD whenever Dyndolod.dll is active. Thanks.

Crash Log

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

You generated the LOD patch for this exact load order - it did not change afterwards?
What steps are required to reproduce the crash? The crash log is consistent?
You verified, the crash is not happening when simply deactivating/hiding the DynDOLOD.DLL but keep everything else and ignore any error messages about it missing?

Test if the crash happens if TrueHUD mod is deactivated.

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21 hours ago, sheson said:

So removing fixLOD.esp did not change anything. Did you encounter stuck object LOD after fast travel without it?

So the issue is caused by bad performance of the game/setup with too much stuff.

No TexGen logs were provided, so its used setting are unclear. It might be interesting to see which textures are used by the generated LOD patch directly. Though to investigate that out properly checking individual BTOs and the LODGen logs might be required.

Make sure to use BC3 for textures with alpha, specular. I suggest to make matching screenshots with BC1/BC3 textures to really compare them to BC7.

 

Hi sheson,

Removing fixLOD.esp didn't change anything, I also never noticed any issues before using it either.

I used BC1 for all the settings before in TexGen, the sceneray was to grainy looking.

alpha, specular, the Diffuse alpha in TexGen?

How about Diffuse DXT1 and Normal BC7 Max for TexGen?

I certainly considered this as a Performance Issue, but, I assumed a Ryzen 5 5600X, 32gb ram, SSE, 3080 10gb @1440p could more than handle my setup. In the screen shot, this is all I run at 4K, along with Atlantean Landscape 4K. The rest of my setup is 2K... Oh, I use 2K for TexGen, and DynDOLOD_2.2.0_QHD settings on the SSE StepWiki.

I get how using some of these 4K mods can take a hit, and Nature of the Wild Lands with 3D LODs is seriously a heavy hitter. But I still thought my setup would handle it ok.

2u6yfOg.jpg

THANKS sheson for all your time and help, it's greatly appreciated!

P.S. In regards to DynDOLD Grass Density listed as percentage, if we used 60 in the past for lower density, what percentage would that be now in DynDOLOD? And whatever iMinGrassSize is, does this DynDOLOD setting need to match it the same as before? Right now I'm using iMinGrassSize=60

 

 

Edited by mooit
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8 hours ago, mooit said:

Hi sheson,

Removing fixLOD.esp didn't change anything, I also never noticed any issues before using it either.

I used BC1 for all the settings before in TexGen, the sceneray was to grainy looking.

alpha, specular, the Diffuse alpha in TexGen?

How about Diffuse DXT1 and Normal BC7 Max for TexGen?

I certainly considered this as a Performance Issue, but, I assumed a Ryzen 5 5600X, 32gb ram, SSE, 3080 10gb @1440p could more than handle my setup. In the screen shot, this is all I run at 4K, along with Atlantean Landscape 4K. The rest of my setup is 2K... Oh, I use 2K for TexGen, and DynDOLOD_2.2.0_QHD settings on the SSE StepWiki.

I get how using some of these 4K mods can take a hit, and Nature of the Wild Lands with 3D LODs is seriously a heavy hitter. But I still thought my setup would handle it ok.

2u6yfOg.jpg

THANKS sheson for all your time and help, it's greatly appreciated!

P.S. In regards to DynDOLD Grass Density listed as percentage, if we used 60 in the past for lower density, what percentage would that be now in DynDOLOD? And whatever iMinGrassSize is, does this DynDOLOD setting need to match it the same as before? Right now I'm using iMinGrassSize=60

No TexGen logs were provided.

Diffuse textures with alpha channel and normal map textures with specular channel should use compression formats that support an alpha channel, like BC3 or BC7.
Since you seem to see a difference in the game based on the compression it would be up to you to decide if rather diffuse or normal maps benefit from BC7 over BC1 or BC3. It may also vary on what the texture depicts.

It makes no sense to set the base sizes in TexGen to 2048 for a 1440p game resolution. That is 64 times the pixels for no reason other than to slow everything down.

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.
https://dyndolod.info/Help/TexGen#Base-Size
This sets the typical base size of the generated object LOD textures. The actual texture resolutions varies by texture as defined by the TexGen configuration files.
There is typically no visual gain using higher base sizes for lower screen resolutions. VRAM is wasted for texture resolutions that are never used with default mipmap bias.

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

If the game can not reach 60 FPS it is being overloaded.

iMinGrassSize controls the number of full grass placements. That resulting number of full grass placements in the grass cache is 100%.
https://dyndolod.info/Help/Advanced-Mode#Grass-LOD
Density sets the percentage of grass LOD billboards that are being generated. 50 means only half of the grass placements are added for better performance but thinner grass LOD in the distance.
Unlike the explanations for the Mode setting, there is no mention that the Density setting needs to match anything other than to use it to control performance and thickness of Grass LOD.
https://dyndolod.info/Help/Grass-LOD#Settings
Change the Density dropdown to a lower value in the advanced mode of DynDOLOD under the Grass LOD checkbox to thin out grass LOD for better performance. Note that HD grass LOD billboards for ENB complex grass use double the triangles, so in case performance is of concern, use half the density, 50% or less.
https://dyndolod.info/Help/Grass-LOD#Performance
Consider using less dense grass settings when generating the grass cache. To generate grass LOD with less density, lower the Grass LOD Density setting in the advanced mode. Note that HD Grass LOD billboards for ENB complex grass use double the triangles, so in case performance is of concern, use half the density.

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Hi sheson,

Here's my lastest TexGen Log.

https://www.mediafire.com/file/vgc0yddbl71yqun/TexGen_SSE_log.txt/file

I've been using the TexGen_2.2.0_QHD settings listed on the SSE StepWiki, here's a screen shot of TexGen with the last settings I've used.

2AzGbIV.jpg

I was either not paying attention in the past, or I forgot. I thought before whatever you used for iMinGrassSize, was the same number you used in DynDOLOD. The last run of DynDOLOD, I was using for the INI iMinGrassSize=60 and DynDOLOD at 45%.

I understand not reaching 60FPS, isn't good...

In 8 years of modding Skyrim, balancing mods and settings, to push SSE to it's limit, to achieve the highest levels of realism, certainly has been a challenge.

THANKS for all your time sheson, it's greatly appreciated!

Keep up the amazing work, you make Skyrim a better place, and I'm grateful for what you do!

 

Edited by mooit
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