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Posted

didnt realise i wouldnt be able to re-edit it later...

but it didnt change the results, much.

[07:20] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.4.84.84_msn.dds
[07:20] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.16.80.80_msn.dds
[07:20] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.32.64.64_msn.dds
[10:03] Building terrain LOD textures elapsed time: 09:19
[10:06] [Commonwealth] Generating Object LOD
[12:57] [Commonwealth] No options file found: G:\TOOLS_\xLODGen\Edit Scripts\FO4LODGen_Fallout4_Commonwealth_Options.txt
[12:57] [Commonwealth] Saving LODGen data: G:\TOOLS_\xLODGen\Edit Scripts\LODGen.txt
[13:16] [Commonwealth] Building LOD textures atlas: G:\FO4LODGen-Output\textures\terrain\Commonwealth\Objects\Commonwealth.Objects.dds
[14:38] ============================================================
[14:38] Skyrim Object LOD Generator 3.0.0.0

Posted

sorry for yet another post... though this one might have some potential..

ive been noticing a LOT of tree LOD issues. the LOD doesnt seem to be unloading.

3 images are attached. lod-1.jpg was when i first saw the issue today and was showing others since i thought it was odd.
then i re-installed the resources but did NOT run QAC on them.

i was running around randomly and it seemed fine. but then i fast travelled to sunshine trading co-op and saw lod-2.jpg.
this made me quite curious. so then i made a second copy of the resources (in a separate MO2 mod folder on the left pane) an re-ran lodgen but cleaned the hightrees plugin. it came up with the same result. 

note: im exiting the game using qqq so it doesnt make an exit save. when i load, im where i was before i fast travelled. i then immediately fast travel to sunshine trading co-op and look to these trees.

i then disabled the generated LOD files and the resource files. that resulted in lod-3.jpg.

one other thing: the 'dirty' version of high trees (with the ITM) produces ~3,000 more files (total) than without the ITM. i (personally, in my inexperience) find that odd considering it is an ITM, but for all i know, it's done a different way than id expect.

additional info:

i have another mod : `LOD Textures for FO4LODGen'. i have this enabled ONLY when generating and disable before playing. it is from Fallout 4 HD Overhaul at Fallout 4 Nexus - Mods and community (nexusmods.com) . it's one of the optional files.

if anything else may be required or helpful, then i'll try my best to provide it.

again: im sorry if im being a pest. and i really appreciate any assistance and your patience.

lod-1.jpg

lod-2.jpg

lod-3.jpg

Posted
12 hours ago, jjensson said:

I have changed some textures and re-run all the LOD generators in my Elysium mod-list, including a new grass cache. But i have far grass that has different color than near grass. I used the STEP settings for all the tools, because i don't trust the default settings left by the Elysium author (b/c not sure if those are the settings really used). What could be the reason for the issue seen in the pics?

2021-12-28 22 29 33.jpg

2021-12-28 22 29 36.jpg

See the first post of the DynDOLOD 3 alpha thread where to make posts when participating in the alpha test. I move the thread to it.

As https://dyndolod.info/Help/Grass-LOD explains, "in case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini."

Especially ENBs image based lighting has a big influence.

Posted
7 hours ago, Omniguous said:

EDIT1: pause!! i forgot a folder with a bunch of lod-related files. re-running and will update as needed. sorry.

hello, again. im hoping this is a really simple answer to a stupid novice-tier question:

[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.16.80.64.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.32.64.64.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.4.92.76_msn.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.4.92.72_msn.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.4.88.76_msn.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.4.88.72_msn.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.8.88.72_msn.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.32.64.64_msn.dds
[07:11] g:\fo4lodgen-output\textures\terrain\commonwealth\commonwealth.16.80.64_msn.dds
[09:49] Building terrain LOD textures elapsed time: 09:06
[09:52] [Commonwealth] Generating Object LOD
[12:42] [Commonwealth] No options file found: G:\TOOLS_\xLODGen\Edit Scripts\FO4LODGen_Fallout4_Commonwealth_Options.txt
[12:42] [Commonwealth] Saving LODGen data: G:\TOOLS_\xLODGen\Edit Scripts\LODGen.txt
[13:00] [Commonwealth] Building LOD textures atlas: G:\FO4LODGen-Output\textures\terrain\Commonwealth\Objects\Commonwealth.Objects.dds

are the large gaps (timestamp-wise) expected behaviour? 

thanks again, and i appreciate your patience.

The title of xEdit/xLODGen often shows additional information what is being done at the moment. Processing records in plugins, generating meshes, saving and converting textures all take time.

The title of xEdit/xLODGen often has additional information what is being done at the moment.

Posted
6 hours ago, Omniguous said:

sorry for yet another post... though this one might have some potential..

ive been noticing a LOT of tree LOD issues. the LOD doesnt seem to be unloading.

3 images are attached. lod-1.jpg was when i first saw the issue today and was showing others since i thought it was odd.
then i re-installed the resources but did NOT run QAC on them.

i was running around randomly and it seemed fine. but then i fast travelled to sunshine trading co-op and saw lod-2.jpg.
this made me quite curious. so then i made a second copy of the resources (in a separate MO2 mod folder on the left pane) an re-ran lodgen but cleaned the hightrees plugin. it came up with the same result. 

note: im exiting the game using qqq so it doesnt make an exit save. when i load, im where i was before i fast travelled. i then immediately fast travel to sunshine trading co-op and look to these trees.

i then disabled the generated LOD files and the resource files. that resulted in lod-3.jpg.

one other thing: the 'dirty' version of high trees (with the ITM) produces ~3,000 more files (total) than without the ITM. i (personally, in my inexperience) find that odd considering it is an ITM, but for all i know, it's done a different way than id expect.

additional info:

i have another mod : `LOD Textures for FO4LODGen'. i have this enabled ONLY when generating and disable before playing. it is from Fallout 4 HD Overhaul at Fallout 4 Nexus - Mods and community (nexusmods.com) . it's one of the optional files.

if anything else may be required or helpful, then i'll try my best to provide it.

again: im sorry if im being a pest. and i really appreciate any assistance and your patience.

lod-1.jpg

lod-2.jpg

lod-3.jpg

There is no "tree LOD" in FO4. LOD for trees is always in done in object LOD.

These issues typically have nothing to do with the generated LOD meshes and textures. Make sure to use the latest xLODGen terrain LOD beta version.

Since I do not play or mod FO4, I do not come across or remember (m)any of its engine issues. Maybe pre-combines need to be updated for that area. In Skyrim this can happen because of uLockedObjectMapLOD=32 or fBlockLevel0Distance=60000 INI settings.

Removing an ITM from plugin can not have the result you are reporting, obviously. If no other plugin overwrites the record it, the ITM existing or not can simply not change anything.

I suggest to really pay attention to the log messages. I suggest to make the INI vanilla and remove any custom settings in case of problems.

Posted
13 hours ago, KatCut said:

Hey! I've been using ur mod on my playthrouh since the beginning for 2 weeks now. I'm decently far through the game and I almost never fast travel. I only travel by walking no sprinting either. I love the immersion ur mod can provide specially as it performs incredibly well given the immense improvement it provides over the vanilla game. However, I've notice that I got some "Hot spots" on certain areas, where, my game lags quite a lot. I usually get well over 100 fps 99% of the time while walking without a hitch, running the game with vsync and gsync at 75 hz. When I walk around Kynesgrove and the Windhelm's docks my fps drops to bellow 60 around the 50s which triggers my vsync and halfs my fps as per usual vsync functionality. Gsync can help with fps drops when they are over my monitor minimum fps threshold, which is between 55 to 75hz. When the game gets to below 55 I get an effective frame rate of half of 75. It looks horrible. I want to know if this is expected behavior on certain areas as the game can overload with lods even with dyndolod. Or if there shouldn't be such anomalies in frame rate and either there is an issue with the mod or with my load order. I'm running dyndolod on high settings with grass lod and tree lod on ultra. My pc is pretty decent: 2060 SUPER(equivalent to 2070 8gbs of vram), Ryzen 5 3600, 16gb of ddr4 ram and a sata ssd. When I disable dyndolod as per the instructions on the mods's mcm I get normal frame rates, so it's definetly dyndolod.

Help would be much appreciated. Thank you for reading and sorry for my bad English.

See the first post which log files to upload when making posts.

Every mod in the load order and setting adds to resource requirements and performance impact.

You are certain none of the other mods and INI settings could be disabled or tuned down to similarly lesson the resource requirements or performance impact?

See https://dyndolod.info/Help/Grass-LOD#Performance It can obviously be very demanding.

If only disabling dynamic LOD in the DynDOLOD SkyUI MCM has a very noticeable effect, it could mean there is a very high number of dynamic LOD objects active at a time or there is a very demanding full model used for dynamic LOD.

Posted (edited)
5 hours ago, sheson said:

See the first post which log files to upload when making posts.

Every mod in the load order and setting adds to resource requirements and performance impact.

You are certain none of the other mods and INI settings could be disabled or tuned down to similarly lesson the resource requirements or performance impact?

See https://dyndolod.info/Help/Grass-LOD#Performance It can obviously be very demanding.

If only disabling dynamic LOD in the DynDOLOD SkyUI MCM has a very noticeable effect, it could mean there is a very high number of dynamic LOD objects active at a time or there is a very demanding full model used for dynamic LOD.

here is the link to the log https://ufile.io/bow8oni1 Do I need to post the load order as well or is it already in the log? It's too large for me to read it, so idk if it's there already or not.

Edit: Lowering the game's setting to high in bethini didn't help much in that particular area. My modlist is very small copared to most modlist with just less than 200 individual mods and 100 plugins. No quest or gameplay mod or even location mod. One big texture mod skyrim realistic over haul and a few smaller ones and thats it. Running enhanced vanilla trees and a light weight grass mod. I regenerated dyndolod again but on medium settings and it helped nothing, but lowering it from ultra trees to tree lod helped a bit but I could still feel a large fps drop.

Edit 2: I do have precashed grass and grass lod as well.

Edited by KatCut
Posted
30 minutes ago, KatCut said:

here is the link to the log https://ufile.io/bow8oni1 Do I need to post the load order as well or is it already in the log? It's too large for me to read it, so idk if it's there already or not.

Edit: Lowering the game's setting to high in bethini didn't help much in that particular area. My modlist is very small copared to most modlist with just less than 200 individual mods and 100 plugins. No quest or gameplay mod or even location mod. One big texture mod skyrim realistic over haul and a few smaller ones and thats it. Running enhanced vanilla trees and a light weight grass mod. I regenerated dyndolod again but on medium settings and it helped nothing, but lowering it from ultra trees to tree lod helped a bit but I could still feel a large fps drop.

Edit 2: I do have precashed grass and grass lod as well.

Also upload the debug log as explained in the first post.

Use ultra tree LOD but with Billboards only in all LOD levels.

What grass LOD density did you use? Consider 50%, 33% or even 25%. Reduce the distance of the first object LOD Level in the DynDOLOD SkyUI MCM to see if it helps.

Posted
1 hour ago, sheson said:

Also upload the debug log as explained in the first post.

Use ultra tree LOD but with Billboards only in all LOD levels.

What grass LOD density did you use? Consider 50%, 33% or even 25%. Reduce the distance of the first object LOD Level in the DynDOLOD SkyUI MCM to see if it helps.

So I did another test by regenerating dyndolod and texgen but without grass lod and it removed almost all the fps drops I could walk around kynsgrove all around without any fps drop below 75 fps(my monitor's refresh rate with gsync and vsync and display tweaks mod) I did notice one single massive stutter as I was walking around the kynesgrove are but after that it was smoth as butter. What can I do to make grass lod performant? I'll also post the debug log: https://ufile.io/bube2axt

Posted
3 hours ago, KatCut said:

So I did another test by regenerating dyndolod and texgen but without grass lod and it removed almost all the fps drops I could walk around kynsgrove all around without any fps drop below 75 fps(my monitor's refresh rate with gsync and vsync and display tweaks mod) I did notice one single massive stutter as I was walking around the kynesgrove are but after that it was smoth as butter. What can I do to make grass lod performant? I'll also post the debug log: https://ufile.io/bube2axt

See https://dyndolod.info/Help/Grass-LOD#Performance.
The easiest option is to lower the density.

Also load low, medium or high rules without checking Candles and FXGlow beforehand so that there is less dynamic LOD.

Posted

Hi,

in the last days, i tried to generate grass in dyndolod, but i cant get it to show in game. On this way, some things confuse me.

I read on some grass mods pages on Nexus that the generation of grass failes if the grass has "No Object Bound". Is this true? And what does that mean for the popular grass mods like Verdant and Folkvangr? They cant be used until the Mod Authors updates this? I use Verdant, so maybe this is the problem?

Another thing that grinds my gears is the need of Grass LOD. With NGIO, the draw distance could be set to very high values, which would eliminate the need of Grass LOD.

Does Grass LOD has much better performance than the grass from NGIO? Seems obvious, but i just want confirmation on this.

Another thing is: It would help a lot, when some Users who did get Grass LOD to work would upload Pictures as reference. By doing this, the new User would know that it is possible with different LOs and different grass mods. The OPs from you seem to be with a Vanilla Setup.

So now to my Grass LOD generation:

Skyrim 1.5.80

DynDOLODGrassMode = 1

uGridsToLoad = 7

https://ufile.io/f/jzlj3

Result: Grass loaded in loaded Grids, but cuts right after that. No sign of any grass from Grass LOD

Posted
21 minutes ago, d1ebels said:

Hi,

in the last days, i tried to generate grass in dyndolod, but i cant get it to show in game. On this way, some things confuse me.

I read on some grass mods pages on Nexus that the generation of grass failes if the grass has "No Object Bound". Is this true? And what does that mean for the popular grass mods like Verdant and Folkvangr? They cant be used until the Mod Authors updates this? I use Verdant, so maybe this is the problem?

Another thing that grinds my gears is the need of Grass LOD. With NGIO, the draw distance could be set to very high values, which would eliminate the need of Grass LOD.

Does Grass LOD has much better performance than the grass from NGIO? Seems obvious, but i just want confirmation on this.

Another thing is: It would help a lot, when some Users who did get Grass LOD to work would upload Pictures as reference. By doing this, the new User would know that it is possible with different LOs and different grass mods. The OPs from you seem to be with a Vanilla Setup.

So now to my Grass LOD generation:

Skyrim 1.5.80

DynDOLODGrassMode = 1

uGridsToLoad = 7

https://ufile.io/f/jzlj3

Result: Grass loaded in loaded Grids, but cuts right after that. No sign of any grass from Grass LOD

Read the second post and the grass LOD manual it links https://dyndolod.info/Help/Grass-LOD.

The entire process is explained with links to further explanations about things, including how TexGen uses the object bounds to decide for which grasses or trees to generate billboards for automatically. It also links to explanations about the objects bounds and how to use the CK to update the object bounds . Search this thread for similar discussions and explanations.

Make sure to read the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

Of course you can increase the distance of full grass to render as far as you want with  NGIO instead of using grass LOD. However, obviously grass LOD requires less resources and performance than full model grass as explained on https://dyndolod.info/Help/Grass-LOD.

For performance and stability leave uGridsToLoad default.

Posted
15 minutes ago, sheson said:

Read the second post and the grass LOD manual it links https://dyndolod.info/Help/Grass-LOD.

The entire process is explained with links to further explanations about things, including how TexGen uses the object bounds to decide for which grasses or trees to generate billboards for automatically. It also links to explanations about the objects bounds and how to use the CK to update the object bounds . Search this thread for similar discussions and explanations.

Make sure to read the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

Of course you can increase the distance of full grass to render as far as you want with  NGIO instead of using grass LOD. However, obviously grass LOD requires less resources and performance than full model grass as explained on https://dyndolod.info/Help/Grass-LOD.

For performance and stability leave uGridsToLoad default.

Alright, seems like the object bounds are at fault.

https://imgur.com/a/w2NzgT3

kinda hard to see, but there are some grass lods, but only for snowy grass. the brown grass seems to have problems. I will try to update it in the CK.

Thanks for support!

 

Posted

i got it to work by setting the object bounds in the CK for Verdant! Only thing left is the adjustment of the LOD brightness of grass. I have to tinker around. But so far, so good!

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