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Posted

Is there anything in  the screenshots I am supposed to look at?

Does the problem go away when disabling large references?

Check the DynDOLOD log for message about plugins and references causing large reference bugs.

Why do you believe that it is DynDOLOD that is causing the large reference bug?

Provide basic information, like the DynDOLOD version, a modwatch, the DynDOLOD log, teh reference form id of an object or two that do not have their LOD unloaded etc.

Posted
12 hours ago, sheson said:

Is there anything in the screenshots I am supposed to look at?

Does the problem go away when disabling large references?

Check the DynDOLOD log for message about plugins and references causing large reference bugs.

Why do you believe that it is DynDOLOD that is causing the large reference bug?

Provide basic information, like the DynDOLOD version, a modwatch, the DynDOLOD log, teh reference form id of an object or two that do not have their LOD unloaded etc.

Thanks,the problem go away when disabling large references.

If my screenshots are helpful, please check them out.

I think DynDOLOD caused the big reference bug because I got the problem when I ran DynDOLOD with only the necessary mods, and the problem went away when I disabled DynDOLOD.

I use  DynDOLOD 3.27

Here is my log,is there any other information I need to provide?

DynDOLOD_SSE_log.txt

Posted
3 hours ago, WYH77787980 said:

Thanks,the problem go away when disabling large references.

If my screenshots are helpful, please check them out.

I think DynDOLOD caused the big reference bug because I got the problem when I ran DynDOLOD with only the necessary mods, and the problem went away when I disabled DynDOLOD.

I use  DynDOLOD 3.27

Here is my log,is there any other information I need to provide?

DynDOLOD_SSE_log.txt 9.92 kB · 1 download

I moved your posts to the DynDOLOD 3 alpha thread. For future reference, check the first post to see which logs to post and where. The screenshots show Riften from two different position, so it is unclear what changes they are supposed to be showing.

Obviously, use the latest alpha version to see if the issue still exists.

You might want to double check why it created 6 8k object atlases. It is pointless to set extremity large texture sizes in TexGen. The defaults are typically fine for up to 1440p screen resolution. Use the legal game version.

Posted (edited)

Hey uh after starting TexGen it starts creating textures then it suddenly throws "OpenGL: Source framebuffer objects unsupported". I can't find anything about it online and in the documentation. What could I be doing wrong? It's a completely new install with just a few mods (which I've used before and they worked). I'm using Mod Organizer 2. I've attached my modlist.

Modlist.txt

Edited by heX_
grammar
Posted
50 minutes ago, heX_ said:

Hey uh after starting TexGen it starts creating textures then it suddenly throws "OpenGL: Source framebuffer objects unsupported". I can't find anything about it online and in the documentation. What could I be doing wrong? It's a completely new install with just a few mods (which I've used before and they worked). I'm using Mod Organizer 2. I've attached my modlist.

Modlist.txt 3.99 kB · 0 downloads

Read the first post, especially the big bold part and then beneath it about what logs to include in a post.

Posted
1 hour ago, sheson said:

Read the first post, especially the big bold part and then beneath it about what logs to include in a post.

Oh god I'm so sorry, I keep forgetting to post them. Happened the last time too. I'll make sure to keep it in mind for the next time.

DynDOLOD_SSE_log.txt: https://paste.gg/p/anonymous/9f28afecfb284303b75829dbc8074bd5

TexGen_SSE_log.txt: https://paste.gg/p/anonymous/e4e24eb4e94a4facafd780c38872e496

Though I'm not sure how recent the DynDOLOD log is. The problem happens while TexGen is running so I couldn't get to the DynDOLOD part. It's probably from the last time I ran it.

 

Posted
46 minutes ago, heX_ said:

Oh god I'm so sorry, I keep forgetting to post them. Happened the last time too. I'll make sure to keep it in mind for the next time.

DynDOLOD_SSE_log.txt: https://paste.gg/p/anonymous/9f28afecfb284303b75829dbc8074bd5

TexGen_SSE_log.txt: https://paste.gg/p/anonymous/e4e24eb4e94a4facafd780c38872e496

Though I'm not sure how recent the DynDOLOD log is. The problem happens while TexGen is running so I couldn't get to the DynDOLOD part. It's probably from the last time I ran it.

 

Well this is about OpenGL, so TexGen logs is what we need. Did it not create a TexGen_SSE_Debug_log.txt or bugreport.txt?

If not, make a screenshot of the message, or if possible copy and paste the text.

Posted
On 3/28/2021 at 7:59 PM, heX_ said:

Why did  you set the texture size to 2048? 

Use 256 for up to 1440p, 512 for 2160p. Anything beyond just wastes VRAM and is never used.
Ignore posts made by clueless people on other discussion boards. They either are of the "higher must be better" faction or just troll people with silly high settings. They are easily recognizes, because they keep swearing and calling other people names without ever actually discussing the actual technical details. Which is not surprising, since they need to cover up their lack of basic knowledge about these things.

Need to make that more clear in the options Window I  suppose and the help.

Now why exactly the OpenGL driver doesn't want to render a 8k while it reports it can do 32k I am not sure. Maybe it is not checking the right format or something.

Posted
1 minute ago, sheson said:

Why did  you set the texture size to 2048? 

Use 256 for up to 1440p, 512 for 2160p. Anything beyond is just wastes VRAM and is never used.

Need to make that more clear the options Window I  suppose.

Is that the issue? I'll change it.

Posted
2 hours ago, sheson said:

Why did  you set the texture size to 2048? 

Use 256 for up to 1440p, 512 for 2160p. Anything beyond just wastes VRAM and is never used.

Need to make that more clear the options Window I  suppose.

I use 1440p and a while back with 2.x version I specifically tested 256, 512 and 1024 making screenshots and afterwards zooming in on the images and really trying to find improvement differences and there were none.  And I mean ABSOLUTELY none.  I really did go out of my way to find them.  I think it would be a really good idea to specify what texture resolutions to use for what monitor resolution even as a guide rather than a recommendation.  That's just how the mind works for somebody that has spent lots of money on a video card, the standard recommended setting must just not be good enough unless it specifically says what to use.  It doesn't matter that somebody is trying to see 2000x2000 pixels in a 5x5 square on their screen, they'll still keep on trying.

I would suggest, if possible, to implement four settings for say 1080p, 1440p and 4k and "custom" resolutions.  That way the custom would be the only way to be able to manually specify the texture resolution in case somebody is using custom textures that require manual selection.

Posted
7 hours ago, domjam said:

Grass LOD is currently only available for Skyrim Special Edition?  dose that mean it wont work with Enderal Special edition?

Enderal SE is a mod for Skyrim Special Edition, so of course it does. This question already answered itself.

Posted

The "Information and Discussion" link on the nexus for 3.0 are still pointing to the old url forum.step-project.com and it's not redirecting properly anymore to this thread.

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