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Posted
5 hours ago, sheson said:

Here are the log files: https://ufile.io/s8k6gkh2

I'm using DynDOLOD DLL NG with latest alpha 150. High option with a few additions. And large reference bugs workarounds is selected while running DynDOLOD. Also it's checked in MCM.

It's like this approaching the mesh:

|LOD----------------|----Full Mesh+LOD----|----------------Full Mesh|

It shows Full Mesh+LOD for a while when approaching. If I just stay in that middle distance, it's always both of them.

Note that I have uLargeRefLODGridSize set to 5. So this may not be large reference bug, since large reference system must be disabled normally according to your guides and faq.

After some testing I found some other meshes in the world that has this bug (full mesh appearing at the same time as lod when I approach it), not just Northern Roads (this was just the first thing I noticed).

Like for example mountain sides smoothly convert from lod to full mesh before my eyes which can only happen if both of them were showing at the same time I think (But this doesn't happen all the time). I'm using ERM - Enhanced Rocks and Mountains and its dyndolod addon and recommended lod settings.

I'm testing it on a brand new save game and made sure I saw dyndolod initialized message before doing the tests.

Posted
6 minutes ago, Shizof said:

Here are the log files: https://ufile.io/s8k6gkh2

I'm using DynDOLOD DLL NG with latest alpha 150. High option with a few additions. And large reference bugs workarounds is selected while running DynDOLOD. Also it's checked in MCM.

It's like this approaching the mesh:

|LOD----------------|----Full Mesh+LOD----|----------------Full Mesh|

It shows Full Mesh+LOD for a while when approaching. If I just stay in that middle distance, it's always both of them.

Note that I have uLargeRefLODGridSize set to 5. So this may not be large reference bug, since large reference system must be disabled normally according to your guides and faq.

After some testing I found some other meshes in the world that has this bug (full mesh appearing at the same time as lod when I approach it), not just Northern Roads (this was just the first thing I noticed).

Like for example mountain sides smoothly convert from lod to full mesh before my eyes which can only happen if both of them were showing at the same time I think (But this doesn't happen all the time). I'm using ERM - Enhanced Rocks and Mountains and its dyndolod addon and recommended lod settings.

I'm testing it on a brand new save game and made sure I saw dyndolod initialized message before doing the tests.

https://dyndolod.info/How-LOD-Works
If the player moves around, new rows of cells attach so that the player is always in the center cell. When new cells attach, the game first loads the ground and lowers the terrain LOD meshes by a fixed amount under the ground and disables water LOD for the cells, loads all trees and disables their tree LOD, loads all objects and their full models and then disables object LOD for the cells.
Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker).

Posted (edited)
21 minutes ago, sheson said:

https://dyndolod.info/How-LOD-Works
If the player moves around, new rows of cells attach so that the player is always in the center cell. When new cells attach, the game first loads the ground and lowers the terrain LOD meshes by a fixed amount under the ground and disables water LOD for the cells, loads all trees and disables their tree LOD, loads all objects and their full models and then disables object LOD for the cells.
Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker).

That's not what's happening. If I stay at that zone which is a big distance, it's always both of them, no matter how long I wait at that zone or no matter if I save, close the game, and load again etc. It's not while waiting Full models to load, it's all the time. I tried tll command to check lods disappearing to confirm the issue. Here's two screenshots where the flicker is happening: https://imgur.com/a/m7Lf3zI The bridge here. Note that between these two distances, both full model and lod are showing no matter how long I wait or if I save and close the game and open it again. It's like a big overlap of LOD and Full Model showing distances.

Edited by Shizof
Posted
34 minutes ago, Shizof said:

That's not what's happening. If I stay at that zone which is a big distance, it's always both of them, no matter how long I wait at that zone or no matter if I save, close the game, and load again etc. It's not while waiting Full models to load, it's all the time. I tried tll command to check lods disappearing to confirm the issue. Here's two screenshots where the flicker is happening: https://imgur.com/a/m7Lf3zI The bridge here. Note that between these two distances, both full model and lod are showing no matter how long I wait or if I save and close the game and open it again. It's like a big overlap of LOD and Full Model showing distances.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console.

Check if anything of this applies: https://dyndolod.info/FAQ#Out-of-place-or-floating-objects

Posted
35 minutes ago, sheson said:

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console.

Check if anything of this applies: https://dyndolod.info/FAQ#Out-of-place-or-floating-objects

I took those screenshots to show you the distance, not the actual flickering or the issue. I had started to rerun dyndolod with lods without texture to make it more visible that both objects are there, but I stopped it. It's a waste of time. Instead I rerun dyndolod after adding rules to use Full mesh for meshes from that mod for LOD4 which makes the issue gone.

Posted
52 minutes ago, Shizof said:

I took those screenshots to show you the distance, not the actual flickering or the issue. I had started to rerun dyndolod with lods without texture to make it more visible that both objects are there, but I stopped it. It's a waste of time. Instead I rerun dyndolod after adding rules to use Full mesh for meshes from that mod for LOD4 which makes the issue gone.

If you are unable to make the requested useful screenshots with more informative console, provide the form id of the reference and base record in text.

If you believe properly troubleshooting issues in order to actually fix their cause is a waste of time, then do not participate in the alpha test and use DynDOLOD 2.98 instead.

Using the full model for object LOD should have no effect on the engine not unloading the object LOD. There can still be obvious shadow flicker.

Posted
46 minutes ago, sheson said:

If you are unable to make the requested useful screenshots with more informative console, provide the form id of the reference and base record in text.

If you believe properly troubleshooting issues in order to actually fix their cause is a waste of time, then do not participate in the alpha test and use DynDOLOD 2.98 instead.

Using the full model for object LOD should have no effect on the engine not unloading the object LOD. There can still be obvious shadow flicker.

I just didn't want to waste your time any more than I already have with probably another useless screenshot with the null texture.

I would be more than happy to take a screenshot with more informative console or give the formid if that's what you need. You didn't ask me for a screenshot or formid until I posted one for showing the distance where full mesh and lod both are shown. Here it is: https://imgur.com/a/Uo3cEsK both bridges that has this issue in whiterun. Let me know if you need anything else.

Using full model for object lod pushes the problem further. Obviously doesn't fix anything. I read all the links related to subject, but couldn't figure out the reason.

 

Posted
39 minutes ago, Shizof said:

I just didn't want to waste your time any more than I already have with probably another useless screenshot with the null texture.

I would be more than happy to take a screenshot with more informative console or give the formid if that's what you need. You didn't ask me for a screenshot or formid until I posted one for showing the distance where full mesh and lod both are shown. Here it is: https://imgur.com/a/Uo3cEsK both bridges that has this issue in whiterun. Let me know if you need anything else.

Using full model for object lod pushes the problem further. Obviously doesn't fix anything. I read all the links related to subject, but couldn't figure out the reason.

Test if it also happens after changing to uLargeRefLODGridSize=7 or higher

Posted
59 minutes ago, sheson said:

Test if it also happens after changing to uLargeRefLODGridSize=7 or higher

Tested it. The issue doesn't happen when uLargeRefLODGridSize=7. Only when it's 5. Tested both again to confirm.

Posted
1 hour ago, Shizof said:

Tested it. The issue doesn't happen when uLargeRefLODGridSize=7. Only when it's 5. Tested both again to confirm.

Use xEdit to set the Has Distant LOD flag on the base record F0228ED6. That should fix it regardless of the uLargeRefLODGridSize setting.

Posted
6 minutes ago, markuskarttunen said:

I am addicted to changelogs and I can't help but to notice v151 hasn't got one. Please sir, I need my fix

Clear browser cache or force a refresh.

Posted
48 minutes ago, sheson said:

Use xEdit to set the Has Distant LOD flag on the base record F0228ED6. That should fix it regardless of the uLargeRefLODGridSize setting.

Yes. That fixes the issue too. Thanks!

Posted

https://dyndolod.info/Help/Combine-Worldspaces-for-LOD

Not a problem report. Asking for clarification. Are neverfades supported and if so how are they handled?

For example, I'm trying to combine the Vvardenfell island from DLC2SolstheimWorld into the Tamriel LOD. In vanilla, the island is only represented by terrain (LAND records). There are no object references (as far as I can tell) except the lone volcano plume:

VvardenfellPlume [REFR:040251B1] (places DLC2VvardenfellPlume [STAT:0401BBBD] in GRUP Cell Persistent Children of [CELL:040142EC] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800]) at 40,-22)

This reference is flagged Persistent + Is Full LOD. The base object DLC2VvardenfellPlume [STAT:0401BBBD] is flagged Never Fades.

Combining worldspaces with DynDOLOD results in this neverfade reference being ignored. The only mention of the reference or the base object in the debug log is this:

[03:20] [BuildBaseRecords] <Debug: Looking for dlc2vvardenfellplume for Dragonborn.esm DLC2VvardenfellPlume [STAT:0401BBBD]>

Result in-game (no plume):

FusD4a0.jpeg

I'll submit a proper problem report depending on your response.

Thanks.

Posted
25 minutes ago, Mousetick said:

https://dyndolod.info/Help/Combine-Worldspaces-for-LOD

Not a problem report. Asking for clarification. Are neverfades supported and if so how are they handled?

For example, I'm trying to combine the Vvardenfell island from DLC2SolstheimWorld into the Tamriel LOD. In vanilla, the island is only represented by terrain (LAND records). There are no object references (as far as I can tell) except the lone volcano plume:

VvardenfellPlume [REFR:040251B1] (places DLC2VvardenfellPlume [STAT:0401BBBD] in GRUP Cell Persistent Children of [CELL:040142EC] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800]) at 40,-22)

This reference is flagged Persistent + Is Full LOD. The base object DLC2VvardenfellPlume [STAT:0401BBBD] is flagged Never Fades.

Combining worldspaces with DynDOLOD results in this neverfade reference being ignored. The only mention of the reference or the base object in the debug log is this:

[03:20] [BuildBaseRecords] <Debug: Looking for dlc2vvardenfellplume for Dragonborn.esm DLC2VvardenfellPlume [STAT:0401BBBD]>

Result in-game (no plume):

FusD4a0.jpeg

I'll submit a proper problem report depending on your response.

Thanks.

The Combine Worldspace for LOD combines terrain, object and tree LOD.
The plume does not have object LOD that could be combined.
Only if references have tree or object LOD after LOD for their worldspace is generated can their LOD be combined.

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