jared_maxwell Posted May 4, 2021 Posted May 4, 2021 8 hours ago, z929669 said: ENB can cause this. If you use an ENB, try switching off in game using Shift + F12 to test. Otherwise, you can adjust grass color via DynDOLOD_SSE.ini and grass billboard direct/ambient brightness in TexGen to compensate. It's probably also exacerbated by certain weathers. 3 hours ago, sheson said: Are you reporting a problem with the DynDOLOD 3 alpha that doesn't happen with DynDOLOD 2.x or vanilla LOD for that matter? Otherwise just increase the LOD distances in the INI or the DynDOLOD SkyUI MCM Settings as explained in the manual. TYVM! It helped! I started having 15 fps loss and huge stutters with dyndolod thou... It is on medium preset.
sheson Posted May 4, 2021 Author Posted May 4, 2021 16 minutes ago, jared_maxwell said: TYVM! It helped! I started having 15 fps loss and huge stutters with dyndolod thou... It is on medium preset. DynDOLOD is a set of tools that generates a LOD mod based on the load order and options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. The resource requirements can be less, same or more than the vanilla game while the visual result is always vastly superior. A single bad INI setting can require more resources than all LOD together. If you use grass LOD with a large LOD level 4 distance , it almost does not matter if medium or high preset was selected. Grass LOD has hundred of thousands of billboards.
jared_maxwell Posted May 4, 2021 Posted May 4, 2021 Just now, sheson said: DynDOLOD is a set of tools that generates a LOD mod based on the load order and options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. The resource requirements can be less, same or more than the vanilla game while the visual result is always vastly superior. A single bad INI setting can require more resources than all LOD together. If you use grass LOD with a large LOD level 4 distance , it almost does not matter if medium or high preset was selected. Grass LOD has hundred of thousands of billboards. It is set to 20k.
RogueRim Posted May 4, 2021 Posted May 4, 2021 3 hours ago, sheson said: There might be grass meshes that have no billboards generated because of 0 object bounds. I switched from Tamrielic Grass to Folkvangr and it worked on the very first try. Thank you @sheson and @z929669 so much for your continued and unwavering support! I was under the impression that dyndo would work with any grass, but looking back with hindsight, trying a different grass seems like an obvious option. I'm so happy that it works now, it looks awesome. Now I just have to get the colour of the distant grass to more closely match the near grass. https://imgur.com/a/HzIvqay I see that there has already been some discussion here about it, so I will begin happily tinkering. I'm so psyched! Skyrim never looked top tier until now THANK YOU.
sheson Posted May 4, 2021 Author Posted May 4, 2021 1 minute ago, RogueRim said: I switched from Tamrielic Grass to Folkvangr and it worked on the very first try. Thank you @sheson and @z929669 so much for your continued and unwavering support! I was under the impression that dyndo would work with any grass, but looking back with hindsight, trying a different grass seems like an obvious option. I'm so happy that it works now, it looks awesome. Now I just have to get the colour of the distant grass to more closely match the near grass. https://imgur.com/a/HzIvqay I see that there has already been some discussion here about it, so I will begin happily tinkering. I'm so psyched! Skyrim never looked top tier until now THANK YOU. Grass billboards and grass LOD can be generated with any grass mod in the load order. It is all explained in second post and its source ..\DynDOLOD\docs\help\GrassLOD.html and the rest of manual. A couple posts back, the user gigan2 uploaded his TexGen config file for Tamrielic. Either that or updating the objects bounds with CK to make sure all grass billboards are created.
jared_maxwell Posted May 4, 2021 Posted May 4, 2021 27 minutes ago, jared_maxwell said: It is set to 20k. Actually - FPS is fine, but it stutters a lot.
sheson Posted May 4, 2021 Author Posted May 4, 2021 14 minutes ago, jared_maxwell said: Actually - FPS is fine, but it stutters a lot. LOD does not typically cause stutter since LOD is always loaded. Unless maybe available memory is really low. It is typically the loading of the cell and its full models. Make sure that No Grass in Objects has OnlyLoadFromCache = True
jared_maxwell Posted May 4, 2021 Posted May 4, 2021 10 minutes ago, sheson said: LOD does not typically cause stutter since LOD is always loaded. Unless maybe available memory is really low. It is typically the loading of the cell and its full models. Make sure that No Grass in Objects has OnlyLoadFromCache = True Yes, it has. It is maybe on cell change, but i can say for sure that disabling dyndolod output increases perfomance and almost eliminates stutters, except some micro ones in riverwood area.
sheson Posted May 5, 2021 Author Posted May 5, 2021 7 hours ago, jared_maxwell said: Yes, it has. It is maybe on cell change, but i can say for sure that disabling dyndolod output increases perfomance and almost eliminates stutters, except some micro ones in riverwood area. Don''t overload the system with a too busy load order, large textures, large models, high settings etc.. That applies to everything, full or LOD models and textures, grass etc. The LOD mod is created based on the load order on your choices helps. It typically contains 3 LOD types that work independently of each other. All have their own creation options, models and textures and settings in game.
jared_maxwell Posted May 5, 2021 Posted May 5, 2021 2 minutes ago, sheson said: Don''t overload the system with a too busy load order, large textures, large models, high settings etc.. That applies to everything, full or LOD models and textures, grass etc. The LOD mod is created based on the load order on your choices helps. It typically contains 3 LOD types that work independently of each other. All have their own creation options, models and textures and settings in game. Just if i had an idea what could possibly cause this...
sheson Posted May 5, 2021 Author Posted May 5, 2021 7 minutes ago, jared_maxwell said: Just if i had an idea what could possibly cause this... Testing lower game settings is typically a way to start. For testing LOD, For disabling specific LOD types only help. Reading the manual helps. Understanding that rendering grass or grass LOD outside the loaded cells really requires performance and resource no matter what. It doesn't come free.
jared_maxwell Posted May 5, 2021 Posted May 5, 2021 12 minutes ago, sheson said: Testing lower game settings is typically a way to start. For testing LOD, For disabling specific LOD types only help. Reading the manual helps. Understanding that rendering grass or grass LOD outside the loaded cells really requires performance and resource no matter what. It doesn't come free. I have regenerated not using grass, it still stutter. According to resource manager it happens when any textures/dyndolod stuff loaded.
sheson Posted May 5, 2021 Author Posted May 5, 2021 11 minutes ago, jared_maxwell said: I have regenerated not using grass, it still stutter. According to resource manager it happens when any textures/dyndolod stuff loaded. LOD for a worldspace is always loaded. It is enabled/disabled for the areas where cells are attached. If you want to find out if a specific LOD type might have the highest impact on resource usage, then disable only it. Easiest via settings,
gmahadhika91 Posted May 5, 2021 Posted May 5, 2021 12 hours ago, sheson said: Read the section "How LOD works in Skyrim" and "Mod Configuration Menu (SkyUI MCM)" in ..\DynDOLOD\docs\DynDOLOD_Manual.html The static LOD distance settings can be changed at any time, even directly in the game with the DynDOLOD SkyUI MCM Settings as already explained. OK I've read it and (hopefully) understood it better now. However, does this mean I should just increase Neverfade maximum? Because it is also said that eventually neverfade still fades. Also the mountain object that's been disappearing and pops in again turns out not necessarily because it's so far away. At some points, whether it's near or far, it's bound to pops out and pops in again. Is this unfixable, like is it just how SSE engine is?
sheson Posted May 5, 2021 Author Posted May 5, 2021 55 minutes ago, gmahadhika91 said: OK I've read it and (hopefully) understood it better now. However, does this mean I should just increase Neverfade maximum? Because it is also said that eventually neverfade still fades. Also the mountain object that's been disappearing and pops in again turns out not necessarily because it's so far away. At some points, whether it's near or far, it's bound to pops out and pops in again. Is this unfixable, like is it just how SSE engine is? It seems save to assume that if you are trying to alleviate resource usage for better performance it is usually better to change INI settings so they require resources/performance. Generally that means lowering INI settings. If LOD generation went as expected the Neverfade maximum more or less only applies to clouds and maybe a few "High" glow LOD Windows. As explained in the manual object LOD typically has 3 LOD levels. If the max distance of the third object LOD level is set lower than the max render distance of about a hundred cells, then objects in that distance turn on/off when crossing the threshold and the entire LOD 16 file for that distant area is enabled/disabled.
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