jared_maxwell Posted May 5, 2021 Posted May 5, 2021 1 hour ago, sheson said: 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, Some nvidia cache is first on the list when it stutters actually. I got everything run through CAO and it got better, thou nvidia’s stuff is now causing 10 fps drops for about 0.5 second when i run to a new area. (sorry for text screenshot, it moves too fast so i can’t copy it)
gmahadhika91 Posted May 5, 2021 Posted May 5, 2021 19 minutes ago, sheson said: 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. When it comes to LOD I try to make it the best as possible, because it's very distracting much more than textures or meshes. These are my DynDOLOD settings. How do I set it so the distant mountain pops in/out eliminated?
sheson Posted May 5, 2021 Author Posted May 5, 2021 11 minutes ago, gmahadhika91 said: When it comes to LOD I try to make it the best as possible, because it's very distracting much more than textures or meshes. These are my DynDOLOD settings. How do I set it so the distant mountain pops in/out eliminated? From the manual: fBlockMaximumDistance=distance for object LOD Level 16 If you want LOD level 16 to cover max render distance it should be around 100 * 4096 or so. It does not seem surprising there is a high resource usage if almost doubling the ultra LOD level 4 distance of 60000. Especially if LOD level 4 object LOD contains 3D tree LOD and/or grass LOD. With the terrain LOD multiplier of 4 this means terrain LOD level 4 meshes and textures are shown all the way to the max render distance. You might want to make the INIs default again so they do not contain other similar insane settings for the other things.
gmahadhika91 Posted May 5, 2021 Posted May 5, 2021 5 minutes ago, sheson said: From the manual: fBlockMaximumDistance=distance for object LOD Level 16 It does not seem surprising there is a high resource usage if almost doubling the ultra LOD level 4 distance of 60000. Especially if LOD level 4 object LOD contains 3D tree LOD and/or grass LOD. With the terrain LOD multiplier of 4 this means terrain LOD level 4 meshes and textures are shown all the way to the max render distance. You might want to make the INIs default again so they do not contain other similar insane settings for the other things. I've reset and made sure that LOD levels setting are proper (according to BethIni Ultra, that is). I do think resource usage has been lessened by that, which is a good thing. The mountain however, still pops in and pops out. Please help what do I need to do so it does not happen again, because it might happen somewhere else and it's very un-immersive for me. https://imgur.com/a/OTvnuGn
sheson Posted May 5, 2021 Author Posted May 5, 2021 1 hour ago, gmahadhika91 said: I've reset and made sure that LOD levels setting are proper (according to BethIni Ultra, that is). I do think resource usage has been lessened by that, which is a good thing. The mountain however, still pops in and pops out. Please help what do I need to do so it does not happen again, because it might happen somewhere else and it's very un-immersive for me. https://imgur.com/a/OTvnuGn https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246861 Otherwise just increase the LOD distances in the INI or the DynDOLOD SkyUI MCM Settings as explained in the manual. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246866 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. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246899 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. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246902 From the manual: fBlockMaximumDistance=distance for object LOD Level 16 If you want LOD level 16 to cover max render distance it should be around 100 * 4096 or so.
brookeantoinette72 Posted May 5, 2021 Posted May 5, 2021 1 hour ago, sheson said: https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246861 Otherwise just increase the LOD distances in the INI or the DynDOLOD SkyUI MCM Settings as explained in the manual. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246866 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. https://stepmodifications.org/forum/employee monitoring software/15606-dyndolod-300-alp/Comment=246899 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. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246902 From the manual: fBlockMaximumDistance=distance for object LOD Level 16 If you want LOD level 16 to cover max render distance it should be around 100 * 4096 or so. Maybe a stupid question, but can I make the INIs default settings again later so they do not contain other similar settings for the other things?
sheson Posted May 5, 2021 Author Posted May 5, 2021 8 minutes ago, brookeantoinette72 said: Maybe a stupid question, but can I make the INIs default settings again later so they do not contain other similar settings for the other things? 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.
gmahadhika91 Posted May 5, 2021 Posted May 5, 2021 (edited) 1 hour ago, sheson said: If you want LOD level 16 to cover max render distance it should be around 100 * 4096 or so. Oh my god I feel stupid. You've been trying to tell me this the whole time. Sadly that amount is too taxing for my system. It does solve my problem though. Still, thanks for the info. (and your patience) EDIT: Whoops, my system can take it! Turns out I forgot to connect my laptop to a power source. Thank you! Edited May 5, 2021 by gmahadhika91
gmahadhika91 Posted May 5, 2021 Posted May 5, 2021 (edited) Sheson I'm sorry I think I spoke too soon. After more testing, the problem persists even with LOD level 16 at 409600. And on top of that the GenericBannerRed03.nif is also not visible from distance once again, even though I've already deleted the two FormID rule for the normal banner and its civil war counterpart! At least the banner thing I'm sure it was working fine a few DynDOLOD generation ago. Is there any specific order that I should put GenericBannerRed03.nif on the rule list? Any other solution for both of these problems? EDIT: I've screenshot of my DynDOLOD rules. In the red box are the rules added by me. The FormID rule for the banners are already deleted, but not shown in the pic. Edited May 5, 2021 by gmahadhika91
sheson Posted May 6, 2021 Author Posted May 6, 2021 8 hours ago, gmahadhika91 said: Sheson I'm sorry I think I spoke too soon. After more testing, the problem persists even with LOD level 16 at 409600. And on top of that the GenericBannerRed03.nif is also not visible from distance once again, even though I've already deleted the two FormID rule for the normal banner and its civil war counterpart! At least the banner thing I'm sure it was working fine a few DynDOLOD generation ago. Is there any specific order that I should put GenericBannerRed03.nif on the rule list? Any other solution for both of these problems? EDIT: I've screenshot of my DynDOLOD rules. In the red box are the rules added by me. The FormID rule for the banners are already deleted, but not shown in the pic. Increase the LOD Level 16 distance a bit further? Adjust the distance in the DynDOLOD SkyUI Settings to see its changes right in the game. The order of rules orders matters for mesh mask rules. Reference rules always take precedence. Check that you implemented it correctly. Checking the debug log can help with that, too.
gmahadhika91 Posted May 6, 2021 Posted May 6, 2021 11 minutes ago, sheson said: Increase the LOD Level 16 distance a bit further? Adjust the distance in the DynDOLOD SkyUI Settings to see its changes right in the game. OK I'll try to increase it even more. 12 minutes ago, sheson said: The order of rules orders matters for mesh mask rules. Reference rules always take precedence. Check that you implemented it correctly. Checking the debug log can help with that, too. Where can I find the debug log? Also, does the rule works the same way as load order? As in the lower it gets in the load order the higher priority it is? Then should I put those rules just below trees rule?
sheson Posted May 6, 2021 Author Posted May 6, 2021 1 hour ago, gmahadhika91 said: OK I'll try to increase it even more. Where can I find the debug log? Also, does the rule works the same way as load order? As in the lower it gets in the load order the higher priority it is? Then should I put those rules just below trees rule? From the first post: ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt From ..\DynDOLOD\docs\help\Rules.html: The order of rules matters. Rules at top match before rules at bottom. Reference formid rules always take precedence over mesh mask rules.
gmahadhika91 Posted May 6, 2021 Posted May 6, 2021 (edited) 7 hours ago, sheson said: From the first post: ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt From ..\DynDOLOD\docs\help\Rules.html: The order of rules matters. Rules at top match before rules at bottom. Reference formid rules always take precedence over mesh mask rules. I'm not sure what am I looking for at the logs. Would you be so kind to check it for me whether my rules are implemented correctly? Thank you in advance. FYI I am using Open Cities hence I'm doing the two part LOD generation (static and dynamic). At each and every generation of both static and dynamic, I've set the rules as in my previous post. EDIT: I've also tried increasing LOD level 16 distance and multiplier to no avail. The problem persist. Logs.7z Edited May 6, 2021 by gmahadhika91
sheson Posted May 6, 2021 Author Posted May 6, 2021 8 minutes ago, gmahadhika91 said: I'm not sure what am I looking for at the logs. Would you be so kind to check it for me whether my rules are implemented correctly? Thank you in advance. FYI I am using Open Cities hence I'm doing the two part LOD generation (static and dynamic). At each and every generation of both static and dynamic, I've set the rules as in my previous post. Logs.7z 335.65 kB · 0 downloads The debug log only contains the log from the last time DynDOLOD was started and closed properly. So the last action you did was starting it and then closing it without generation. You would need to check/save the debug log after the second pass with Open Cities in the load, as that is what generated the dynamic LOD and the plugins, which would contain the updates for the banner. What you would look for in the log would be the message printed for the mesh rules / the NIF model maybe and the formid if the one banner in question. The debug log also contains the list of rules. So does the automatically saved preset in ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini (which would be the thing to upload instead of a screenshots of the DynDOLOD options window) If a setting worked before and the DynDOLOD version did not change in the meantime, simply do the same setting again. If that doesn't work, it means you are not doing the same setting as before or maybe you have a new mod that changes the model of the banners.
spcarso Posted May 6, 2021 Posted May 6, 2021 Hello Sheson - (Big fan - thanks for everything you do.) I have a gap between the grass around me and the grass off in the distance. The grass in uGridsToLoad looks great The LOD grass in FarGrids looks great No LOD/Grass in NearGrids. My SkyrimPrefs.ini has uGridsToLoad at 7 and uLargeRefLODGridSize at 11 My question is, should I be adjust the SkyrimPrefs ini or am I doing something odd in the generation. In the DynDOLOD_SSE.ini I have GrassLargeReference=0 Thanks so much.
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