DoubleYou Posted December 28, 2021 Posted December 28, 2021 Your ENB is significantly reddening the grass. You will need to adjust the settings for the grass LOD accordingly, or adjust the ENB. Try modifying the grass brightness parameters for DynDOLOD like this: Divide your GrassBrightnessTopR and GrassBrightnessBottomR by 1.7 Divide your GrassBrightnessTopG and GrassBrightnessBottomG by 2.7 Divide your GrassBrightnessTopB and GrassBrightnessBottomB by 5 Then Rebuild Atlas in DynDOLOD and to update your grass LOD textures. Not sure how well this will work, but give it a shot.
z929669 Posted December 28, 2021 Posted December 28, 2021 @DoubleYou's algorithm should increase red sufficiently to make a difference, but you essentially want to increase GrassBrightnessTopR relative to GrassBrightnessTopG and GrassBrightnessTopB. (@DoubleYou what's the basis for the inverse factors you are using? Just curious, as these are precise.) Default in DynDOLOD_SSE.ini is: ; grass LOD brightness multipliers GrassBrightnessTopR=0.400 GrassBrightnessTopG=0.445 GrassBrightnessTopB=0.450 ; make bottom darker to fake shadowing GrassBrightnessBottomR=0.200 GrassBrightnessBottomG=0.223 GrassBrightnessBottomB=0.225 ... we have a similar issue in Step's SSE build with ENB, which is essentially fixed using (note that R is increased relative to G/B): ; grass LOD brightness multipliers GrassBrightnessTopR=0.295 GrassBrightnessTopG=0.315 GrassBrightnessTopB=0.300 ; make bottom darker to fake shadowing GrassBrightnessBottomR=0.170 GrassBrightnessBottomG=0.175 GrassBrightnessBottomB=0.180
jjensson Posted December 28, 2021 Posted December 28, 2021 Wow, this is all new to me. It's the first time i'm using grass cache. It's Rudy ENB Zangdar's Cut. I'm gonna try to make those adjustments and report back. Much appreciated, guys!
DoubleYou Posted December 28, 2021 Posted December 28, 2021 On 12/28/2021 at 10:27 PM, z929669 said: @DoubleYou's algorithm should increase red sufficiently to make a difference, but you essentially want to increase GrassBrightnessTopR relative to GrassBrightnessTopG and GrassBrightnessTopB. (@DoubleYou what's the basis for the inverse factors you are using? Just curious, as these are precise.) Default in DynDOLOD_SSE.ini is: ; grass LOD brightness multipliers GrassBrightnessTopR=0.400 GrassBrightnessTopG=0.445 GrassBrightnessTopB=0.450 ; make bottom darker to fake shadowing GrassBrightnessBottomR=0.200 GrassBrightnessBottomG=0.223 GrassBrightnessBottomB=0.225 ... we have a similar issue in Step's SSE build with ENB, which is essentially fixed using (note that R is increased relative to G/B): ; grass LOD brightness multipliers GrassBrightnessTopR=0.295 GrassBrightnessTopG=0.315 GrassBrightnessTopB=0.300 ; make bottom darker to fake shadowing GrassBrightnessBottomR=0.170 GrassBrightnessBottomG=0.175 GrassBrightnessBottomB=0.180 Expand I'm trying to use math that may or may not work. I'd rather not disclose my nonsense unless I see it works, as I haven't really tested the theory.
Omniguous Posted December 29, 2021 Posted December 29, 2021 (edited) 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. Edited December 29, 2021 by Omniguous made a mistake when running the program. might affect post.
Omniguous Posted December 29, 2021 Posted December 29, 2021 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
Omniguous Posted December 29, 2021 Posted December 29, 2021 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.
sheson Posted December 29, 2021 Author Posted December 29, 2021 On 12/28/2021 at 9:44 PM, 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? Expand 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.
sheson Posted December 29, 2021 Author Posted December 29, 2021 On 12/29/2021 at 2:20 AM, 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. Expand 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.
sheson Posted December 29, 2021 Author Posted December 29, 2021 On 12/29/2021 at 4:48 AM, 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. Expand 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.
sheson Posted December 29, 2021 Author Posted December 29, 2021 On 12/28/2021 at 9:41 PM, 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. Expand 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.
KatCut Posted December 29, 2021 Posted December 29, 2021 (edited) On 12/29/2021 at 10:41 AM, 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. Expand 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 December 29, 2021 by KatCut
sheson Posted December 29, 2021 Author Posted December 29, 2021 On 12/29/2021 at 4:07 PM, 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. Expand 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.
KatCut Posted December 29, 2021 Posted December 29, 2021 On 12/29/2021 at 4:37 PM, 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. Expand 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
sheson Posted December 29, 2021 Author Posted December 29, 2021 On 12/29/2021 at 5:55 PM, 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 Expand 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.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now