Jump to content

Recommended Posts

Posted

I have a really strange issue with TexGen, to be more precise, Texconvx64. For some texture generating is too slow, both in TexGen and DynDOLOD. I'm using alpha 65, but have same issue with 63rd and 58th alpha. Why I think it's an issue? Because it used to take 30-40 minutes at max for TexGen and 25-30 minutes for DynDOLOD, now it's 1,5 hours or worse for TexGen and literally forever for DynDo. My hardware is i7-3770 non K, DDR3 8GB 1600 Mhz CL9, HDD SeaGate Barracuda and RX570. Here is a timings for reference 

unknown.png

Posted
  On 2/6/2022 at 7:27 PM, Aezamki said:

I have a really strange issue with TexGen, to be more precise, Texconvx64. For some texture generating is too slow, both in TexGen and DynDOLOD. I'm using alpha 65, but have same issue with 63rd and 58th alpha. Why I think it's an issue? Because it used to take 30-40 minutes at max for TexGen and 25-30 minutes for DynDOLOD, now it's 1,5 hours or worse for TexGen and literally forever for DynDo. My hardware is i7-3770 non K, DDR3 8GB 1600 Mhz CL9, HDD SeaGate Barracuda and RX570. Here is a timings for reference 

unknown.png

Expand  

Do not post screenshots of text. Copy and paste/upload the text/log  instead as explained on the first post.

You either selected ridiculously too high resolution/settings or there is crapware running the background hindering normal operation.

https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-65/?do=findComment&comment=254612

Posted
  On 2/6/2022 at 7:49 PM, sheson said:

Do not post screenshots of text. Copy and paste/upload the text/log  instead as explained on the first post.

You either selected ridiculously too high resolution/settings or there is crapware running the background hindering normal operation.

https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-65/?do=findComment&comment=254612

Expand  

OK, here is the log files from TexGen. I ran it with open mo2 and nothing else. Resolution was 256, a default one. No HD Trees and Grass cache.
And I'll gonna try install only drivers.

TexGen_SSE_log.txtFetching info... TexGen_SSE_Debug_log.txtFetching info...

Posted
  On 2/6/2022 at 7:49 PM, sheson said:

Do not post screenshots of text. Copy and paste/upload the text/log  instead as explained on the first post.

You either selected ridiculously too high resolution/settings or there is crapware running the background hindering normal operation.

https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-65/?do=findComment&comment=254612

Expand  

 

  On 2/6/2022 at 8:02 PM, Aezamki said:

OK, here is the log files from TexGen. I ran it with open mo2 and nothing else. Resolution was 256, a default one. No HD Trees and Grass cache.
And I'll gonna try install only drivers.

TexGen_SSE_log.txt 142.88 kB · 0 downloads TexGen_SSE_Debug_log.txt 1.5 MB · 0 downloads

Expand  

I deinstalled crapware and it worked! Thank you for a reply sheson.

Posted
  On 2/7/2022 at 2:27 AM, wasilee said:

is there anyway you can help me to generate the grass cache on AE

Expand  

Since there are no NGIO and .NetFramework versions for 1.6 out it is not possible. You would need to (temporarily) downgrade

Posted

I have pretty nasty lod transition z-fighting in certain cities.

https://streamable.com/8ge5vn

The only thing I really changed was 3D Trees to HLT, but its definitely not source of the problem. Dyndolod always worked fine for me so its also not an issue. Then what is?
I use JK Skyrim but it was never an issue.

Posted
  On 2/8/2022 at 9:40 PM, Admiral30 said:

I have pretty nasty lod transition z-fighting in certain cities.

https://streamable.com/8ge5vn

The only thing I really changed was 3D Trees to HLT, but its definitely not source of the problem. Dyndolod always worked fine for me so its also not an issue. Then what is?
I use JK Skyrim but it was never an issue.

Expand  

From the https://dyndolod.info/FAQ

Object LOD model and full model show at the same time causing texture flicker

Known as large reference engine bug in Skyrim Special Edition and Skyrim VR that happens just outside the active exterior cells in the uLargeRefLODGridSize area.

Move the slider Large Object Distance on the View Distance tab of the Advanced options of the games launcher to the very left. Alternatively set [General] uLargeRefLODGridSize=5 in SkyrimPrefs.ini. If this does not affect the issue see the answers for Out of place or floating objects below.

DynDOLOD does not change how the engine works. When new cells attach, first it loads the full models, then unloads object LOD. For that brief time both models show and there can be texture flicker. The more things the game has to load when new cells attach and the more system resources are strained the longer it takes to load full models and to unload object LOD.

Posted
  On 2/9/2022 at 8:17 AM, sheson said:

From the https://dyndolod.info/FAQ

Object LOD model and full model show at the same time causing texture flicker

Known as large reference engine bug in Skyrim Special Edition and Skyrim VR that happens just outside the active exterior cells in the uLargeRefLODGridSize area.

Move the slider Large Object Distance on the View Distance tab of the Advanced options of the games launcher to the very left. Alternatively set [General] uLargeRefLODGridSize=5 in SkyrimPrefs.ini. If this does not affect the issue see the answers for Out of place or floating objects below.

DynDOLOD does not change how the engine works. When new cells attach, first it loads the full models, then unloads object LOD. For that brief time both models show and there can be texture flicker. The more things the game has to load when new cells attach and the more system resources are strained the longer it takes to load full models and to unload object LOD.

Expand  

It seems you are right. Changing uLargeRefLODGridSize does not fix the issue, but significantly reduces it. Source of the problem was Water for ENB - disabling it fixes the issue entirely.

Posted
  On 2/9/2022 at 4:13 PM, Admiral30 said:

It seems you are right. Changing uLargeRefLODGridSize does not fix the issue, but significantly reduces it. Source of the problem was Water for ENB - disabling it fixes the issue entirely.

Expand  

The log message and Summary lists overwritten large references and other problematic records triggering these bugs with brief explanations and links to the website for the details including possible workarounds of the large reference bugs.

Checking the cell coordinates in the log messages should help finding the problematic records for this area and deal with them specifically.

Posted (edited)
  On 2/9/2022 at 4:13 PM, Admiral30 said:

It seems you are right. Changing uLargeRefLODGridSize does not fix the issue, but significantly reduces it. Source of the problem was Water for ENB - disabling it fixes the issue entirely.

Expand  

Were you using the most recent beta version? Because that version is in fact addressing the issues with the large reference bugs.

  Quote

Water for ENB Beta

Date uploaded 06 Feb 2022, 9:18AM
 
* Shades of Skyrim is now comprised of both an ESM and an ESP to handle the large references correctly.
* Creeks Add-On is integrated to the Shades of Skyrim.

NOTE: Previous patches for Shades of Skyrim might not be compatible anymore.
Expand  

Water for ENB

Edited by PRieST

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.