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Posted
  On 2/4/2024 at 8:56 AM, sheson said:

Texconv and DynDOLOD ran out of vided memory it seems. Probably too many high resolution textures are being worked at the same time.

Add AtlasThreads=X under [DynDOLOD] in D:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
Start with X being the physical core count and lower it if problem persists.

Also enforcing to only run one Texconv convertion at a time with LockTexconv=1 should help.

 

Always upload entire logs, also from LODGen.
Test if this  text version of LODgenx64Win.exe makes a difference https://mega.nz/file/QIBRXTjR#-As4pmm4tn1890E77GuZZqUAcRnxEpka51kPiMsDk-U

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As said, this never happened before and also not with alpha 165. I see that it runs out of memory. With the regular version one LODGen process used up to 24GB of ram alone.
I think the 'run out of memory' was just at that time of the atlas creation, this didn't happened another time I ran DynDOLOD, so it was a one timer (because of tha ram usage spikes).

I am testing the test version right now. It's still running, but I can tell, that the generation of the bto files is fast again and the ram usage stays quite low.

Also it seems I am not the only one having these problems:

  On 2/4/2024 at 5:47 AM, quochunganhphu said:

it still took longer than usual, been running for 2 hour now but i decided to cancel it and reuse old output from previous build, idk texgen was running fine tho (only 4 minutes as usual) just dyndolod

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Posted
  On 2/4/2024 at 9:05 AM, PRieST said:

As said, this never happened before and also not with alpha 165. I see that it runs out of memory. With the regular version one LODGen process used up to 24GB of ram alone.
I think the 'run out of memory' was just at that time of the atlas creation, this didn't happened another time I ran DynDOLOD, so it was a one timer (because of tha ram usage spikes).

I am testing the test version right now. It's still running, but I can tell, that the generation of the bto files is fast again and the ram usage stays quite low.

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The out of memory error happened while generating the atlas texture for Solstheim. Hence the suggestion to limit the number of threads used for the atlas texture generation, so it works on less textures at the same time. The execution order and parallelism of things are not consistent across runs. Memory is a finite resource used by all processes shown in Windows task manager.

Posted
  On 2/4/2024 at 9:14 AM, sheson said:

The out of memory error happened while generating the atlas texture for Solstheim. Hence the suggestion to limit the number of threads used for the atlas texture generation, so it works on less textures at the same time. The execution order and parallelism of things are not consistent across runs. Memory is a finite resource used by all processes shown in Windows task manager.

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With the test version DynDOLOD was finished in 20 minutes without any errors. Exchanging the exe file you provided was the only change I made.

Posted

Replying to:

I downloaded the latest version of DynDOLOD 3, ran DynDOLODx64 without the nonsensical argument (my mistake, it's left over from a far-fetched solution attempt that clearly didn't work) and came up with the same error. Linked here is the updated .zip of log files. Please let me know if you need any more information, and thank you so far for your help.

[Google Drive]

https://drive.google.com/file/d/1FBezsCLHNDHGajR2-Jl651Z0wbVc0Kht/view?usp=drive_link

Posted (edited)

Hi Sheson,

Has anything major changed with grass LOD density generation recently? The reason I ask is I have noticed my grass LODs always seem to be populating at 100% - i.e. The grass LOD setting density in DynDOLOD advanced window doesn't seem to be affecting changes. I tried it at 10, and 90, on Low/Medium/High, Grass Mode 2, and it was the same result. It's probably I havent set up correctly, and wanted to ask for some pointers for where I should look to resolve my mistake.

Thanks

 

 

Edited by kojak747
Posted
  On 2/4/2024 at 4:14 PM, kojak747 said:

Hi Sheson,

Has anything major changed with grass LOD density generation recently? The reason I ask is I have noticed my grass LODs always seem to be populating at 100% - i.e. The grass LOD setting density in DynDOLOD advanced window doesn't seem to be affecting changes. I tried it at 10, and 90, on Low/Medium/High, Grass Mode 2, and it was the same result. It's probably I havent set up correctly, and wanted to ask for some pointers for where I should look to resolve my mistake.

Thanks

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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and which LODGen log to upload.

See https://dyndolod.info/Changelog to learn what changed.

https://dyndolod.info/Help/Advanced-Mode#Grass-LOD
Density sets the percentage of grass LOD billboards that are being generated. 50 means only half of the grass placements are added for better performance but thinner grass LOD in the distance.

50 means 50%.

Posted
  On 2/4/2024 at 3:54 PM, sneakarcheress said:

Replying to:

I downloaded the latest version of DynDOLOD 3, ran DynDOLODx64 without the nonsensical argument (my mistake, it's left over from a far-fetched solution attempt that clearly didn't work) and came up with the same error. Linked here is the updated .zip of log files. Please let me know if you need any more information, and thank you so far for your help.

[Google Drive]

https://drive.google.com/file/d/1FBezsCLHNDHGajR2-Jl651Z0wbVc0Kht/view?usp=drive_link

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Check with this test version of DynDOLODx64.exe https://mega.nz/file/BUIhnLiL#kXf21ho7c0wk4DVQEu0ml6J-9FRns2sKp9umU64tB34
Upload new log and debug log even if it works without error. Also upload new bugreport.txt in case there is still an error.

Do not install new versions over old versions. Follow the install/update instructions. See https://dyndolod.info/Updating#New-DynDOLOD-Version

Posted

Regarding grass LOD: I get this different colors/brightness levels on grass LOD using Folkvangr Complex Grass -> see screenshot.

Is this something I should adjust with RGB LOD brightness multiplier values or the TexGen HD Grass Direct/Ambient settings or both?

 

Posted
  On 2/5/2024 at 7:56 AM, TomForStep said:

Regarding grass LOD: I get this different colors/brightness levels on grass LOD using Folkvangr Complex Grass -> see screenshot.

Is this something I should adjust with RGB LOD brightness multiplier values or the TexGen HD Grass Direct/Ambient settings or both?

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https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off.

The TexGen settings change lighting equally, while the DynDOLOD INI settings allow to change the RGB channels.

Posted
  On 2/5/2024 at 7:56 AM, TomForStep said:

Regarding grass LOD: I get this different colors/brightness levels on grass LOD using Folkvangr Complex Grass -> see screenshot.

Is this something I should adjust with RGB LOD brightness multiplier values or the TexGen HD Grass Direct/Ambient settings or both?

 

Expand  
  On 2/5/2024 at 8:22 AM, sheson said:

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off.

The TexGen settings change lighting equally, while the DynDOLOD INI settings allow to change the RGB channels.

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Thank you for your prompt response!

I will try to get the RGB channels/color as identical as possible with using a photo editing tool on the screenshot and calculate the RGB values accordingly for DynDOLOD_SSE.ini .

What about the TexGen settings? Are there any suggestions or hints about which HD Grass Direct/Ambient settings to test?

Posted
  On 2/5/2024 at 11:32 AM, TomForStep said:

Thank you for your prompt response!

I will try to get the RGB channels/color as identical as possible with using a photo editing tool on the screenshot and calculate the RGB values accordingly for DynDOLOD_SSE.ini .

What about the TexGen settings? Are there any suggestions or hints about which HD Grass Direct/Ambient settings to test?

Expand  

https://dyndolod.info/Help/TexGen#Direct-Ambient-Smoothness
These settings change the direct (default from top) and ambient lighting strength for the created diffuse texture 

Ambient darkens/brightens everything equally while direct light from top highlights parts that face the top (their normal vector + normal map).  Use the Preview button.

Posted
  On 2/5/2024 at 11:32 AM, TomForStep said:

Thank you for your prompt response!

I will try to get the RGB channels/color as identical as possible with using a photo editing tool on the screenshot and calculate the RGB values accordingly for DynDOLOD_SSE.ini .

What about the TexGen settings? Are there any suggestions or hints about which HD Grass Direct/Ambient settings to test?

Expand  

In the Step SSE guide, we provide suggested settings that work well for Cathedral Weathers and Cathedral Landscapes with or without complex grass/ENB.

We set the RGB values to a a uniform, moderate value to avoid tint bias and use TexGen direct/ambient to set a good exposure for grass LOD. TexGen ettings vary, depending upon weather and grass used, but the principle should work similarly. The idea is to reduce Ambient to the lowest value possible and increase Direct exposure whilst keeping RBG flat and unbiased (be sure to expand the Modify Grass Tint/Brightness spoiler).

Posted (edited)

Is there a guide on how the *snow_lod_x.nif files are matched to the full models? I read through the Mod Authors page but couldn't find mentions about them.

Also, do the snow lod models support the same CRC system as the "normal" lod models? If I have, say, tundrastreamend01_1234ABCDsnow_lod_0.nif, will that be matched with a tundrastreamend01.nif with CRC32 1234ABCD whenever it's considered "snow", or with every use of tundrasteamend01.nif?

Edited by Blackread

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