z929669 Posted March 4, 2025 Posted March 4, 2025 I did some testing of the indicated DynDOLOD settings with respect to the Step SkyrimSE 2.3 build. Testing Parameters Step SkyrimSE 2.3 build Step Heavy ENB BethINI Ultra preset DynDOLOD settings used to generate different outputs are identical except for the setting tested Testing limited to Whiterun (other child worldspaces may have more/less pronounced outcomes) All comparison screenshots were created after loading a new game, so the position of the camera is slightly juxtaposed among like compares. ToD is slightly different but weathers are identical. In other words, compares were not captured via loading the same savegame, which is typically the best approach for screenshot compares. This is not the case when comparing certain aspects of different DynDOLOD outputs, since the plugins need to be reinitialized for each output in many cases. "Upgrade NearGrid large references to FarGrid" "Parent > child" "Child > parent 'Lose' vs 'High'" DynDOLOD settings tested Upgrade NearGrid According to the DynDOLOD documentation, "Upgrade NearGrid large references to FarGrid" should not be enabled if the large reference system is used, because it adds an unnecessary performance cost. SSE uses the LR system. I found only a slight performance difference and no visual difference: Upgrade UNticked-55 FPS Upgrade ticked-53 FPS ) I tested other areas with similar results with no performance difference at all in some cases. Note that I have a relatively high-end PC, so let's assume that small differences I see will be more significant on the average PC. Note that ToD in the second shot is probably closer to noon than the first shot, which is closer to 10 AM. This is why there are some shadow diffs. Step recommends: Leave this option off. Reference child/parent documentation for the following... Parent > child This setting indeed has a performance cost as a tradeoff for more accurate LOD seen outside of child worldspaces from the inside. Is it worth it? Probably not, but you be the judge. No p-c, c-p=high p-c, c-p=high Results show a 11 FPS hit for me, with the only difference being a few buildings and some near-ish rocks/mountain LOD visible from inside WR when enabling this option (see left-center of images). There was no performance difference outside the city walls (data not shown). Step recommends: Leave this option off. Child > parent Low vs High This setting had no performance impact for me. Nevertheless, the visual difference in these shots is extremely subtle. No p-c, c-p=high No p-c, c-p=low The only difference I could make our was that the LOD for Gildergreen and possibly some rocks are visible inside WR when High is used. Step recommends: Use the 'High' option, but the default 'Low' is probably just fine.
Whitestar127 Posted July 15, 2025 Posted July 15, 2025 (edited) I want to test using the settings, since I get such a high fps (140-ish) watching the Gildergreen from the Dragonsreach stairs (usually one of the most taxing places to test fps) when using High, Heavy, Optimal settings. So I'm going to regenerate LODs after setting Bethini settings to Ultra. So this means I want to use Ultra Tree settings in DynDOLOD. But some of the settings are a bit confusing: Under the Performance Examples - DynDOLOD Tree Rule table in the guide, I assume each of those 3 (Performance, Optimal (Guide Default), Ultra) correspond to the "tree" settings in the DynDOLOD dialogue? Also, is LOD32 ignored since it's not present in the Tree Rule table? But what are the settings for the backslash row "\" then? I ask since the yellow "4. Alter as desired" rectangle contain those settings as well. Supposedly meaning we should alter them? But I don't know what they're for. So basically, which settings should I use for those two rows to get Ultra Tree settings? Lastly, the guide says this: "Multiple DynDOLOD outputs at varying quality settings can be created and stored in different mods. If this is done, generate occlusion only on the first run and copy this into a separate mod (e.g., 'DynDOLOD Occlusion') to reduce the generation time of subsequent outputs. Do you mean just cut Occlusion.esp from Step SkyrimSE - DynDOLOD Output and paste into that separate mod? Edited July 15, 2025 by Whitestar127
z929669 Posted July 22, 2025 Author Posted July 22, 2025 On 7/15/2025 at 11:34 AM, Whitestar127 said: I want to test using the settings, since I get such a high fps (140-ish) watching the Gildergreen from the Dragonsreach stairs (usually one of the most taxing places to test fps) when using High, Heavy, Optimal settings. So I'm going to regenerate LODs after setting Bethini settings to Ultra. So this means I want to use Ultra Tree settings in DynDOLOD. But some of the settings are a bit confusing: Under the Performance Examples - DynDOLOD Tree Rule table in the guide, I assume each of those 3 (Performance, Optimal (Guide Default), Ultra) correspond to the "tree" settings in the DynDOLOD dialogue? Also, is LOD32 ignored since it's not present in the Tree Rule table? But what are the settings for the backslash row "\" then? I ask since the yellow "4. Alter as desired" rectangle contain those settings as well. Supposedly meaning we should alter them? But I don't know what they're for. So basically, which settings should I use for those two rows to get Ultra Tree settings? Lastly, the guide says this: "Multiple DynDOLOD outputs at varying quality settings can be created and stored in different mods. If this is done, generate occlusion only on the first run and copy this into a separate mod (e.g., 'DynDOLOD Occlusion') to reduce the generation time of subsequent outputs. Do you mean just cut Occlusion.esp from Step SkyrimSE - DynDOLOD Output and paste into that separate mod? In the Performance Examples table, it says to change the 'tree' mesh rule accordingly for each of the performance options. The DynDOLOD GUI images show the 'Optimal' mesh rule settings for 'tree' and '/' as mentioned in the corresponding yellow text. Also, the GUI image shows 'plugin' ticked in the Occlusion settings, which generates that plugin separate from the others. Just move it into a different mod adjacent to the rest of the DynDOLOD outputs. Untick "Occlusion data" box for subsequent generations to avoid regenerating it again redundantly.
Whitestar127 Posted July 22, 2025 Posted July 22, 2025 For "tree" ultra settings I already understood that I should use Level0, Level1, Level2 for LOD4, LOD8, LOD16 respectively. But I still don't understand two things: 1. What settings should I use for Ultra in the backslash row ("\")? And what does the \ mean exactly? It's obvious what "tree" means. It's not obvious what \ means. 2. Why haven't you listed LOD32 in your performance example? Is it irrelevant? So does that mean I should leave LOD32 (for both "tree" and "\") as they are on the GUI image?
z929669 Posted July 23, 2025 Author Posted July 23, 2025 40 minutes ago, Whitestar127 said: For "tree" ultra settings I already understood that I should use Level0, Level1, Level2 for LOD4, LOD8, LOD16 respectively. But I still don't understand two things: 1. What settings should I use for Ultra in the backslash row ("\")? And what does the \ mean exactly? It's obvious what "tree" means. It's not obvious what \ means. 2. Why haven't you listed LOD32 in your performance example? Is it irrelevant? So does that mean I should leave LOD32 (for both "tree" and "\") as they are on the GUI image? \ is the fallback for objects not matched above. You should not modify this. It's set by DynDOLOD or ACMoS (LOD32 is the map) if you follow the procedure in the image.
yeti Posted July 24, 2025 Posted July 24, 2025 (edited) Since I have an aging midrange system I'll give these settings a shot vs the ones in 2.3 of the guide and report back. My system is usually getting 45-59 fps outside depending on what's goin on, so if I got say 5-10 fps vs what Z reports that would be a nice boost (I'd basically be thrilled if I could scrape up enough spare FPS to go up from milk drinker ENB to the next one ) I think I understand correctly that I can just generate 2 sets of LOD as separate mods and switch between them, does one need to generate two occlusion plugins to change these settings? Or could I make a separate Occlusion mod and drop that esp in there? Actually--forgot something that should have been obvious. With Cathedral Weather on starting the game up to test different things is gonna give different weather patterns so it won't be a good comparison. I suppose I could disable CW and anything that relies on it as a master but would that be the best way to get consistent results? or could I make CW hold a static weather system somehow? Edited July 24, 2025 by yeti extra question
z929669 Posted July 25, 2025 Author Posted July 25, 2025 7 hours ago, yeti said: Since I have an aging midrange system I'll give these settings a shot vs the ones in 2.3 of the guide and report back. My system is usually getting 45-59 fps outside depending on what's goin on, so if I got say 5-10 fps vs what Z reports that would be a nice boost (I'd basically be thrilled if I could scrape up enough spare FPS to go up from milk drinker ENB to the next one ) I think I understand correctly that I can just generate 2 sets of LOD as separate mods and switch between them, does one need to generate two occlusion plugins to change these settings? Or could I make a separate Occlusion mod and drop that esp in there? Actually--forgot something that should have been obvious. With Cathedral Weather on starting the game up to test different things is gonna give different weather patterns so it won't be a good comparison. I suppose I could disable CW and anything that relies on it as a master but would that be the best way to get consistent results? or could I make CW hold a static weather system somehow? You need to have a consistent weather system when testing LOD. If you are running Step, install all the mods, including CW.
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