mooit Posted April 16, 2022 Share Posted April 16, 2022 In the main window of DynDOLOD, is the High button/setting giving good results? Or has anyone really used DynDOLOD, that has played with a lot of settings, that could advise for the Advanced Settings, what has given good High/Performance, with really nice graphics? From some reading I've been doing, between the various advanced settings, some users are reporting not seeing a lot of change, just some small percentage/differences. Anyone know if it's good to use v3 over v2? Since 3 generates the billboards I was interested in trying it. The docs say that DynDOLOD DLL is for testing, so is PapyrusUtil still recommended? I added a screen shot of TexGen, the settings I used, I only added the Grass and I left the Direct/Ambient alone for it. For xLODGen, I have no idea what would be decent settings, if there is a consensus, on what most people prefer? For now, take a look at the screen shot, I just changed it to LOD 8 with baked and steepness. THANKS Link to comment Share on other sites More sharing options...
mooit Posted April 17, 2022 Author Share Posted April 17, 2022 Since posting this, I'm playing around with these settings now in DynDOLOD2. DynDOLOD — ImgBB (ibb.co) TexGen — ImgBB (ibb.co) xLODGen — ImgBB (ibb.co) - Not sure still about Occlusion settings... Link to comment Share on other sites More sharing options...
Algabar Posted April 17, 2022 Share Posted April 17, 2022 Regarding Dyndolod 2.x vs. 3.x: I'd recommend using 3.x Alpha. It can do a lot more than 2.x: Billboards, terrain underside (e.g. to prevent sun light shining through mountains or buildings), easy occlusion generation, suppport for grass LOD (IMHO currently not worth it, high performance costs for very little visual improvement) and support for seasons. TexGen: Your settings are okay. XLodgen: If using Dyndolod 2.x, you should definitely create Occlusion data with XLodgen. Otherwise you might e.g. get the infamous "holes" in the Sea of Ghosts (north of Winterhold) or other weird issues. Don't play around with occlusion settings. Use the default values. With Dyndolod 3.x, you can (and should) create occlusion data in Dyndolod. I'd also recommend setting the mesh quality in XLodgen to 0 - at least for LOD 4. You can use something like 0 - 2 - 4 - 6 for LOD 4, 8, 16 and 32 - or maybe even 0 - 4 - 8 - 12. A higher quality setting (LOWER numbers) means larger meshes (and more data overall). Also, LOD generation will take longer. In game performance loss is rather small though - and far away landscape looks a lot better. Texture size in XLodgen is a matter of quality vs. performance. From my experience, large LOD textures are rather a waste of disk space and VRAM. The visual differences between 512 and 1024 are minimal. So, IMHO 512 (LOD 4) and 256 (everything else) is enough. In fact, LOD textures in Dyndolod ressources are 256 at maximum. Dyndolod: Regarding "medium" or "high settings": Test for yourself. IMHO, "high" definitely looks better. And the impact on performance is still bearable. If you're experiencing performance problems, choose "medium" That's a good middleground. Your "fake lights" settings don't make sense IMHO: If you want fake lights, enable them in "selected world" AND "child worlds". Personally, I don't like fake lights (basically "light bulbs" placed to imitate far away lights). So I always uncheck them. But that's a matter of personal taste. Everything else looks okay. Link to comment Share on other sites More sharing options...
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