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Less high res models


VJ08

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This is for low end systems but also my problem. I've been playing this game on the 8400GS and I figured out that, with the low poly moogle mod's head or 1st person, it runs double and resolution/detail sliders don't even matter. Zooming out with the lod heads makes it quicker then when zoomed in. So it is a poly overload not in fillrate but geometry engine (vertex shader). Everything runs fine aside actors. Few aren't so noticable, but it isn't even the same as being able to tone it down, this card shows no difference (so at least I could keep it on the settings, but we need this)!

 

Is it possible for someone to easily make low poly versions of all the heads, posibly from the LOD heads, and let it take over the current fully? The way the low poly heads work is great as the face portion isn't so different, but the back is very much lower poly, but not too much. Yet, it causes the thing to run better.

 

It would also be swell if later on lower poly versions, without much difference of quality, for body replacers and vanila armour were done, with versions that use that lower poly version as a LOD stage too. I saw several rare monster/other mods have low poly versions and using them, while not looking too different with the shader effects of the game, make the game run alot smoother with many around. I need it for typical ncps and me as well.

 

I think making low res versions of any new model mod done under the section "Models and Textures" needs to be a must as it isn't too hard to let the programs simplify a little bit automatically and serve it as another version with the same data (almost).

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StreamLine isn't going to help me either, I tried it and no actual help. I'm using Perfect framerate optimizer now. When you purge the memory, it's doing the same as streamline right. BTW, I too have been having De-Parallaxer not doing it's job, not in rates, but in actually removing the effect. Anyone have 1.0? Why does it not work for me an few others? But again, remember that one time that the moogle head and also when my pc's head was gone in thrid person due to a mod conflict, it was smooth as 1st person mode with 30-60. Not that much detail needs to be removed, so heads and armours are a main problem and it can't just be a far off LOD switch, but from the start of things.

 

 

So any how, we all need lesser res models. some models are too round for their own good in this game. Not to make them too bad or different, but compare LOD heads to the original on TWF in the console. The face isn't changed at all, unimportant data is. Legs, arm and other can be reduced, but other areas of bodies can stay the same dependant on how much lower you can make it go without looking odd or too different. Hands can be reduced lightly too. If used with LOD head's imperial head model (not being LOD but from the start), the overal fps would be increased alot. I have to use that monster mod that has lower poly versions of the creatures and I see no difference in quality, yet it is more to when no one is around more so in comparison. This card plays alot of others from 08 and below real good BTW. The way it is done here is how the armours and clothing should be done, fully as in.

 

So, these guys pop up and then it begins to lag merclesly. Kvatch is a mess when they all get to the bottom of the mountain area they stay at. Some back packs or belts I want to use are just way over poly to me as cutting the amount to which 4 quads of 2 tris become one quad of 2 tris would not make it look too different. Those don't lag it so much, but, it dose get reduced a bit when nothing is around when using yet. WAY TOO HIGH POLY to me.

 

EDIT: The monster mod is the one that makes male and female versions of monsters. It does as I said, and make 4 quads 1 like a reverse subdivision. So, if used as LOD, it should be alittle closer then ya think as this is symetric with the last model due to this. The amount of pixels making it up will make it unnoticable even without a slow morph. I wouldn't mind having certain replacers and armour doing it fully and replacing it like that monster mod, however, it would be good to be half/half like the LOD heads where important parts to the looks won't be changed too much.

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Nope, it was so since I started playing it and I already mentioned the details in two posts.

 

In case that anyone is confused, I mean that while it should fully replace it for my needs and the weakest, it may be an awsome idea to use it for a fuller LOD mod to iron out medium to high end cards. The teams should have added LOD to actors as I can just reduce others and not care, yet they aren't taxing. However, actors reduced means that you can't even see them until upclose and if there is plenty of them, it does no difference at that time your in Kvatch or other.

 

EDIT: Also, I suggest an OMOD or esp for the de-parallaxer as this time around, as stated before, it doesn't even remove the effect and this would be a couple of units/passes of the fillrate and polygons amount as well.

 

EDIT: Essentially, I just dlded Blender and found the decimation deformer and found that I could reduce myself, however, I don't know much about the UV thing it's talking of, so I can't save it. If someone new how easy it is, would they make low poly versions of about anything. I realized just how over done these models are here too. There wasn't even a difference with this one object even at a ratio of 4.0, below half the amount. With shaders, it even more so looks no different. This NEEDS to be done with everything after looking at quality similarity.

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