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uGridsToLoad


Mantear

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I tried messing around with the uGridsToLoad setting in the *.ini file and really love what it makes things look like. However, setting it to anything above 5 produces some nasty bugs; water glitches, falling through geometry, things not loading properly, etc. Are there any known work-arounds for increasing uGridsToLoad? Thanks!
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You mean a way to increase the grids avoiding those kind of glitches?

 

I don't think there's any, I've gived up of increasing mine to any other value because it made the water look so weird that it was driving me insane, as for things not loading properly the only "work-around" is to raise the memory, and prevent the game to purge textures, that way the game will try to load as much as it can and put together, of course, raising iPreloadSizeLimit means take more memory.

 

As far as I'm concerned there isn't no way to avoid those glitches.

I also love how things look with a higher iGridsToLoad, instead I stick with the old and famous anisotropic filtering.

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I tried messing around with the uGridsToLoad setting in the *.ini file and really love what it makes things look like. However, setting it to anything above 5 produces some nasty bugs; water glitches, falling through geometry, things not loading properly, etc. Are there any known work-arounds for increasing uGridsToLoad? Thanks!

These are all related to the higher demand of loading more cells at once. If you're using a value higher than 9, you will have problems no matter what you do. For lower values, like 7 or 9, although they can be solved slightly, you will likely notice other issues if your hardware isn't particularly good.

 

First, the havok issues...

iNumHavokThreads=1

 

Setting it higher than the 1 default should fix most of the falling through geometry problem, but can bog down other processes if the setting is too high. You will however still have havok problems if you move around the world too quickly or don't stop every now and then to enter an interior for a few moments. I use a setting of 3.

 

iThreads=3

 

Setting this higher than 3 can smooth out some additional havok and processing problems that come with having more of the world active at once, but is only an answer if you have a good processor. Setting it too high can make everything MUCH slower.

 

Water is a bit more tricky....

For me, most of the problems seemed to be solved by changing

uSurfaceFrameCount=32 to 24

 

Most water seems to be fixed by this, although there are times when a circle of different water appears around any objects in the water which I have not be able to fix or affect.

 

If that doesn't work, supposedly playing with

uNumDepthGrids=3

and

uDepthRange=125

bUseWaterDepth=1

 

can fix it slightly, although I havn't had much luck there. This is one of those areas that seems to be particularly dependent on the specific hardware of the user. Meaning that you will likely have to spend much of your own time trying to figure it out.

 

 

An alternative to increasing grids to load is to just make use of a good LOD replacement texture and something similar to AEVWD.

Edited by Vagrant0
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