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Waterfront Popin


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Hi. I've been trying to mod oblivion to suite performance and taste for about a month now and have finally started playing it but i'm suffering from extremely bad popin when I go to the IC waterfront. I have the draw distance on full so obviously distant buildings and everything are there.

 

It happens when i'm coming from the stables and basically all the walkways just pop-in and it looks really bad. I'll try to find a screenshot to show you what I mean if anybody needs it though I have no idea if this is just another Oblivion problem.

 

The main mod in that area is unique landscapes and I also use Oblivion Stutter Remover which I suppose could be the culprit.

 

No idea if this matters but I also use FRAPS and my graphics card is overclocked slightly and my framerate sits at about 30fps nearly everywhere apart from a few places where it gets down to 20. I run at 1280x720 with most settings on high apart from the graphical sliders (shadows, specular, objects etc) which vary.

 

If you need any more info let me know. Thanks.

 

My PC specs should be in my profile.

Edited by Panbot3000
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That just sounds like Oblivion. Have you changed the uGridDistantCount in your Oblivion.ini. If not, that is good. Using Streamline could help reduce the effect. It uses a fog effect to reduce that.

 

I've tried streamline but I didnt like the fog effect though I understand what its there for. I'll try altering the uGridDistantCount and see what happens.

 

Thanks, didnt expect such a quick response :smile:

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The fog effect is there to reduce the "pop-in" effect. It starts where the game has yet to load, which is why the fog setting must correspond to your uGridDistantCount. You can increase the distant cells loaded to try to reduce this effect, at the cost of performance.
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The fog effect is there to reduce the "pop-in" effect. It starts where the game has yet to load, which is why the fog setting must correspond to your uGridDistantCount. You can increase the distant cells loaded to try to reduce this effect, at the cost of performance.

 

Ah ok. I might give it another try then.

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The distant cell load count is controlled by "uGridsToLoad" (default 5), not uGridDistantCount. You probably should not mess with the latter, as there are some nasty side effects that can result (mainly from reducing it too much, not increasing it.)

 

Oblivion.ini Tweaks <-- some more suggestions and info

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The distant cell load count is controlled by "uGridsToLoad" (default 5), not uGridDistantCount. You probably should not mess with the latter, as there are some nasty side effects that can result (mainly from reducing it too much, not increasing it.)

 

Oblivion.ini Tweaks <-- some more suggestions and info

 

Ok, thanks. I'm gonna give SL another try now and see what happens.

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Yup, combining that with increasing the cell load should have quite an effect. Go easy on the INI tweaks though, if you notice any problems that seem to revolve around distant loading, set "uGridsToLoad" back to 5.
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Yup, combining that with increasing the cell load should have quite an effect. Go easy on the INI tweaks though, if you notice any problems that seem to revolve around distant loading, set "uGridsToLoad" back to 5.

 

Yeah I had knocked it up to 9 for some crazy reason and started falling through bridges and hopping around constantly but on 6 it seems much better. Still pops in but it does it at a much more acceptable distance. I do seem to be getting a lot of stuttering though but I guess thats the downside of increasing the amount of grids it loads.

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