Biervampir Posted August 11, 2016 Share Posted August 11, 2016 (edited) HiI optimitzed my Oblivion.ini and I think I almost half understand what the Oblivion.ini tells, but I would need support, because I don't get the result I would like to have. I would like to change the landscape transition, so that it does look smoother, and perhaps also that it apears in a bit more distance.But I'm 100% satisfied with my Tree LOD, they can be even downtweaked for performance, but dunno how.http://i.imgur.com/xzrjjs2.jpg I also would like to have that Stones (Objects?), Items and NCPs (Actors?) apear further away.http://i.imgur.com/2kG53o7.jpg The last thing is, I somethimes see floating trees and Buildings in the distance.There I'm totally clueless, how I coudl fix that.http://i.imgur.com/dkDgRgA.jpg Now about the Oblivion.ini talk, fShadowLOD2=800.0000 <-Shadows which are showen in distance?fShadowLOD1=600.0000 <-Shadows which are showen in distance?fLightLOD2=1500.0000 <- Light which are showen in distance?fLightLOD1=1400.0000 <- Light which are showen in distance?fSpecularLOD2=1300.0000 <- Lightsource which are showen in distance?fSpecularLOD1=1000.0000 <- Lightsource which are showen in distance?fEnvMapLOD2=800.0000 <- Something with Landscapemaping?fEnvMapLOD1=500.0000 <- Something with Landscapemaping?fEyeEnvMapLOD2=190.0000 <- no cluefEyeEnvMapLOD1=130.0000 <- no clue uGridDistantTreeRange=15 <- place distant objects and treesuGridDistantCount=25 <- more objects can be rendered in distanceuGridsToLoad=5 <-The near lod grid for full details uGridDistantTreeRangeCity=4 <- place distant objects and trees in citiesuGridDistantCountCity=4 <- more objects can be rendered in distance in cities uNumDepthGrids=3 <- no clue [LOD]fLodDistance=500.0000 <- no cluebUseFaceGenLOD=0 <- no clueiLODTextureTiling=2 <- no clueiLODTextureSizePow2=8 <- no cluefLODNormalTextureBlend=0.5000 <- no cluebDisplayLODLand=1 (won't talk about the 1/0, because they just enable or disable something)bDisplayLODBuildings=1bDisplayLODTrees=1bLODPopTrees=0bLODPopActors=0bLODPopItems=0bLODPopObjects=0fLODFadeOutMultActors=11.7300 <- NPCs will fade in from that distance, will set about 1000 less as they get rendered?fLODFadeOutMultItems=11.5000 <- Items will fade in from that distance, will set about 1000 less as they get rendered?fLODFadeOutMultObjects=11.5000 <- Objects will fade in from that distance, will set about 1000 less as they get rendered?fLODMultLandscape=1.0000 <- something with Landscape, but don't se any changes ingamefLODMultTrees=2.5000 <- something with Tree LOD Render distance?fLODMultActors=10.0000 <- something with NPC LOD Render distance?fLODMultItems=10.0000 <- something with Item Render distance?fLODMultObjects=10.0000 <- something with Object Render distance?iFadeNodeMinNearDistance=400 <- no cluefLODFadeOutPercent=0.9000 <- no cluefLODBoundRadiusMult=3.0000 <- no cluefTalkingDistance=2000.0000 <- NPCs talking to me?fTreeLODMax=2.0000 <- max Render Distance for LOD TreesfTreeLODMin=0.0200 <- min Render Distance for LOD TreesfTreeLODDefault=1.2000 <- no cluefObjectLODMax=15.0000 <- max Render Distance for LOD ObjectsfObjectLODMin=1.0000 <- min Render Distance for LOD ObjectsfObjectLODDefault=5.0000 <- no cluefItemLODMax=15.0000 <- max Render Distance for LOD ItemsfItemLODMin=1.0000 <- min Render Distance for LOD ItemsfItemLODDefault=2.0000 <- no cluefActorLODMax=15.0000 <- max Render Distance for LOD NPCsfActorLODMin=2.0000 <- min Render Distance for LOD NPCsfActorLODDefault=5.0000 <- no cluebLODUseCombinedLandNormalMaps=1bForceHideLODLand=0fLODQuadMinLoadDistance=65536.0000 <- no cluefLODFadeOutActorMultInterior=1.0000 <- NPCs will fade in from that distance in interiorsfLODFadeOutItemMultInterior=1.0000 <- Items will fade in from that distance in interiorsfLODFadeOutObjectMultInterior=1.0000 <- Objects will fade in from that distance in interiorsfLODFadeOutActorMultCity=1.0000 <- NPCs will fade in from that distance in cityiesfLODFadeOutItemMultCity=1.0000 <- Items will fade in from that distance in cityiesfLODFadeOutObjectMultCity=1.0000 <- Objects will fade in from that distance in cityiesfLODFadeOutActorMultComplex=1.0000 <- NPCs will fade in from that distance in complex (dungeons?)fLODFadeOutItemMultComplex=1.0000 <- Items will fade in from that distance in complex (dungeons?)fLODFadeOutObjectMultComplex=1.0000 <- Objects will fade in from that distance in complex (dungeons?)fLODLandVerticalBias=0.0000 <- no clue [Grass]iMinGrassSize=80 <- Changes the size of the GrassfGrassEndDistance=8000.0000 <- render distance (?)fGrassStartFadeDistance=70000.0000 <- where it starts fadeing inbGrassPointLighting=1bDrawShaderGrass=1iGrassDensityEvalSize=2 <- density of grass?iMaxGrassTypesPerTexure=2 <- no cluefWaveOffsetRange=1.7500 <- no cluefGrassWindMagnitudeMax=125.0000 <- no cluefGrassWindMagnitudeMin=5.0000 <- no cluefTexturePctThreshold=0.3000 <- no clue [speedTree]iTreeClonesAllowed=1fCanopyShadowGrassMult=1.0000 <- Shows from trees showen on grass distance to playeriCanopyShadowScale=512 <- Tree shadow qualityfTreeForceMaxBudAngle=-1.0000 <- no cluefTreeForceMinBudAngle=-1.0000 <- no cluefTreeForceLeafDimming=-1.0000 <- no cluefTreeForceBranchDimming=-1.0000 <- no cluefTreeForceCS=-1.0000 <- no cluefTreeForceLLA=-1.0000 <- no cluefTreeLODExponent=1.0000 <- no cluebEnableTrees=1bForceFullLOD=0fLODTreeMipMapLODBias=-0.7500 <- no cluefLocalTreeMipMapLODBias=-0.2500 <- no clue [DistantLOD]bUseLODLandData=0 <- no clue, but I have a feeling that canimproves graphicsfFadeDistance=12288.0000 <- no clue, but I have a feeling that can improves graphicsiDistantLODGroupWidth=8 <- no clue, but I have a feeling that canimproves graphics My question is:Are all my guessings right? Is there something to add?What is the rest?What can do to improve my LOD graphic? I learned those settings with http://www.tweakguides.com/Oblivion_8.html , http://www.nexusmods.com/oblivion/articles/44178/? and try and error._______________________________________________________________________________________________I could changeuGridsToLoad=5 to 7 but then some Structures and objects are disapearing :[Same if I change the Video Settings ingame. Edited August 11, 2016 by Biervampir Link to comment Share on other sites More sharing options...
bevilex Posted August 11, 2016 Share Posted August 11, 2016 (edited) Hi, I don't recommend to change uGridsToLoad, you will have less fps, and more loading times.I also don't know about those LOD parameters but I suggest you to keep them unchanged.If you want to improve LOD (add distant objects etc), you can have a look at:- RAEVWD (reduces FPS, install only core)- Evenstar CW LOD- Use tes4ll and tesLODGen to build your LOD, you will have a better LOD with these tools. But keep in mind that better LOD and more distant objects will reduce fps.. Edited August 11, 2016 by bevilex Link to comment Share on other sites More sharing options...
Biervampir Posted August 11, 2016 Author Share Posted August 11, 2016 Hi again bevilexI'm awear that tweaking the LOD setting reduces FPS and I'm allready using some LOD mods.My Loadtimes are quite short and my FPS is mostly between 30-60, even with quite some mods (including LOD Mods) and enb.I just want that litle extra, so that I'm quite satisfied with my oblivion. Link to comment Share on other sites More sharing options...
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