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LOD texture disapears when in midrange - advise needed


maximumuseful

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######## SOLVED ######## SOLVED ######## SOLVED ######## SOLVED

 

The solution was doing what i always do disabling /unstallling related mods.
Tthere was an issure with "tamriel reloaded" i think this mod is not more up to date.

(It turned out that textures were not propper lloaded also in other areas, and all this issurs were fixed by uninstalling "tamriel reloaded")

 

So i found many more up to date texture mods for Landscape and Environment.

 

######## SOLVED ######## SOLVED ######## SOLVED ######## SOLVED

 

[ORIGINAL POST]

 

 

I have generated new LODs with SSELODGen

When i view the roof from distance it is Ok.

(im using Whiterun HD with red roofs, but it is exactly the same when i use the standard textures)

going towards the object in midrange the LOD texture disapears until i am so close the texture will be loaded.

I noticed that on other farmhouses around Whiterun.

It seems the far away farmhouse will be changed also in form but the texture is not loaded.

 

Is it a parameter in the ini? Or performance issue, which i doubt cos all the other objects are loaded properly.

 

This 4 screenshots were made while moving from distance to the object.

 

 

LODs settings (not made by me intentionally)

fTreesMidLODSwitchDist=9999999.0000
fMeshLODFadePercentDefault=1.2000
fMeshLODFadeBoundDefault=256.0000
fMeshLODLevel2FadeTreeDistance=2048.0000
fMeshLODLevel1FadeTreeDistance=2844.0000
fMeshLODLevel2FadeDist=999999.0000
fMeshLODLevel1FadeDist=999999.0000

 

[LOD]
fLODFadeOutMultSkyCell=1.0000
fLODFadeOutMultObjects=30.0000
fLODFadeOutMultItems=10.0000
fLODFadeOutMultActors=15.0000

 

 

https://i.imgur.com/sn0gRdW.jpg

https://i.imgur.com/sn0gRdW.jpg

https://i.imgur.com/lxzl6yk.jpg

https://i.imgur.com/ApKRfq0.jpg

 

sn0gRdW.jpg

VaVn9Qo.jpg

 

lxzl6yk.jpg

ApKRfq0.jpg

Edited by maximumuseful
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Just guessing TBH: Maybe you have some LOD textures without the modded roof left. That could explain the issue.

 

Since you're already using SSELodgen, I'd recommend taking the next step ahead: Use DYNDOLOD.

 

Run the included "texgen.exe" first to create basic LOD textures that fit your actual setup, then run DYNDOLOD. Make sure to "RTFM", because you need to set up the .exe files with command line parameters to work for SE. It's all explained in detail in the documentation.

 

IMHO, DYNDOLOD gives even better visuals, more control over the process of creating LOD and costs - of course depending on your settings - less FPS.

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Thank you for the

 

Just guessing TBH: Maybe you have some LOD textures without the modded roof left. That could explain the issue.

 

Since you're already using SSELodgen, I'd recommend taking the next step ahead: Use DYNDOLOD.

 

Run the included "texgen.exe" first to create basic LOD textures that fit your actual setup, then run DYNDOLOD. Make sure to "RTFM", because you need to set up the .exe files with command line parameters to work for SE. It's all explained in detail in the documentation.

 

IMHO, DYNDOLOD gives even better visuals, more control over the process of creating LOD and costs - of course depending on your settings - less FPS.

Thank you for your hint with the texture file, and the recommendation for DYNDOLOD, i am curios but also deterred.

i did also some checks and found out that am using 90% of my video RAM in that scene (what i did not guess)
Can you tell me on thing ?

DYNDOLOD cost me a few FPS, do i need less or more video RAM with DYNDOLOD ?

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Thank you for your hint with the texture file, and the recommendation for DYNDOLOD, i am curios but also deterred.

i did also some checks and found out that am using 90% of my video RAM in that scene (what i did not guess)

Can you tell me on thing ?

DYNDOLOD cost me a few FPS, do i need less or more video RAM with DYNDOLOD ?

 

 

TBH, DYNDOLOD can be quite taxing on your system. It all depends on the settings. On a somewhat outdated rig (GTX 970, 16 GB RAM) I use the "medium" settings for LOD creation. For me, the performance cost is near zero, but the game definitely looks much better in the distance.

 

The most ressource heavy settings in DYNDOLOD are

a) trees settings: For performance, definitely use billboards for every three stages of LOD. Creating 3D LOD models looks nice, but is very costly. My system simply can't run them.

 

and

 

b) The "maximum tile size". Especially the latter has a direct impact on VRAM usage. I'd recommend a "maximum tile size" of 512. If you go higher, you'll need much more VRAM - for (IMHO) very little gain. The difference is hardly noticeable.

 

Hope this helps.

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