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A bunch of questions regarding LOD and optimization


DocMoebius

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Hi guys,

 

I've been working on a new world space for some time now(a couple of hundred cells are done) but I recently ran into some problems which I can't solve, since I'm fairly new to modding.

 

 

Question 1.1 LOD:

I've created a small little town out of a lot of junk which doesn't have distant LOD. So my question is: what's the best way to get distant LOD for my town? Can I somehow turn the wall into a static object and then create a distant LOD nif file for it with some kind of program? I'm pretty clueless unfortunately.

tFSFPtw.jpg

 

Question 1.2 LOD:

Pretty similar to question 1. The Highway Surface Roads don't have distant LOD but they're gonna play a big role as scenery for a section of my worldspace. I've set them to "Is full LOD" just for testing purposes for now(I know that this can't be a real solution). So again: Is there an easy way to create distant LOD for them?

pdpWXNn.jpg

 

Question 2.0 Optimization:

I recently started creating bigger urban areas with a lot of ruins - which contain a lot of objects - and hand made buildings and a lot of trash and debris everywhere. So in total I generate a lot of calls. I'm able to run the unfinished areas with my new gaming rig at a constant 60 FPS with everything on ULTRA but there are tiny areas where I drop to ~45FPS for a second, which will be even worse for people with mediocre rigs. Should I just avoid creating a lot of handmade buildings and mix more static object buildings from Fallout 4 into the mix or is there another way to optimize? I know that there are sections in Fallout 4 which are similar regarding an FPS drop but I would like to avoid such situations if possible.

KVsmIYr.jpg

 

 

If anyone is interested in seeing more pictures of my project, I've some on my profile and I'll keep uploading more in the coming days and of course in the future whenever I get bigger sections of the worldspace done.

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