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DDSOpt, SR:LE, and the Passthrough setting

ddsopt sr:le passthrough

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#1 RonHiler

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Posted 06 May 2016 - 11:55 AM

Hi y'all,

 

I'm hoping for some clarification. I wasn't sure whether to put this into SR:LE or here, but I think the DDSopt experts are here, so this is where I will try :)

 

I'm in the process of installing SR:LE, and it was pointed out to me that during the optimization step for Falksaar and Wyrmstooth that I ought to have unchecked the "Passthrough" setting in DDSopt. So this is where the confusion comes from.

 

On this page, which is the DDSopt guide for STEP:

http://wiki.step-pro...e:DDSopt/Skyrim

 

In section 1.2.4 step 2, it says:

Click [Ignore] from the main menu and untick [Copy unprocessed and ignored files (passthrough)] if it is ticked.

 

In section 1.3.2 step 2, it says:

"Click [Ignore] from the main menu, untick [Copy unprocessed and ignored files (passthrough)], and tick [Don't process any already processed files (DDS only)]."

 

The first section is for optimizing the vanilla textures, and the second section is for optimizing the mod textures. In both cases, you are directed to uncheck that setting (which makes it odd that it is set in the first place in the "Ignore" picture earlier in the page, why not just set it to off in the first place?).

 

Now, that is for STEP.

 

For SR:LE, the equivalent page is here:

http://wiki.step-pro...ICK-START_GUIDE

 

Notice a couple of things:

1) the "Ignore" picture shows the passthrough setting to be checked.

2) Nowhere on this page is it stated to change the status of this setting.

 

So for the purposes of my install, I left it on, since Neovalan never said to change it, but I've since been informed that may not be correct.

 

It's confusing, as STEP says one thing and SR:LE says something else. And I'm not an expert in DDSopt to know which way is better.

 

So what do you guys think? Which way is correct? Should I have unticked that setting per the STEP guide, or left it on per the SR:LE guide?


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#2 Kelmych

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Posted 07 May 2016 - 05:11 PM

z929669 reorganized the DDSopt guide a while ago and the link you showed from SR:LE is outdated (it should use this link). It currently points to the main DDSopt guide, not the Quick Start guide. It looks like you found the Quick Start guide anyway.

 

Currently the SR:LE guide points to the optimized vanilla textures from this mod on Nexus so users don't need to run DDSopt themself to optimize the vanilla textures. You can still do the optimization yourself if you prefer; the main advantage of this would be if you wanted more control over how the textures are optimized. In addition to optimizing the vanilla textures, the QuickStart guide also provides a description of optimizing textures from mods and tools that some users find useful when doing the optimization.

 

The process in the DDSopt QuickStart guide uses different processing parameters for different texture types (selective optimization). Since it uses multiple passes the "Copy unprocessed and ignored files (passthrough)" box is unchecked so textures that are optimized in a different pass aren't copied to the output before they are optimized. The previous SR:LE instructions for optimization did the optimization in a single pass so it didn't need to uncheck this box.



#3 RonHiler

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Posted 08 May 2016 - 10:09 AM

Thanks Kelmych,

 

I "found" the old link, because the SR:LE links to it, I didn't go hunting for it :) It's in section 2.3 of the current guide:


The function of this tool is to optimize and re-mip textures.

 

Perhaps that link needs to be updated? Should I let Neovalen know, or am I confused?

 

In section 3.6 of the guide, I did indeed use the mod (rather than optimize the textures manually), so no worries there.

 

However, it is in sections 4.5.2.1 (Falskaar) and 4.5.2.2 (Wrymstooth) that the confusion comes in. In both sections, a DDSopt pass is recommended. Both sections link to this page:

http://wiki.step-pro...SOpt_Processing

 

From what you are saying, it seems like that setting should be unchecked, because we are doing two passes for each section (one for the .dds files, and another separate pass for the _n.dds and _msn.dds). It seems as though the second pass might overwrite the work done in the first pass if you do not uncheck that setting. But I may be confused. As I said before, I'm not even close to an expert with the ins-and-outs of DDSopt, hehe.


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#4 DarkladyLexy

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Posted 08 May 2016 - 04:58 PM

I would poke Neo about updating the DDSOpt section of SRLE.


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#5 Kelmych

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Posted 09 May 2016 - 11:34 PM

The SR:LE instructions are fine as they are written on the referenced page since they use the DDSopt GUI to select texture types (color maps) and then unselect some other texture types (normal maps, model space normal maps) before running the first pass of optimization, and then selecting only the normal maps and model space normal maps on the second pass. On each pass all of the available textures are optimized. The DDSopt Quick Start guide avoids using the DDSopt GUI because of the GUI selection errors that many users reported when the GUI is used.; when this happens a user needs to start all over again. The question was why is the pass through option disabled in the approach used in the guide, and it is because the multi-pass approach used there avoids using the DDSopt GUI for selection, and when this approach is used the passthrough needs to be disabled.

 

The only SR:LE error about DDSopt, and it is not on this page, is the pointer to the DDSopt guide.

 

Both the SR:LE and the DDSopt guide approach work fine; a user can select whichever approach they prefer. When optimizing textures from mods the DDSopt guide approach also uses different processing parameters for uncompressed textures and some of the facial and body textures (and landscae textures if desired) to preserve their quality. Only a few mods provide uncompressed textures; this is however becoming more common as mod authors create better quality textures.



#6 RonHiler

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Posted 10 May 2016 - 09:35 AM

Great, thank you Kelmych.


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#7 D1Z4STR

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Posted 04 March 2017 - 01:09 PM

In regards to SRLE Extended Legacy of the Dragonborn:

 

[Falskaar]

CORE
Falskaar - 1.2.1 - by Alexander J Velicky

Files to download :

  • MAIN FILES - Falskaar V1_2_1final

Post Installation: Remove the following file(s) and/or folder(s):

  • Falskaar1.2.1ReadMe.txt

Mod Notes: Falskaar is a new lands mod that adds an entirely new worldspace to the world. It's accessed by a dungeon the first time, then by boat from then on out. Falskaar's goal was to act as a DLC, adding content in almost every area. There is a new land, places, people, quests, dungeons and more for the player to experience. It adds roughly 20+ hours of content, and favors all types of characters.

 

DDSOpt Processing Required: (Guide)

  • All: 8192x8192 (default)

 

in DDSopt ignore tab do i uncheck or leave checked (default) copy unprocessed and ignored files (passthrough)

 

and I just set the settings in the tabs to mimic whats in this guides pictures? http://wiki.step-pro...e:DDSopt/Skyrim

 

and then process Falskaar textures with this guide? http://wiki.step-pro...SOpt_Processing

 

lastly am i running the terrain folder only or all textures to include the armor, clutter and weapons?


Edited by D1Z4STR, 04 March 2017 - 01:16 PM.

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#8 D1Z4STR

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Posted 04 March 2017 - 03:42 PM

I think I have figured out to leave copy unprocessed and ignored files (passthrough) checked as per the DDSopt guide. My last question is the Behave Menu Settings should I use these values to process Falskaar textures or should i leave the default values upon installing DDSopt.


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#9 D1Z4STR

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Posted 04 March 2017 - 04:21 PM

Please close/remove last 2 posts and this one. Thank you.


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#10 Kelmych

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Posted 11 March 2017 - 02:25 AM

The SR:LE optimization subguide and the DDSopt Skyrim QuickStart guide use different optimization strategies for mod textures; the former is a little simpler while the latter uses a larger set of different processing parameters for different texture types. If the goal for mods like Falskaar is to reduce VRAM usage then whether the latter yields a better mix of optimized textures depends on how much resolution reduction is desired. I haven't seen any comparisons of the resulting textures for the two methods. I personally use the latter so that minimal or no resolution reduction is used for characters and items (inpart to avoid any noticeable degradation to characters and what they wear/use) and a little resolution reduction in landscape and some terrain textures since these have the most effect on VRAM.





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