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Are any of the Lod Settings in SkyrimPrefs.ini rendered useless by dyndolod?


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#1 HyperSlayer72

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Posted 18 October 2017 - 11:22 AM

I was glancing over the Step guides for skyrim ini's and was curious about the following settings. Heads up i'm using ultra trees.

 

[Display]

fLightLODStartFade=5000.0000

fMeshLODFadeBoundDefault=256.0000

fMeshLODFadePercentDefault=4.0000

fMeshLODLevel1FadeTreeDistance=16896.0000

fMeshLODLevel2FadeTreeDistance=16896.0000

fMeshLODLevel1FadeDist=10000000.0000

fMeshLODLevel2FadeDist=10000000.0000

fTreesMidLODSwitchDist= 10000000.0000

 

While I doubt these settings (which are maxed based on ugrids=5) impact performance too greatly, but do any of them become redundant when using dyndolod (again with ultra trees.)?

 

 

One other big question, I just noticed the fShadowLODStartFade option, step claims its unused by the game, however could it be possible to draw shadows as lod? Particularly onto trees? If that was possible it could mediate the pretty bad transition between shadowed and unshadowed trees. 


Edited by HyperSlayer72, 18 October 2017 - 11:28 AM.

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#2 HyperSlayer72

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Posted 18 October 2017 - 11:41 AM

As an addition, the Option fTreeLoadDistance Directly Effects whether far off trees are rendered whatsoever.  Does dyndolod override this or does the ini tweak limit dyndolod?


Edited by HyperSlayer72, 18 October 2017 - 11:41 AM.

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#3 HyperSlayer72

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Posted 18 October 2017 - 12:17 PM

Sorry to Keep making additions but what about the options in the terrain manager ini section?

 

fTreeLoadDistance=125000.0000

fBlockMaximumDistance=250000.0000

fBlockLevel1Distance=70000.0000

fBlockLevel0Distance=35000.0000

fSplitDistanceMult=1.50000

 

I know these can be increased even further, but im curious again how dyndolod interacts with them.


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#4 sheson

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Posted 18 October 2017 - 12:42 PM

I was glancing over the Step guides for skyrim ini's and was curious about the following settings. Heads up i'm using ultra trees.

[Display]
fLightLODStartFade=5000.0000
fMeshLODFadeBoundDefault=256.0000
fMeshLODFadePercentDefault=4.0000
fMeshLODLevel1FadeTreeDistance=16896.0000
fMeshLODLevel2FadeTreeDistance=16896.0000
fMeshLODLevel1FadeDist=10000000.0000
fMeshLODLevel2FadeDist=10000000.0000
fTreesMidLODSwitchDist= 10000000.0000

While I doubt these settings (which are maxed based on ugrids=5) impact performance too greatly, but do any of them become redundant when using dyndolod (again with ultra trees.)?


One other big question, I just noticed the fShadowLODStartFade option, step claims its unused by the game, however could it be possible to draw shadows as lod? Particularly onto trees? If that was possible it could mediate the pretty bad transition between shadowed and unshadowed trees.


None of these settings have anything to do with LOD past the load cells. They are about level of detail in the loaded cells / full models.

 

Sorry to Keep making additions but what about the options in the terrain manager ini section?
 
fTreeLoadDistance=125000.0000
fBlockMaximumDistance=250000.0000
fBlockLevel1Distance=70000.0000
fBlockLevel0Distance=35000.0000
fSplitDistanceMult=1.50000
 
I know these can be increased even further, but im curious again how dyndolod interacts with them.


These settings affect object, terrain and tree LOD. If traditional tree LOD is not used, 2D/3D trees are done in object LOD, then fTreeLoadDistance has no effect.

These settings are explained in the manual and can be set from the DynDOLOD MCM Settings page.

Edited by sheson, 18 October 2017 - 12:44 PM.

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#5 HyperSlayer72

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Posted 18 October 2017 - 01:03 PM

Thanks for the reply. Ill check out the manual again.  What about my shadowlod question? If you need any more firstborns to make it happen just let me know.


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#6 sheson

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Posted 18 October 2017 - 03:00 PM

LOD does not "receive" shadows. That feature was added to FO4 but not Skyrim SE.

The terms "receive" and "cast" shadows are shader flags used in nifs, however setting them in LOD bto, btr meshes has no effect.

If anything can ever do shadows on LOD it would be something like ENB or SKGE I suppose.

Edited by sheson, 18 October 2017 - 03:00 PM.

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#7 GamerPoets

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Posted 18 October 2017 - 03:34 PM

With everything that HyperSlayer is learning I'm going to put him in charge of the next video = )


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#8 sheson

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Posted 18 October 2017 - 05:33 PM

What and miss out on messing around with Terrain LOD generation?
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#9 HyperSlayer72

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Posted 18 October 2017 - 06:43 PM

With everything that HyperSlayer is learning I'm going to put him in charge of the next video = )

OH ****, Hilarious to get a reply from you on here. No joke ive been loosing it over waiting for terrain lod gen. Here's hopping we find some way to mediate the division between areas with and without grass. and by "we" I mean our lord and savior.

 

Edit:

Minor Addition this was my first time hearing about SKGE, i looked into it, seems super limited compared to enbseries, other than there shadow system all the development seems redundant.


Edited by HyperSlayer72, 18 October 2017 - 06:51 PM.

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