So I completely uninstalled DynDOLOD and then reinstalled. This time I generated LOD with Ultra Trees, High settings. I made sure to install on a save game that was Pre-DynDOLOD to avoid any issues. I'm fairly sure I have installed it correctly.
Trees and objects look great and are detailed at long distance. My system handled the performance on High no problem and I get a solid 60 FPS and it never dips even sprinting on horse.
The stuttering problem still remains when crossing cell borders, even though my FPS does not dip below 60. The only thing that seems to help this is to turn 'Distant Object Detail' down. The lower the setting the lesser the stuttering. However, I noticed that even on Vanilla unmodded Skyrim (oldrim) with all graphics settings lowest, the stutter is still there. Its just that when Distant object detail is on 'Low' the stutter is so brief as to be generally unnoticeable, unless I purposely run in circles around a cell border intersection while panning camera in third person. If I turn 'Distant Object Detail' to Ultra with all other settings low, the stutter becomes quite noticeable.
I noticed that in first person the stutters are still there, but much less and so quick as to be generally unnoticeable. I've run tests and my system has no CPU/GPU/VRAM/RAM bottlenecks and temps are good. I do notice the stutters correspond with a slight spike in I/O disk usage, but this could simply be due to the game loading in new cells.
I've seen many threads with others describing this same issue with better rigs and GPU's than mine, such as this one:
It seems to me like this is a game engine issue, since many others with high-end rigs have the same issue. My confusion is that if fTreeLoadDistance is what causes this, then why would the stutter remain using Ultra Trees workaround?
I set TreeLOD=0 and TreeFullFallBack=1. I used High settings and 'Generate Tree LOD' was grayed out. 'Tree' mesh rules were the default: Static LOD4 for LOD4, Billboard for LOD 8 and LOD 16. With DynDOLOD Ultra Trees installed I see trees in the distance regardless of how low I set fTreeLoadDistance. Why would the stutter still persist? Is the cell border issue strictly related to trees or does the game engine have an issue with loading object LOD too?
Another thing I tried was setting fBlockLevel0Distance, fBlockLevel1Distance, fBlockMaximumDistance, fSplitDistanceMult, and fTreeLoadDistance all to 0. I then toggled off all LOD using tll. Even then, there was a cell border stutter, although greatly reduced. I tried this after installing Skymills + SkyFalls and Ultra Trees DynDOLOD though, so I don't know if the LOD was truly disabled or not.
This problem is quite annoying because my PC should be able to run this game well. If I can resolve this specific stutter issue then my performance otherwise is great. Turning down Distant Object Detail helps but isn't a true solution...hoping that there is one.
Edited by drift123, 15 March 2018 - 08:32 PM.