TES Skyrim 0.241

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Re: TES Skyrim 0.241

Sorry, last off topic post I hope! If anyone is curious I tested SSAO in-game (took two hours) so won't share all the shots other than this one simple composite.

There are all on HIGH quality/precision with Scales of .87. First is Range of .1, then .5, then 3.00. I was finding the difference from .5 to 3.00 to me very small (although you can see it) on either high or extreme quality. Somber had been at .35 and I found the semi-sweet spot was around .4 to .5 as that created a noticeable jump. Above .5 the difference didn't seem to be worth the price in FPS. Besides this image I did some with some lighting on fruit and objects on a table and found the same thing.

Image

.1 to .5 to 3.00
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Re: TES Skyrim 0.241

CruNcher wrote:8 or 9 then if 9 triggers these direct NPC AI activation problems their would only be 8 left no matter what he is saying about the center cell, and how soon is no reason really it doesn't fix anything it just puts it further away from you to happen so if it happens earlier that's no problem for me knowing it can't be fixed @ all.
And i have no problems these problems are in the Generic Game Design with the default ULTRA ugridstoload of 5 and they are to perceptible braking the Gameflow directly im not like someone who stands on the mountain looks down and sees the lod and starts to cry because he has such a powerful machine god dammit (i care about direct Gameflow brakes, stuff that happens in your direct view distance especially on huge objects some meters in front of you), but i didn't experienced them before because i only concentrated on 1 subsystem.

Though this still doesn't fix the stuck texture fading (close distance lod terrain texture fade in) which is also visually very problematic in the Gameflow, and which i till now could find no information about anywhere except what Boris has analyzed, and isn't related to the ugridstoload value.
uGrids really does have to be set to odd numbers. Your character resides in the center cell of the NxN grid. At 5 cells, you are at the center cell, surrounded by 24 more cells. At ugrids 7, you are surrounded by 48 cells, ugrids 9 by 80 cells. Always evenly distributed around you. How do you calculate which cell you occupy when using even numbers for uGrids? You can't...you would always end up residing at the intersection of cells, which would complicate the mathematics of dealing with the ugrids stuff. Someone actually posted some of the code for the cell loader, and it is definitely dependent upon odd values. I am unsure what would happen with even values, although I suspect it would clamp down to the next lowest, or up to the next highest, odd value.

As for stability, you MUST make sure you have a very, very, very stable load order in order to use uGrids higher than 5. It is best to eliminate scripted mods, particularly those that employ cloaking scripts, and anything that attaches scripts to every actor (i.e. wet & cold, footprints.) One of the issues with uGrids higher than 5 is the fact that scripts run in all the loaded cells, which can become overwhelming for the engine. There is no question increasing uGrids improves your distance quality...although all it really does is push the LOD out farther.
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Re: TES Skyrim 0.241

jrista please give me a mod load order that is known to brake a high ugridstoload immedietly with CTDs and freezes.
And if it gets clamped that is fine for me though it fixes a visual fade in problem in the near distance that is very problematic that doesn't get fixed with 7

You want another Video of this level part and how it plays out, difference between 7 and 8 ?
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Re: TES Skyrim 0.241

CruNcher wrote:jrista please give me a mod load order that is known to brake a high ugridstoload immedietly with CTDs and freezes.
Wet & Cold, Footprints, Frostfall, Deadly Dragons, ASIS, Enhanced Blood Textures. When I had all of those mods installed concurrently, I had very consistent freezing and CTDs, always in less than five minutes of loading the game, and the higher uGrids was, the quicker you crashed. At uGrids 9, the game would take forever to load, (could take as long as 15 minutes), and when it did, it froze within a few seconds after you started moving. (Oddly, if you simply stood there, it wouldn't freeze...but then it would freeze the moment you started to walk/ride/combat.)

I missed the first video. If you just want to link that, I'd be interested. I'd seen some screenshots, but I have never experienced that particular issue myself. I HAVE experienced some slightly laggy tree lod issues, where some tree lods would take slightly longer to fade into normal trees...but it seemed random and fairly far and few between.
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Re: TES Skyrim 0.241

Last edited by CruNcher on 26 Dec 2013, 01:58, edited 2 times in total.
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Re: TES Skyrim 0.241

Ah, very interesting. I've noticed that every once in a while, although not consistently. The thing that annoys me the most is simply the fact that many of the tree lods render too close, and look like utter crap. I've tried improved tree lod mods in the past, but you usually have to make a choice between which LOD textures you want to use...the improved tree lods, or Vurts SFO lods, and in the end, when they render too close (which they still often to at uGrids 7) it is just very disruptive to the game. Only solution I know of is uGrids 9 or higher, but I've never been able to get the game stable over the long term at uGrids 9 (and it decimates load times).
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Re: TES Skyrim 0.241

CruNcher, how does ugridstoload=6 fare?
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Re: TES Skyrim 0.241

wait i think this is actually 6 normally the whole mountain part including the sister rocks are fading the lod @ 5

jup its 6 sorry

this is 5
http://www17.zippyshare.com/v/44432292/file.html
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Re: TES Skyrim 0.241

Considering that it has been said since oblivion that ugrids need to be odd, due to the before mentioned reasons... then it should not make any sense to set them to an even value. The game engine would most likely just either round the value up or down.

You can see something load out of LOD at different ranges even at the same ugrid value, so it cannot really be used as an indicator. At least that is what I have experienced plenty of times with ruins for example.
This is most likely also the same as when you use higher movespeed values and run about. Since you move into new cells so fast it takes a while for the game to load in stuff entirely, and sometimes you can stand next to an item for quite a while before it loads.

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Re: TES Skyrim 0.241

Version updated, download again
With previous update i corrupted water displacement code and it looked very unprecise, fixed.
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