That's crazy. Seems like another breakthrough. Very nice indeed. Under those circumstances the fps is very impressive. How did you achieve this? Will technical details follow?
Maybe it's because you are not using any UL mod, or mods which add more villages, ruins and such (as far as I can see from your video, except for that sort of cathedral). As soon as you install those and run tes4lodgen, their models will appear on the map and will have a much bigger impact on the framerate.
PS: you also did not install the IC Architecture module, which definitely tortures the framerate. Also the city architecture module is performance heavy, that's why I personally decided to keep only the cathedrals and delete the others far nifs.
edit: getting that framerate without framerate manager is without any doubt a big achievement, I missed that part!
That's true I don't have UL or BC, and don't use the RAEVWD parts that need an .esp. But still, I added everything else, all the rocks + the rocks from GBRpluss.
The RAEVWD flags almost everything as VWD wherever possible to the point of absurdity, but a lot of things are already flagged which makes me think that Bethesda wanted to add more far NIFs but didn't for performance reasons (seriously look at how bad the game ran at hardware available at the time). The rocks and IC modules of RAEVWD are the real killers, your video only has a handful of them present so you're not getting the full hit. Btw have you run tes4ll/tes4qlod?
I've tested out the full RAEVWD + tes4ll/tes4qlod experience on my i5 4690k and it was horrible. Constant 20 fps most areas, with the IC area consuming like 20k draw calls and pushing 10fps. I had to lower the OSR fps management settings it was so bad
Were do you suggest to test the fps? What would be the worst areas? The video was made with everything from RAEVWD except : Cities and Imperial City plugin, High Details Castles and IC bridge (which I noticed reduced fps with them) + I added: lowerclass houses (not sure if they are in RAEVWD) and fences from Katkat, rocks from GBR.
I used tes4ll via MPGUI to add fake shadows, I used the medium settings for everything.
I tested at Weye mostly since it has very little NPCs but is still affected by the IC stuff quite a bit. It's probably the worst area for RAEVWD. The mountains are also quite bad, especially if they point at the IC. I did also max out the settings for tes4ll/tes4qlod tho, but honestly doubt it does that much compared to all the RAEVWD stuff
https://imgur.com/a/bQcYJbf This is back when I had an install with all this stuff which ended up getting lost on a dead drive. I only got to test with the DXVK hud (Linux) so I never grabbed CPU usage
Should also mention that I didn't really have much installed on top of this, mostly just UL and QTP3. I was working on installing other mods before the drive died so these results are mostly indicative of all the RAEVWD stuff being installed
I don't have the unique landscapes, so fps is different. With VWD objects: https://www.flickr.com/gp/144318308@N06/K38290 Vanilla LOD: https://www.flickr.com/gp/144318308@N06/p56C47
What cathedral mod at 0:30? "uGridDistantCount - determines how many cells the engine renders in the distance; increasing this, you can see distant objects further uGridDistantCity - does the same as above, only for when you are within a city
uGridTreeRange - determines for how many cells the engine renders distant trees for uGridTreeRangeCity - again, for city worldspaces"
Thank you, I know what these parameters are doing. uGridDistantCount is set to Vanilla. FPS is surprisingly high with so many distant object. The mod is The Living and the Dead.
That looks fantastic, I definately do not get the framerate part. This mod has caused me a lot of trouble in 90 % of my installs Video is looking great . fps 60 ???
19 comments
Under those circumstances the fps is very impressive.
How did you achieve this? Will technical details follow?
PS: you also did not install the IC Architecture module, which definitely tortures the framerate. Also the city architecture module is performance heavy, that's why I personally decided to keep only the cathedrals and delete the others far nifs.
edit: getting that framerate without framerate manager is without any doubt a big achievement, I missed that part!
But still, I added everything else, all the rocks + the rocks from GBRpluss.
I've tested out the full RAEVWD + tes4ll/tes4qlod experience on my i5 4690k and it was horrible. Constant 20 fps most areas, with the IC area consuming like 20k draw calls and pushing 10fps. I had to lower the OSR fps management settings it was so bad
The video was made with everything from RAEVWD except :
Cities and Imperial City plugin,
High Details Castles and IC bridge (which I noticed reduced fps with them)
+
I added: lowerclass houses (not sure if they are in RAEVWD) and fences from Katkat, rocks from GBR.
I used tes4ll via MPGUI to add fake shadows, I used the medium settings for everything.
https://imgur.com/a/bQcYJbf This is back when I had an install with all this stuff which ended up getting lost on a dead drive. I only got to test with the DXVK hud (Linux) so I never grabbed CPU usage
Should also mention that I didn't really have much installed on top of this, mostly just UL and QTP3. I was working on installing other mods before the drive died so these results are mostly indicative of all the RAEVWD stuff being installed
With VWD objects:
https://www.flickr.com/gp/144318308@N06/K38290
Vanilla LOD:
https://www.flickr.com/gp/144318308@N06/p56C47
You once suggested me
@GBRPluss "Vanila LOD help scripts"
(LOD by CSE will generate only for refs with "View on distant" flag)
https://www.nexusmods.com/oblivion/mods/48487
Perhaps that has helped your fps?
In fact I haven't done anything particular except using tes4lodgen, which is surprising because in my memories it wasn't like that.
"uGridDistantCount - determines how many cells the engine renders in the distance; increasing this, you can see distant objects further
uGridDistantCity - does the same as above, only for when you are within a city
uGridTreeRange - determines for how many cells the engine renders distant trees for
uGridTreeRangeCity - again, for city worldspaces"
Credits to Endoril.
uGridDistantCount is set to Vanilla. FPS is surprisingly high with so many distant object.
The mod is The Living and the Dead.
This mod has caused me a lot of trouble in 90 % of my installs
Video is looking great . fps 60 ???