Skyrim Special Edition
DynDOLOD

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luxor8071

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9 comments

  1. Madcat221
    Madcat221
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    With DynDOLOD, there is absolutely no excuse for uGrids Russian Roulette anymore.
    1. luxor8071
      luxor8071
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      that's right but i've ugridstoload still on 7 because it makes mountains at distance so much better.
    2. Colorspray
      Colorspray
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      Wouldn't uLargeRefLODGridSize=21 be better? The performance impact is minimal and it doesn't cause events to happen prematurely.
    3. sheson
      sheson
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      No, setting the broken uLargeRefLODGridSize to such insane numbers is not "better" at all, not even remotely. It also has a very large performance impact.
    4. Madcat221
      Madcat221
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      Here's why that's a collossally bad idea: uGridsToLoad must always be odd, for only odd numbered squares have a center square piece. In the context of uGrids, that center is the exterior cell the Player Character is in. uGrids=5 translates to 25 loaded cells. Even at uGrids 7 you are literally almost doubling the number of exterior cells that are fully loaded: 49 cells. Even the 64-bit game engine isn't really built to handle that. 9? 81 cells. 11? 121 cells. 13? 169 cells.

      ...21? 441 cells Your computer is falling to its knees begging you to make it stop. All those cells are loaded, with actors and scripts and havok physics processes and what have you running. It has been known to cause all sorts of issues with scripts running when they shouldn't be.

      That's why it's really not recommended to move it even from 5 to 7, and why I call it uGrids Russian Roulette. Every time you fire up the game with >5, you metaphorically spin the cylinder and point it at the game engine. Why is it "Russian Roulette"? Because when it all comes apart, it's a total mess to undo the change and follow your now bitter wisdom about leaving it at 5. I don't remember the process anymore... because I learned to leave it at 5.

      DynDOLOD fills in all the gaps with a massive expansion on available Distant LOD meshes and the means to generate Distant LOD meshing custom to your own load order (and everyone's is as unique as a fingerprint), and also has some dynamic animated ones; hence why it is Dynamic Distant Object Level Of Detail, and not just statics. Things like windmills, giant fires, and especially waterfalls are animated from afar. The script load it has for managing that is far less than the script load of all the things that shouldn't be running at uGrids > 5.

      PS: Sheson there is the guy who makes DynDOLOD happen. :)
    5. xirangeix
      xirangeix
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      Except it doesntmake trees full render and grass at farther distances which in the end is the only 2 things iu REALLY care about in lods; as long as other stuff matches. I honestly see 0 diff between my SSELodgen for objects+Trees Vs Dyndo. Dunno.
    6. Madcat221
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      That's because DynDOLOD uses LODGen to generate all the static stuff. DynDOLOD collates all of it and then also sets up dynamic stuff. You will notice the difference with things like Waterfalls. Once DynDOLOD is done, it has its output packaged neatly in the Output folder; module, meshes, scripting, and textures. Drag'n'drop, activate module, done. It's come a long way in ease of use since its early days; Setup materials are all laid out and packaged, and the only real fuss I get from running it to generate these days (aside from things that xEdit would also raise issue with) is over the previously generated module not being last in the load order.

      Sheson can probably expound on technical details better than I.

      There appears to be some way to get better tree LODs... but I haven't tried to set it up yet.
  2. darksynth0
    darksynth0
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    Nice to see some SSE screenshots again man!
    Looks gorgeous <3
    1. luxor8071
      luxor8071
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      many thanks