Adjusting the View Distance a bit more

Post » Sat Feb 19, 2011 4:02 am

I'm trying to get my view distance up, is there any mods that will do it at a specific range?
I've messed with my ini a bit but haven't been able to get desirable effects

I'm running RAEVWD as well as
Spoiler
Oblivion.esm
All Natural Base.esm
BetterMusicSystem.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
All Natural - Real Lights.esp
All Natural.esp
All Natural - SI.esp
All Natural - EW + NW + AWS.esp
phinix-waterfix.esp
BetterMusicSystem(SI).esp
RAEVWD Cities.esp
RAEVWD New Sheoth.esp
RAEVWD Imperial City.esp
Crowded Roads 23.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
VaultsofCyrodiil.esp
za_bankmod.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
DLCFrostcrag_MysticEmporiumPatch.esp
Knights.esp
Knights - Unofficial Patch.esp
road+bridges.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
Quest Award Leveller.esp
Quest Award Leveller - Battlehorn Castle.esp
Quest Award Leveller - Vile Lair.esp
Quest Award Leveller - Mehrunes Razor.esp
Quest Award Leveller - Knights of the Nine.esp
Merchants Buy Stolen Goods.esp
No psychic guards v1.2.esp
Oblivion XP.esp
Beautiful People.esp
MiniMap.esp
NRB4 Standard Road Record.esp
Assassin's Creed 2 Revisited.esp
+ Qarls 3


if I run Lod4gen it just kills my fps.

I've made the following changes to my ini but nothing really noticeable -
uGridDistantCount=50
uGridDistantTreeRange=50
uGridsToLoad=5
iPreloadSizeLimit=262144000
uInterior Cell Buffer=9
uExterior Cell Buffer=78
bForceFullLOD=1

For instance this island should be showing ruins
http://i.imgur.com/BpMNL.jpg

Thanks, sorry if wrong section, wasn't sure if here or software issues.
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

Post » Sat Feb 19, 2011 3:34 am

I'm trying to get my view distance up, is there any mods that will do it at a specific range?
I've messed with my ini a bit but haven't been able to get desirable effects

I'm running RAEVWD as well as
Spoiler
Oblivion.esm
All Natural Base.esm
BetterMusicSystem.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
All Natural - Real Lights.esp
All Natural.esp
All Natural - SI.esp
All Natural - EW + NW + AWS.esp
phinix-waterfix.esp
BetterMusicSystem(SI).esp
RAEVWD Cities.esp
RAEVWD New Sheoth.esp
RAEVWD Imperial City.esp
Crowded Roads 23.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
VaultsofCyrodiil.esp
za_bankmod.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
DLCFrostcrag_MysticEmporiumPatch.esp
Knights.esp
Knights - Unofficial Patch.esp
road+bridges.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
Quest Award Leveller.esp
Quest Award Leveller - Battlehorn Castle.esp
Quest Award Leveller - Vile Lair.esp
Quest Award Leveller - Mehrunes Razor.esp
Quest Award Leveller - Knights of the Nine.esp
Merchants Buy Stolen Goods.esp
No psychic guards v1.2.esp
Oblivion XP.esp
Beautiful People.esp
MiniMap.esp
NRB4 Standard Road Record.esp
Assassin's Creed 2 Revisited.esp
+ Qarls 3


if I run Lod4gen it just kills my fps.

I've made the following changes to my ini but nothing really noticeable -
uGridDistantCount=50
uGridDistantTreeRange=50
uGridsToLoad=5
iPreloadSizeLimit=262144000
uInterior Cell Buffer=9
uExterior Cell Buffer=78
bForceFullLOD=1

For instance this island should be showing ruins
http://i.imgur.com/BpMNL.jpg

Thanks, sorry if wrong section, wasn't sure if here or software issues.


RAEVWD won't work if you're not running TES4LODGen. Try running it and then lowering uGridDistantCount and uGridDistantTreeRange to 25 (default) or even a bit lower if needed.
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Lavender Brown
 
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Post » Sat Feb 19, 2011 12:12 am

What sort of hardware are you running there?
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Carlitos Avila
 
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Joined: Fri Sep 21, 2007 3:05 pm

Post » Sat Feb 19, 2011 5:54 am

Thanks for the replies

RAEVWD won't work if you're not running TES4LODGen. Try running it and then lowering uGridDistantCount and uGridDistantTreeRange to 25 (default) or even a bit lower if needed.


Running TES4LODGen just kills my fps completely, with or without RAEVWD (just tried both with those settings). I can't run it. Without a pagefile it ctd's as it eats up all the memory, with a pagefile I get can't read memory errors.
But I'm really not interested in having all of Cyrodiil viewable, I just want a reasonable view distance like in that picture.

What sort of hardware are you running there?



DXDIAG:
Spoiler

Machine name: COMPUTERNAME
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7600) (7600.win7_gdr.100226-1909)
Language: English (Regional Setting: English)
System Manufacturer: OEM
System Model: OEM
BIOS: Phoenix - AwardBIOS v6.00PG
Processor: Intel? Core? i7 CPU 920 @ 2.67GHz (8 CPUs), ~4.1GHz
Memory: 6144MB RAM
Available OS Memory: 6136MB RAM
Page File: 2834MB used, 3299MB available
Windows Dir: C:\Windows

DirectX Version: DirectX 11
Card name: NVIDIA GeForce GTX 275
Manufacturer: NVIDIA
Chip type: GeForce GTX 275
DAC type: Integrated RAMDAC
Display Memory: 3688 MB
Dedicated Memory: 877 MB
Shared Memory: 2811 MB

Current Mode: 1920 x 1200 (32 bit) (59Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: SyncMaster

Monitor Name: SyncMaster 2053BW/2053GW,SyncMaster Magic CX2053BW(Digital)
Monitor Model: SyncMaster
Monitor Id: SAM037A
Native Mode: 1680 x 1050(p) (59.883Hz)

-------------
Sound Devices
-------------
Description: Speakers (ASUS Xonar Essence STX Audio Device)

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Rebekah Rebekah Nicole
 
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Joined: Fri Oct 13, 2006 8:47 pm

Post » Sat Feb 19, 2011 7:41 am

Er forgive me if I am wrong but just want to get the potential obvious out of the way... When you say running TES4Lodgen, do you mean you are trying to use it like a background service at the same time as oblivion?, because its not used like that, you run it and wait for the message You can close this application now, when it has completed its work. Then load up the game. If you are trying to use it that way have a read of the documentation to understand what TES4Lodgen does.

You will not have to run it every time you want to run the game, just once to create the Distant Level Of Detail files, next time to use it is if you change/add any mods which need distant LODs generated again.
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Rude Gurl
 
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Joined: Wed Aug 08, 2007 9:17 am

Post » Sat Feb 19, 2011 12:50 am

Er forgive me if I am wrong but just want to get the potential obvious out of the way... When you say running TES4Lodgen, do you mean you are trying to use it like a background service at the same time as oblivion?, because its not used like that, you run it and wait for the message You can close this application now, when it has completed its work. Then load up the game. If you are trying to use it that way have a read of the documentation to understand what TES4Lodgen does.

You will not have to run it every time you want to run the game, just once to create the Distant Level Of Detail files, next time to use it is if you change/add any mods which need distant LODs generated again.


By running I mean when it hasn't been applied before. The correct way, not everytime I try to run the game.
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Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Sat Feb 19, 2011 5:39 am

I'm trying to get my view distance up, is there any mods that will do it at a specific range?
I've messed with my ini a bit but haven't been able to get desirable effects

if I run Lod4gen it just kills my fps.

I've made the following changes to my ini but nothing really noticeable -
uGridDistantCount=50
uGridDistantTreeRange=50
uGridsToLoad=5
iPreloadSizeLimit=262144000
uInterior Cell Buffer=9
uExterior Cell Buffer=78
bForceFullLOD=1

For instance this island should be showing ruins
http://i.imgur.com/BpMNL.jpg

Thanks, sorry if wrong section, wasn't sure if here or software issues.



Running TES4LODGen just kills my fps completely, with or without RAEVWD (just tried both with those settings). I can't run it. Without a pagefile it ctd's as it eats up all the memory, with a pagefile I get can't read memory errors.
But I'm really not interested in having all of Cyrodiil viewable, I just want a reasonable view distance like in that picture.


If you have RAEVWD and don't update LOD it will do very little. As far as I can tell the esps enable more detailed LOD for cities, but that is all you get without updating LOD. In your first post you say that LodGen eats your FPS, now you say you can't run it at all. Not sure I understand. Your computer should have no problems running it. To clarify: you need to run it once outside the game without the game started. It will create a lot of small files and put them in a folder in your Oblivion\Data folder. That's all it does and all it needs to do. Once the updating is done you can start the game.

If you get it to run you'll definitely need to change this setting:

uGridDistantCount=50

That is insane in combination with RAEVWD and updated LOD. If you don't care for things being visible in the very far distance set it to 20 or 15. That should give you a framerate you can live with and ruins/buildings visible in the medium distance. You should probably also change

uGridDistantTreeRange=50

It has much less impact on performance than the other setting, but I think 25-30 should be enough.
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Cat Haines
 
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Post » Sat Feb 19, 2011 12:49 am

If you have RAEVWD and don't update LOD it will do very little. As far as I can tell the esps enable more detailed LOD for cities, but that is all you get without updating LOD. In your first post you say that LodGen eats your FPS, now you say you can't run it at all. Not sure I understand. Your computer should have no problems running it. To clarify: you need to run it once outside the game without the game started. It will create a lot of small files and put them in a folder in your Oblivion\Data folder. That's all it does and all it needs to do. Once the updating is done you can start the game.

If you get it to run you'll definitely need to change this setting:

uGridDistantCount=50

That is insane in combination with RAEVWD and updated LOD. If you don't care for things being visible in the very far distance set it to 20 or 15. That should give you a framerate you can live with and ruins/buildings visible in the medium distance. You should probably also change

uGridDistantTreeRange=50

It has much less impact on performance than the other setting, but I think 25-30 should be enough.


I should have clarified, I can get it to run fine in any interior cells and in the Shivering Isles, but trying to run it in Cyrodiil eithers CTD's or will load and have about 3 fps looking anywhere other than the ground.

And, by "running" I meant running it once to do its thing.


Evenwith uGridDistantCount=10 it still lags. But I really don't care to have everything in the game VWD, I just want to see stuff when it is close (as in that picture).

I'm sure there is some alternative to TES4LoDGen in getting what I'm after; I have no reason why it (the changes it makes) kills my fps, I can be running 1920x1200 HDR+8xQ AA, vsync and Qarls with the ugrids on 50, but as soon as I run TES4LoDGen and start a game with it's changes I have to disable all of that and use the ugrids to less than 8 to get a playable fps.
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Krystal Wilson
 
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Post » Sat Feb 19, 2011 6:38 am

To use RAEVWD you have to generate distant objects with TES4LODGen. If your computer cannot handle it, you cannot play with RAEVWD, hence, not see the distant objects rendered that you wish.

BTW, set this

uGridsToLoad=5
...
uInterior Cell Buffer=3
uExterior Cell Buffer=36 (or, 72, tops)

It helps break the game if you change these settings higher.

EDIT #2:

You have options to what you want to see with RAEWVD. Just select one thing at a time and install.
You must run the TES4LODGen tool each time you change distant objects, so it can update the things you want to see and purge the objects that you don't install.

Should be easy to manage, BAIN package and all.
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m Gardner
 
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Joined: Sun Jun 03, 2007 8:08 pm

Post » Sat Feb 19, 2011 1:44 am

I should have clarified, I can get it to run fine in any interior cells and in the Shivering Isles, but trying to run it in Cyrodiil eithers CTD's or will load and have about 3 fps looking anywhere other than the ground.

And, by "running" I meant running it once to do its thing.


Evenwith uGridDistantCount=10 it still lags. But I really don't care to have everything in the game VWD, I just want to see stuff when it is close (as in that picture).

I'm sure there is some alternative to TES4LoDGen in getting what I'm after; I have no reason why it (the changes it makes) kills my fps, I can be running 1920x1200 HDR+8xQ AA, vsync and Qarls with the ugrids on 50, but as soon as I run TES4LoDGen and start a game with it's changes I have to disable all of that and use the ugrids to less than 8 to get a playable fps.


Like Ulrim said, there is no way to make things show up in the medium distance other than RAEVWD. Except for setting ugridstoload higher, but that causes bugs and thus is out of question.

Your system is pretty good, so you should be able to get away with a ugriddistantcount setting of 15 or even 20. I don't use RAEVWD, but you can choose which objects you want to be VWD. By default it may have almost everything VWD (including large rocks and other 'clutter'), which may be the reason why you get a bad framerate. This is just an assumption though. Have a look at the readme and see what it says about optimization. You may have to delete some of the _far nifs that it provides to get a better framerate. Ruins and other large structures should really be no problem for your system with a distant count of 15 or 20.
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Eduardo Rosas
 
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Joined: Thu Oct 18, 2007 3:15 pm

Post » Sat Feb 19, 2011 6:26 am

To use RAEVWD you have to generate distant objects with TES4LODGen. If your computer cannot handle it, you cannot play with RAEVWD, hence, not see the distant objects rendered that you wish.

BTW, set this

uGridsToLoad=5
...
uInterior Cell Buffer=3
uExterior Cell Buffer=36 (or, 72, tops)

It helps break the game if you change these settings higher.

EDIT #2:

You have options to what you want to see with RAEWVD. Just select one thing at a time and install.
You must run the TES4LODGen tool each time you change distant objects, so it can update the things you want to see and purge the objects that you don't install.

Should be easy to manage, BAIN package and all.


Thanks, I've set those, as for RAEVWD, it makes no difference if I have it installed or not, all of my lag is coming from using the DistandLODs created by TES4LODGen.

Like Ulrim said, there is no way to make things show up in the medium distance other than RAEVWD. Except for setting ugridstoload higher, but that causes bugs and thus is out of question.

Your system is pretty good, so you should be able to get away with a ugriddistantcount setting of 15 or even 20. I don't use RAEVWD, but you can choose which objects you want to be VWD. By default it may have almost everything VWD (including large rocks and other 'clutter'), which may be the reason why you get a bad framerate. This is just an assumption though. Have a look at the readme and see what it says about optimization. You may have to delete some of the _far nifs that it provides to get a better framerate. Ruins and other large structures should really be no problem for your system with a distant count of 15 or 20.


Thanks, But I have been getting pretty much the same results in terms of FPS with and without RAEVWD
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Michael Korkia
 
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Post » Fri Feb 18, 2011 11:23 pm

Thanks, I've set those, as for RAEVWD, it makes no difference if I have it installed or not, all of my lag is coming from using the DistandLODs created by TES4LODGen.

Thanks, But I have been getting pretty much the same results in terms of FPS with and without RAEVWD


I just downloaded RAEVWD to have a look. Which of the options provided did you install? Everything? And when you say that you get the same FPS with and without RAEVWD after updating lod, did you make sure to actually delete the _far nifs that came with RAEVWD before you updated? Because it sounds like that is the reason why you get the same framerate with and without. I've never heard of lod files causing a bad framerate on their own and wouldn't know why that should happen.
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Amy Melissa
 
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Post » Sat Feb 19, 2011 12:54 am

I just downloaded RAEVWD to have a look. Which of the options provided did you install? Everything? And when you say that you get the same FPS with and without RAEVWD after updating lod, did you make sure to actually delete the _far nifs that came with RAEVWD before you updated? Because it sounds like that is the reason why you get the same framerate with and without. I've never heard of lod files causing a bad framerate on their own and wouldn't know why that should happen.


I installed everything, but ignoring RAEVWD, on an installation that doesn't have any RAEVWD files in it and just running TES4LODGen, I still get lag.
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Sheeva
 
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Post » Sat Feb 19, 2011 6:17 am

I installed everything, but ignoring RAEVWD, on an installation that doesn't have any RAEVWD files in it and just running TES4LODGen, I still get lag.


So after updating lod without RAEVWD you get a bad framerate even though you don't see any additional stuff in the distance (like ruins, rocks, buildings not VWD in vanilla etc)? Just the regular lod (trees, low poly city buildings and walls, low poly castles - nothing else)? If so it is a strange bug I've never heard of.
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koumba
 
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Post » Sat Feb 19, 2011 2:31 am

Thanks, I've set those, as for RAEVWD, it makes no difference if I have it installed or not, all of my lag is coming from using the DistandLODs created by TES4LODGen.



Thanks, But I have been getting pretty much the same results in terms of FPS with and without RAEVWD



RAEVWD does not make objects Visible While Distant. TES4LODGen does.

When you run it for the first time, TES4LODGen builds the distant objects folder with the distant objects that you have active in your list (Oblivion.esm for starters).

The folder where the distant objects are stored, so they can be rendered in game, is: Oblivion\Data\DistantLOD.

In a vanilla install, the tool builds a few vanilla distant objects that have a particular property. Other mods that you have active are also searched for references to distant objects. If found, they are also built and stored in that folder.

All RAEVWD does is adding support for objects that don't show up in vanilla (because they don't have a particular property that is needed).

When you run TES4LODGen again, it builds up Oblivion\Data\DistantLOD further with the new supported objects. If you uninstall RAEVWD, nothing happens.

Why? Because the game gets its data from Oblivion\Data\DistantLOD. RAEVWD installs different files elsewhere. That's why you have to run TES4LODGen to purge the directory.

Now, the problem is, if you re-built the DistantLOD dir with the LODGen tool, after uninstalling RAEVWD, and still are having issues. Other than a clean install, I would suggest deleting (or moving) the files inside Oblivion\Data\DistantLOD to see what happens.

Remember, each time you change mods, install new ones, or remove them, the tool rebuilds the distant lod and purges unneeded files.
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Lauren Graves
 
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Post » Sat Feb 19, 2011 1:35 am

So after updating lod without RAEVWD you get a bad framerate even though you don't see any additional stuff in the distance (like ruins, rocks, buildings not VWD in vanilla etc)? Just the regular lod (trees, low poly city buildings and walls, low poly castles - nothing else)? If so it is a strange bug I've never heard of.


Updating the lod without RAEVWD and it looks like http://i.imgur.com/XAYA1.jpg I can see the ruins. But again lag is pretty bad, right now ugrids are 8 and I'm getting 10fps.

RAEVWD does not make objects Visible While Distant. TES4LODGen does.

When you run it for the first time, TES4LODGen builds the distant objects folder with the distant objects that you have active in your list (Oblivion.esm for starters).

The folder where the distant objects are stored, so they can be rendered in game, is: Oblivion\Data\DistantLOD.

In a vanilla install, the tool builds a few vanilla distant objects that have a particular property. Other mods that you have active are also searched for references to distant objects. If found, they are also built and stored in that folder.

All RAEVWD does is adding support for objects that don't show up in vanilla (because they don't have a particular property that is needed).

When you run TES4LODGen again, it builds up Oblivion\Data\DistantLOD further with the new supported objects. If you uninstall RAEVWD, nothing happens.

Why? Because the game gets its data from Oblivion\Data\DistantLOD. RAEVWD installs different files elsewhere. That's why you have to run TES4LODGen to purge the directory.

Now, the problem is, if you re-built the DistantLOD dir with the LODGen tool, after uninstalling RAEVWD, and still are having issues. Other than a clean install, I would suggest deleting (or moving) the files inside Oblivion\Data\DistantLOD to see what happens.

Remember, each time you change mods, install new ones, or remove them, the tool rebuilds the distant lod and purges unneeded files.



I know that about the RAEVWD and I've been using clean installations for running TES4LODGen. I was using RAEVWD earlier before I knew that however, but I've given up on it and just want the basic stuff.
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Unstoppable Judge
 
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Post » Sat Feb 19, 2011 7:08 am

Updating the lod without RAEVWD and it looks like http://i.imgur.com/XAYA1.jpg I can see the ruins. But again lag is pretty bad, right now ugrids are 8 and I'm getting 10fps.


That is exactly what I and Ulrim are talking about. RAEVWD is still there and that's why you get the bad framerate. RAEVWD works by adding _far nifs to your meshes folders. LODGen notices these _far nifs and puts the information into the lod files it generates. So every mesh that has a _far nif will show up in the distance after you update lod with LODGen. And that is why you get a bad framerate. If you installed everything RAEVWD offers and set your distant count to 50 I wonder why your computer didn't explode. You need to select the meshes you want to show up in the distance. Since you've already installed everything you need to delete _far nifs you don't care about to improve performance and to be able to set the distant count higher without a huge loss of framerate. Rocks for example are certainly a killer since there are so many of them, judging from your screenshot it looks like you even have medium sized rocks show up in the distance. Best idea would have been to install the things you really want to see first (like ruins and architecture) and then later add the smaller stuff if you still have enough fps to add some more.
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CRuzIta LUVz grlz
 
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Post » Fri Feb 18, 2011 9:48 pm

Updating the lod without RAEVWD and it looks like http://i.imgur.com/XAYA1.jpg I can see the ruins. But again lag is pretty bad, right now ugrids are 8 and I'm getting 10fps.




I know that about the RAEVWD and I've been using clean installations for running TES4LODGen. I was using RAEVWD earlier before I knew that however, but I've given up on it and just want the basic stuff.

Well, if that is the case - just manually deleting all files from Data/DistantLOD folder that end with .lod should definitely revert to vanilla (and of course do not run TES4LODGen anymore). If that fails, delete Oblivion.ini and let the game recreate one. If that fails - reinstall.
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Sam Parker
 
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Joined: Sat May 12, 2007 3:10 am

Post » Fri Feb 18, 2011 5:55 pm

That is exactly what I and Ulrim are talking about. RAEVWD is still there and that's why you get the bad framerate. RAEVWD works by adding _far nifs to your meshes folders. LODGen notices these _far nifs and puts the information into the lod files it generates. So every mesh that has a _far nif will show up in the distance after you update lod with LODGen. And that is why you get a bad framerate. If you installed everything RAEVWD offers and set your distant count to 50 I wonder why your computer didn't explode. You need to select the meshes you want to show up in the distance. Since you've already installed everything you need to delete _far nifs you don't care about to improve performance and to be able to set the distant count higher without a huge loss of framerate. Rocks for example are certainly a killer since there are so many of them, judging from your screenshot it looks like you even have medium sized rocks show up in the distance. Best idea would have been to install the things you really want to see first (like ruins and architecture) and then later add the smaller stuff if you still have enough fps to add some more.


But what I have been trying to say for the last x posts is that I'm running a freshly installed game with just the basics (namely Qarls) and without any RAEVWD, hasn't been touched, not installed, not extracted, **nothing from that mod**. The only _far.nifs are the vanilla ones and the ones from Unique Landscapes (which was disabled on this install). That last screenshot didn't have RAEVWD so it would have been either a _far from qarls or somewhere else I might be missing.

Well, if that is the case - just manually deleting all files from Data/DistantLOD folder that end with .lod should definitely revert to vanilla (and of course do not run TES4LODGen anymore). If that fails, delete Oblivion.ini and let the game recreate one. If that fails - reinstall.


Yeah, I've deleted that folder, I'm just going to run around with uGridsToLoad=10 and if it gives me issues I'll just forget about it completely.

Thanks for the help all.
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Minako
 
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Joined: Sun Mar 18, 2007 9:50 pm

Post » Sat Feb 19, 2011 7:26 am

That last screenshot didn't have RAEVWD so it would have been either a _far from qarls or somewhere else I might be missing.



Qarl's doesn't have any _far.nifs and there's no way you'd get that kind of view with just vanilla. You most definitely have RAEVWD working in that screenshot, there's no other possibility for being able to see the things you can there. Try deleting the DistntLOD folder, that will get rid of all the RAEVWD references and force the game to only use the vanilla one. VWD is a performance killer, there's no way around it. That's why Bethesda included so few objects in the game to begin with. Unless you're willing to accept a certain sacrifice, then RAEVWD is not the mod for you.

BTW, you've been adjusting the wrong ini setting to make things appear further out. uGridDistantCount will only determine how far away you can see, but does nothing to make the actual objects appear. For that you need to adjust the fObjectLODMax setting. The default max is 15, but you can set it to 30 and notice a difference. After that it won't really do you much good as objects can only appear in the cells that are actually being fully rendered at the time. This is what the uGridsToLoad setting determines. And you really, really don't want to set that any higher then 5. Trust me, I speak from experience. Sooner or later you're going to enter a cell where you start bouncing up and down like a Mexican Jumping Bean and can't move forward or back to get out of it. So all you can do is shut down the game at that point. It will also cause weird anomalies in your water graphics from time to time.
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Marcus Jordan
 
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