Tree/rock fade

Post » Tue Jun 15, 2010 5:05 am

Hi, tried to search the web/forums for the answer to this I thought I remembered reading about if before but could not find anything.

My issue is that I have all my view distances to max, and the grass at a distance fades in properly, but certain trees or rocks simply appear abruptly on the horizon and it does not look good. Not sure why some trees do this because other trees I can see half way across the world... something to do with natural environments or LOD texture packs? Anyways it doesn't really bother me but I would really like these objects to fade in like the grass is. Is there an ini tweak or what am I doing wrong here? I only edited my ini to increase light view distances and enable the multi thread options, as well as loading twice as much texture data. Any help would be appreciated, thanks!
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Big Homie
 
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Post » Mon Jun 14, 2010 11:15 pm

Rocks and other static meshes suddenly popping in is a flaw in the engine, transitioning cells will cause everything in the loaded cells that are flagged by the engine as "always visible" to just pop in. Not much can be done about that one, I'm afraid.

Trees, however, are handled by SpeedTree and should not be doing that, well, not entirely. Do you have distant trees enabled? Trees are supposed to be loaded in like this:

-When outside of the hi-res render range (specified in the Tree Distance slider), the tree is displayed as a low-res billboard (LOD Tree, their draw distance is configured in the INI setting uGridDistantTreeRange, which defaults to 15 and cannot be changed ingame).
-Once you pass into hi-res range, the tree trunk is loaded immediately.
-The remainder of the tree components (branches and leaves) stream in as you get closer.
-The static billboard fades away.
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Britta Gronkowski
 
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Post » Tue Jun 15, 2010 1:48 pm

Rocks and other static meshes suddenly popping in is a flaw in the engine, transitioning cells will cause everything in the loaded cells that are flagged by the engine as "always visible" to just pop in. Not much can be done about that one, I'm afraid.

Trees, however, are handled by SpeedTree and should not be doing that, well, not entirely. Do you have distant trees enabled? Trees are supposed to be loaded in like this:

-When outside of the hi-res render range (specified in the Tree Distance slider), the tree is displayed as a low-res billboard (LOD Tree, their draw distance is configured in the INI setting uGridDistantTreeRange, which defaults to 15 and cannot be changed ingame).
-Once you pass into hi-res range, the tree trunk is loaded immediately.
-The remainder of the tree components (branches and leaves) stream in as you get closer.
-The static billboard fades away.


Hmm, yeah that does not seem to be happening although I do wonder if the natural environments is causing the effect to not work as well because the trees are now rendered much larger and the lod tree does not match, I will have to pay closer attention and report back exactly what is happening

edit: So after wandering around Imperial city I discovered this is exactly what is happening. I have a high res LOD texture pack as well as Natural Environments (vegetation park) and the two do not match so when it transitions from LOD to actual tree it is a noticeable change. I also noticed however that some trees appear totally from nothing, in fact over half seem to. I'll see two LOD trees and when I get close enough a little grove of 5 or more pop up. I didn't think NE added any elements, just scaled them up. Does Oblivion only load up a few of the trees LOD? Could I ramp up uGridDistantCount=25 along with uGridDistantTreeRange=15 to get more trees? The appearing from nowhere is much worse than the appearance changing.

IDEALLY I would raise uGridsToLoad=5 to something higher, which I have tried (11 etc). My system seems able to handle it as most outdoor areas are not nearly as heavy as better cities or similar populated areas, but the problem I get is water goes nutty on me, does not load in some places, looks messed up in others. Anyone have an idea how to get that to work smoother because that would be the IDEAL solution. Although if I have to deal with it as is I can come to terms with that.
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Conor Byrne
 
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Post » Tue Jun 15, 2010 12:23 am

Raising uGridsToLoad= to anything much higher than the default value tends to cause some truly interesting behavior, (everything starts bunny hopping.......) and so far as I know, there is no fix, or workaround for it. Seems to be an engine limitation.
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Kyra
 
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Post » Tue Jun 15, 2010 2:14 am

Hi, I've come back to Oblivion after a while away, I'm find the pop-up to be unbearable though. For instance a small set of ruins pops out of no where in the near to medium range very abruptly. Is there a way to fix this behaviour? Also, does the grass fade distance max out at a certain value? I have opened the ini and stuck in a value of 20000 but it seems to now be limited.
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Marlo Stanfield
 
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Post » Tue Jun 15, 2010 4:03 am

You can get mods that will show more of the distant stuff. Various iterations of "Viewable when distant".... I use RAEVWD, and it works fairly well. Keep in mind, if you get to enthusiastic on that, it is a performance killer.
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Glu Glu
 
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