Streamline and Streamsight

Post » Wed Jan 21, 2015 6:04 am

Story time! Driving to my mother in law's house the other day I was looking out toward the mountains and realized something. They're blue. They turn blue fairly quickly, depending on the weather, and you can actually see the transition from green pine trees to blue-tinted to flat out undeniably blue a lot closer, proportionately, than Oblivion's default fog distance and I decided I wanted proper North Idaho atmospheric light scattering on my Oblivion mountains as well. Enter Streamline. Installed, I only us Streamsight, I have my pretty blue mountains (unfortunately lacking in detail because it's fog, but it's better than vanilla), I have set my streamsight values at medium I guess? And my ugriddistantcount (trees and otherwise) to 14. Fabulous. It's gorgeous. I probably could have slapped in Redbag's fog mod for the same result or used All Natural's fog settings but I like working harder, not smarter.

So I was wondering does Streamsight actually change the LOD distance behind the fog? Is there an oblivionl.ini setting I can tweak so that not only trees and objects, but TERRAIN ITSELF, Mountains, etc stop drawing past a certain distance, say 20 grids and well behind my fog line? I've read up on Streamline but it's a little unwieldy and maybe I missed it, but I didn't immediately notice anything about actually nerfing Oblivion's LOD draw distance beyond what the in-game sliders allow which is frighteningly world-endingly close lol.

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Enie van Bied
 
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Post » Wed Jan 21, 2015 6:51 pm

I believe you're looking for the "Extreme Clipping" part of StreamSight:
These settings:
set SLv.ExtremeClipping       to       0  ; Turn on clipping behind distant fog?                                          ;  Gains FPS, but can cause some                                          ;  clipping of distant mountainsset SLv.ClipMin               to   40000  ; Range under which clipping will stop
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Emily abigail Villarreal
 
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Post » Wed Jan 21, 2015 7:19 am

Oh okay, I kinda glossed over that part and wasn't entirely sure what it was talking about lol. I'll give it a try, thanks :). Just seems like a waste to have terrain rendering way beyond the fog when I can't even see it lol.

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Nice one
 
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