Yet Another Streamline Help Thread

Post » Sat May 28, 2011 9:56 am

Alright, this is something like my fifth thread about issues with Streamline, but I've got another one, this time about Streamsight. (Again.) Also, I'm not sure if this is required here, but to prove I have read the readme: relpamrewop

Now, here's one of my two issues:

The fog looks very...hard. And not misty like fog should, and it certainly doesn't increase immersion like the readme claims.

http://s903.photobucket.com/albums/ac239/powermapler/?action=view¤t=ScreenShot72.jpg
http://s903.photobucket.com/albums/ac239/powermapler/?action=view¤t=ScreenShot71.jpg

Maybe this is how it's supposed to look?

And now my second problem. The mountains in the distance sometimes suffer extreme clipping, dependent on where I'm currently looking. Not all mountains do this, but the majority do. Obviously it stops when I come near to them. It's only when the fog is on them.

http://s903.photobucket.com/albums/ac239/powermapler/?action=view¤t=ScreenShot68.jpg
http://s903.photobucket.com/albums/ac239/powermapler/?action=view¤t=ScreenShot69.jpg
http://s903.photobucket.com/albums/ac239/powermapler/?action=view¤t=ScreenShot70.jpg

Look at how the mountain in the distance changes shape as I start to look at the ground.


Anyway, thanks in advance for any help.



EDIT: And yes, I do realize what Streamsight is supposed to do. But I'm also worried about how my game looks.
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Ria dell
 
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Post » Sat May 28, 2011 10:12 am

Any help?
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Alan Cutler
 
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Post » Fri May 27, 2011 10:26 pm

If screenshot 72 is without SL and 71 is with then there is something very wrong.
what values of these do you use:
SL.ini
set SLv.MinDistanceFog
set SLv.MaxDistanceFog
Oblivion.ini
uGridDistantTreeRange
uGridDistantCount
uGridsToLoad

I turn the extremeclippint off 'set SLv.ExtremeClipping to 0' it messes with the distant landscape too much for me.

Edit: Do you have any weather mods active?
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Courtney Foren
 
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Post » Sat May 28, 2011 7:29 am

If screenshot 72 is without SL and 71 is with then there is something very wrong.
...


I think that 72 is daytime and 71 is nighttime, both WITH SL.

I'm curious about this... My distant fog stuff always looks like the fog in your first picture, and I've always thought it was normal... I'm very interested if it's not, but I think that's just the way it is. It's not SL's fault, it's the way the engine handles fog effects. Go pester the peeps in the OBGE thread about it :P
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Gavin Roberts
 
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Post » Fri May 27, 2011 7:09 pm

If screenshot 72 is without SL and 71 is with then there is something very wrong.
what values of these do you use:
SL.ini
set SLv.MinDistanceFog 25000
set SLv.MaxDistanceFog 111000
Oblivion.ini
uGridDistantTreeRange 20
uGridDistantCount 20
uGridsToLoad 5

I turn the extremeclippint off 'set SLv.ExtremeClipping to 0' it messes with the distant landscape too much for me. Extreme Clipping is off.

Edit: Do you have any weather mods active?
Natural Weather


Load Order:

Oblivion.esmbattlemagearmor2-0Base.esmTR_OoT_Main.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espNatural_Weather_HDR_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espEnhanced Water v2.0 ND.espEnhanced Water v2.0 HD.espEnhanced Water v2.0 HD - SI Addon.espIWR-Lights.espIWR-Windows.espIWR-Shutters.espClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.espImpeREAL City Unique Districts - All the Districts - Merged.espLess Creepy Guild Porters.espP1DseeYouSleep.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espP1DseeYouSleep - DLCVileLair.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espbattlemagearmor2-0 vanilla loot.espbattlemagearmor2-0 compatability loot.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espTR_Stirk.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espKnights.espKnights - Unofficial Patch.espShadowcrest_Vineyard.espElsweyrAnequina.espxuldarkforest.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espxulFallenleafEverglade.espAnequina-Fallenleaf-Patch.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espxulBravilBarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espMoriarcis.espNatural_Vegetation_by_Max_Tael.espAlternative Start by Robert Evrae.espAddendum - Vampires.espThe Sixth Element.espSkycaptainsBloodTime.espBSS BmAS 2-0 Icon Ex1.espBSS BmAS 2-0 WarlockExBeta.espBSS BmAS 2-0 baseheavytolight.espBSS BmAS 2-0 warlockheavytolight.espxulAspenWood.espHellbent Sword.espRagna Left-Hand Path.espThe Sixth Element - no willpower.espsinHHHans' Weather&Time Control.espMergedMaps.espGaladhrim_EV.espStreamline 3.1.esp



And I notice almost no fps difference while using Streamsight, if this means anything..




I think that 72 is daytime and 71 is nighttime, both WITH SL.


Yup.
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Mr. Allen
 
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Post » Fri May 27, 2011 6:14 pm

Streamsight doesn't really start to help FPS until you lower the uDistantCount setting. I have mine set at fifteen, because after the bedazzlement wore off, being able to see the Imperial City from Cloud Ruler Temple made the world feel so small.
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Dalia
 
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Post » Fri May 27, 2011 7:54 pm

Streamsight doesn't really start to help FPS until you lower the uDistantCount setting. I have mine set at fifteen, because after the bedazzlement wore off, being able to see the Imperial City from Cloud Ruler Temple made the world feel so small.

That's just it. I know exactly how you feel, but when the fog looks like this, I'd rather the world be crystal clear. I want a natural fog...
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Mashystar
 
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Post » Fri May 27, 2011 11:36 pm

I have mine set to fifteen also, and my fog looks like the fog in the first picture. Which I believe to be correct.

Personally I think it looks pretty good when all is considered. Don't think of it as a fog, but as the bluish haze you see when looking at far off mountains, it's not an exact replica, but nor are oblivions graphics a replica of the world.
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Isabella X
 
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Post » Fri May 27, 2011 8:30 pm

That's just it. I know exactly how you feel, but when the fog looks like this, I'd rather the world be crystal clear. I want a natural fog...


Yep, and like I said, I think that lies more in the realm of what OBGE/OGE/OVEP is trying to accomplish. There's really nothing that can be done (that I'm aware of). I absolutely encourage you to inquire in that thread... if it's in the realm of possibility, someone might try and work on it eventually.
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Nick Swan
 
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Post » Sat May 28, 2011 2:45 am

I use a closer fog with uGridDistantTreeRange & uGridDistantCount at 10, since seeing the whole world just doesn't feel right to me. Along with my computer not handling the load.
Sorry no suggestions, it looks like you're getting what you should.

Just to be sure you are using the 3.1 patched version?

The only thing on the load order is having the enhanced water ND & HD loaded probably isn't a good thing.
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Jordan Moreno
 
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Post » Sat May 28, 2011 9:30 am

The only thing on the load order is having the enhanced water ND & HD loaded probably isn't a good thing.

Yeah, I had actually just noticed that right before you posted. :facepalm:

Fixed now.
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 11:32 pm

Thumper, how do you find the grid 10 count? I've been thinking of lowering mine some more for the boost in speed, but I thought that might be to claustrophobic.
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Jesus Duran
 
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Post » Fri May 27, 2011 9:21 pm

Thumper, how do you find the grid 10 count? I've been thinking of lowering mine some more for the boost in speed, but I thought that might be to claustrophobic.

Yes its definitely closer, but I prefer not seeing so far. Which works well with my computer not liking extended viewing distances.
Doesn't really make 'surprise' situations with Actors, but reduces your reaction/awareness time of them. When combined with the Actor's having an increased awareness radius of you e.g. MMM, makes it a little more interesting.
But don't go below 9, I think there was some mention long ago of clipping/viewing problems below 9.
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Marta Wolko
 
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Post » Sat May 28, 2011 2:25 am

Yes its definitely closer, but I prefer not seeing so far. Which works well with my computer not liking extended viewing distances.
Doesn't really make 'surprise' situations with Actors, but reduces your reaction/awareness time of them. When combined with the Actor's having an increased awareness radius of you e.g. MMM, makes it a little more interesting.
But don't go below 9, I think there was some mention long ago of clipping/viewing problems below 9.

Well, I'm at 6, and now issues so far. I don't have a too super computer, but have RAEVWD and UL and...much more. Besides, at 6 I feel like in Morrowind once again...
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Bloomer
 
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Post » Sat May 28, 2011 5:54 am

Well, I'm at 6, and now issues so far. I don't have a too super computer, but have RAEVWD and UL and...much more. Besides, at 6 I feel like in Morrowind once again...

I think it was interiors that were having problems with less than 9, since the interior view & clip were calculated from the exterior settings.
There's a thread where Arthmoor gives a script hint to avoid that.
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NEGRO
 
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