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Basically if you have resources to spare go max if you have performance concerns go quick.
2). You may be able to re-use occlusion from a previous DynDoLOD run, but if you have changed any mods that affect that then obviously it will be better to replace it when you run DynDoLOD again.
The occlusion plugin is basically telling DynDoLOD which parts of the LOD's can be omitted from rendering if they are blocked from the players current point of view.
Ex: don't load the LOD's for the village behind that mountain, as it is completely obscured from view because the mointain is in the way.
It is just a performance thing and will not affect the texture quality.
https://dyndolod.info/Help/Occlusion-Data
OverwriteGrassDistance = 6000 to 20000
And
OverwriteGrassFadeRange = 3000 to 20000
I was just surprised I went from 30 minutes to an hour, generating the Dyn outputs to an all-night affair. My guess is, using BC7 Max setting killed my FPS on top of the revised grass cach file. I’ll do another full clean run with BC7 Quick, which I’ve used about 20 times so far,since FPS hits were zil or minimum, which follows the Steps format for a QHD file. I did make a standard cache file with stock settings of 6000/3000, so I would not have to role back to 1.5.97 again.
Thanks again.
I also have revised my DynDoLOD a few times as well trying to get the setup that works best without draining my FPS. I think there is just a bit of trial and error involved to dial it in for your specific setup.
Just sharing before and after pics of why the headaches are worth it. Plus I found out how to add to steam pics folder. Look at all my missing master from vortex - lol. That's why I deleted everything and started this whole process again
https://steamcommunity.com/sharedfiles/filedetails/?id=2924559897
https://steamcommunity.com/sharedfiles/filedetails/?id=2924559937
https://steamcommunity.com/sharedfiles/filedetails/?id=2924559908
https://steamcommunity.com/sharedfiles/filedetails/?id=2924559924
https://steamcommunity.com/sharedfiles/filedetails/?id=2924559887
It generates proper LOD files so you can view distant objects, it is useful for many reasons, generating non existant LOD's for mods and also generating better LOD's for vanilla objects.
The thing with .ini edits is they can only go so far, and they do not generate actual LOD for anything. If you generate grass from NGIO, then use DynDoLOD to generate grass LOD's then it would kinda be like setting grass distance in the .ini to "the other f***ing side of the map" because with generated LOD's as long as something is line of sight, you can see it from any distance. Without killing performance, as an .ini edit that large would if it was possible.
As an example, I currently am using a mod called Milandriel, a cool valenwood inspired tree home, it is a giant red tree that towers over the other trees in the area, and I can see that sucker from any corner of the map because of the generated LOD's.
Here is a good comparison video:
https://youtu.be/RXgCDYRDA-k
This is with ini edits and some graphics mods to pretty up the textures and increase mesh quality overall.
https://i.imgur.com/imb4wvU.jpg
https://i.imgur.com/ZYzzUzV.jpg
These actually look way better in game. For some reason taking screenshots in skyrim compresses them or something making them look blurry.
You need a good weather mod and ENB to start, you have to follow the ENB author’s comment for adjustments. Then try tree and grass combos and makes tweaks to those. Then you’ll see the differences better.
Another thing is monitor resolution and game resolution, if everything is running at 720 or 1080 you will not see that much difference. Game looks totally different running 4k to 8k textures at 1080 as compared to all 2k textures running and 1440/2k or 4k textures at 2k/4k resolutions.
I won’t name a dark shadowy, really helpful person who posted a screen shot of the shoreline between Dawnstar and Solitude with receding snow and some green grass with a few flowers growing from a downed tree. As soon as I saw that, the (See Monkey Do) effect jumped in.
So if you follow all the steps and guides for Seasons of Skyrim, there is no way around DynDoLod. With a 3.5 hour generating time and a 11.6 gig file, this last time around, it is doing way more than tweaking .ini settings. After 2 weeks of messing with this, I just noticed my map has trees too – lol.
No wonder that it is a bit drag for you.
As to what it does, it also animates thing, like waterfalls. If you have SMIM installed, then you will get windmills with proper sails.
I had to rerun it, because last night I saw some ghost buildings, because I swapped between profiles in MO2, thinking that I had those buildings in both profiles. And today I made few significant changes to textures and lights. Let's see, if it was worth it.
BTW, how big is your dyndolod output? The last one I generated was 6.4 Go (compressed) and nearing 20 Go uncompressed, I feel that it shouldn't be so much.
Uncompressed 2,52 GB
Mine is 900MB compressed and about 1.5gb uncompressed. Seasonal with maybe half a dozen moded worldspaces added.