SaneEngineer / No-Grass-In-Objects-NG

NGIO ported to AE
MIT License
32 stars 5 forks source link

Grass Disappears Then Reappears When Approaching Sometimes #23

Closed 0pLuS0 closed 2 months ago

0pLuS0 commented 2 months ago

Describe the bug When I get close to grass, sometimes the grass will disappear, then reappear. I've had this happening in the past before using this mod with the original NGIO, but maybe there is a NGIO issue here in regards to the grass cache and the settings I use.

For the life of me I have no idea what causes this...

Screenshots I made a video and posted it on Vimeo. Right at 10-12 seconds out in the distance to my left, then straight ahead, and to the right, a huge section of the grass disappears, and it becomes more brown in color where the grass use to be, then it reappears.

https://vimeo.com/938490482

Caching If you are having issues with Caching, please upload PrecacheGrass.txt

Config Please upload your GrassControl.ini GrassControl.ini.txt

Log Please upload your NGIO.log here or link from pastebin NGIO-NG.log

Additional context I am running SSE 1.6.640.0 with Tamrielic Grass and Tamrielic Grass for ENB Complex Grass, and I use xLODGen, TexGen and DynDOLOD 3.

Tamrielic Grass has a Tamrielic Grass.ini file, these are it's settings.

[Grass] fGrassMaxStartFadeDistance=17000.0000 fGrassMinStartFadeDistance=0.0000 iMaxGrassTypesPerTexure=13 iMinGrassSize=52

These are the settings I use in Skyrim.ini

[Grass] bAllowCreateGrass=0 bAllowLoadGrass=1 bDrawShaderGrass=1 bEnableGrassFade=0 fGrassFadeRange=14128 fGrassMaxStartFadeDistance=17000.0000 fGrassMinStartFadeDistance=0.0000 fGrassWindMagnitudeMax=125 fGrassWindMagnitudeMin=5 iGrassCellRadius=2 iMaxGrassTypesPerTexure=13 iMinGrassSize=52

These are the grass settings I use in SkyrimPrefs.ini.

[Grass] fGrassMaxStartFadeDistance=17000.0000 fGrassMinStartFadeDistance=0.0000 fGrassStartFadeDistance=17000.0000

These are grass settings I use in SkyrimCustom.ini

[Display] bShadowsOnGrass=1

THANKS

SaneEngineer commented 2 months ago

This is an issue with transitioning from LOD grass to actual grass. This an issue inherited from the original mod. This is something that will eventually be fixed but will take time. The only solution right now is to set DynDOLOD-Grass-Mode = 2 which uses NGIO's extended grass distance feature, which currently crashes for certain users.

0pLuS0 commented 2 months ago

You mean in the GrassControl.ini?

DynDOLOD-Grass-Mode = 2

THANKS

SaneEngineer commented 2 months ago

Yes

0pLuS0 commented 2 months ago

THANKS a lot for everything!

This mod is really great!

Keep up the amazing work, it is truly appreciated!

You make Skyrim a better place! 👍

ikonomov commented 2 months ago

I believe I had a similar issue (prior to NGIO NG), basically having to do with the grass being unloaded too early in the loaded cell try these settings: Skyrim.ini [Grass] fGrassMaxStartFadeDistance=20272.0000 _ SkyrimPrefs.ini [Grass] fGrassStartFadeDistance=20272 fGrassMaxStartFadeDistance=20272.0000

0pLuS0 commented 2 months ago

@ikonomov

I mentioned I've had this happening in the past too with the original NGIO, it's been an ongoing issue for me, for the past 2 years.

One of the settings I posted for the SkyrimPrefs.ini were incorrect, it's this;

[Grass] fGrassMaxStartFadeDistance=17000.0000 fGrassMinStartFadeDistance=0.0000 fGrassStartFadeDistance=17000.0000

In the Skyrim.ini

fGrassMaxStartFadeDistance=17000.0000 fGrassMinStartFadeDistance=0.0000

I use 17000.0000 because as I mentioned Tamrielic Grass has a Tamrielic Grass.ini file, these are it's settings.

[Grass] fGrassMaxStartFadeDistance=17000.0000 fGrassMinStartFadeDistance=0.0000 iMaxGrassTypesPerTexure=13 iMinGrassSize=52

I assumed if Tamrielic Grass is using 17000.0000, going above it, might not work as well for the mod...

THANKS

ikonomov commented 2 months ago

You can read why 20272.0000 is the number that you want to use with grass billboards here: https://stepmodifications.org/forum/topic/19454-full-grass-fade-range-in-active-cells/ fGrassMaxStartFadeDistance (and fGrassStartFadeDistance) is the distance at which grass starts to fade into the distance, a feature that you only want to use when you are not using grass billboards. Extending the distance by using 20272.0000 essentially disables the fading feature so that grass does not fade into the distance. There is no guarantee that using 20272.0000 will fix your issue, because it's possible that you are experiencing a completely different problem. However, it's worth a try and also it's easy to test. I had a similar issue and it fixed my problem. By the way 17000.0000 is just a random number that the creator of Tamrielic Grass decided to use likely because it creates a grass fade that looked good. It has no effect on the generation of the cache or billboards or even the look of the grass itself.

0pLuS0 commented 2 months ago

@ikonomov

I noticed you made fGrassStartFadeDistance=20272 without the zeros on the end like the other entries .0000?

Does it really matter?

This is what I have now for the Skyrim.ini

[Grass] bAllowCreateGrass=0 bAllowLoadGrass=1 bDrawShaderGrass=1 bEnableGrassFade=0 fGrassFadeRange=14128 fGrassMaxStartFadeDistance=20272.0000 fGrassMinStartFadeDistance=0.0000 fGrassWindMagnitudeMax=125 fGrassWindMagnitudeMin=5 iGrassCellRadius=2 iMaxGrassTypesPerTexure=13 iMinGrassSize=52

The SkyrimPrefs.ini

[Grass] fGrassMaxStartFadeDistance=20272.0000 fGrassMinStartFadeDistance=0.0000 fGrassStartFadeDistance=20272.0000

THANKS I'll certainly try this, much appreciated!

ikonomov commented 2 months ago

Here is a post that explains why some variables have whole numbers and some decimals https://stepmodifications.org/forum/topic/4585-guideskyrim-configuration-settings/?do=findComment&comment=137401 I'm not sure if it would matter in this case, but to be safe it's best to use the numbers as I've written them in my previous post.

Edit: Also make sure to use the same values or delete the lines that change those values in Tamrielic Grass.ini.

0pLuS0 commented 2 months ago

@ikonomov I had the grass disappear as I approached it using 20272.0000, and the closer I go, it never reappeared.

But then a few minutes later the game froze and did a CTD too.

Maybe still issues that need working out with NGIO. hmm

0pLuS0 commented 2 months ago

With NGIO-NG-1.0.12-1.6.640 I'm still running into grass rendering issues with DynDOLOD-Grass-Mode = 2.

Sometimes the grass will disappear when I approach it then reappear.

I see areas around near the Sleeping Tree in the Tundra near Whiterun where grass is not being rendered, but empty.

I'm also seeing areas near the Sleeping Tree in the Tundra near Whiterun where the grass in the distance isn't rendered properly, but in patches and blotches, not full.

I'm also seeing some floating grass, but I am using Complex Grass which I haven't used much before, so not sure if it's the issue, I'll test this further and let you know.

Here's a screen shot of the grass clumps in the distance not appearing full at this distance, which it did before with the original NGIO. All the bright areas of individual looking blades, it didn't render like this before.

Grass Clumps

Here's an area that no grass rendered near the Sleeping Tree.

GrassRender

In this screen shot, it's the area in the previous screen shot above, the location I moved to where the two red X are at. As I approached this area, the grass in the distance disappeared that I placed 3 red X at.

Grass Disappears

0pLuS0 commented 2 months ago

Using DynDOLOD-Grass-Mode = 1 I didn't notice any barren areas without grass, but I didn't ride around as long, but it does look better so far.

Using 20272.0000 I'm not seeing any differences with pop in, and the grass still disappears and reappears sometimes as I'm approaching it. hmm

For the grass still popping in and dissappearing I'm going to play around with the fGrassFadeRange. I was using 14128, High Settings in BethINI is 6144, I'll test 6144 for now with 20272.

THANKS

ikonomov commented 2 months ago

If you are using Mode 1 together with GrassStartFadeDistance 20272 the fGrassFadeRange doesn't matter because the entire loaded cell will be covered by grass regardless of your position in it. Whatever issue you are running into, it must be something else.

0pLuS0 commented 2 months ago

@ikonomov the last post I made with the screen shots I posted was using DynDOLOD-Grass-Mode = 2

All I know is with this Mode 2 it becomes more noticeable, but then large areas of grass are also not being rendered with Mode = 2.

Does DynDOLOD-Grass-Mode = 2 work?

Also with grass disappearing and then popping into view, this doesn't always happen. Sometimes I load a game save and I see it 1 time, then I load that same game save over many times, go back to that same area and never seen it again. So I don't understand why the same particular area might do this sometimes then other times not.

I'm not sure if I have a mod conflicting, or what the problem is.

I keep forgetting, in the Skyrim.ini these are correct?

[Grass] bAllowCreateGrass=0 bAllowLoadGrass=1 bDrawShaderGrass=1 bEnableGrassFade=0

THANKS

SaneEngineer commented 2 months ago

There is still some issues with DynDOLOD-Grass-Mode = 2. Here is a test build which should fix some of the issues. NGIO-NG.zip

0pLuS0 commented 2 months ago

Hi @SaneEngineer

I forgot to mention, I'm starting to think the reason maybe I see grass disappear then pop in, possibly it has to do with my Game Saves, because I assume, if I am making changes to my setup and then load a previous game save with different grass settings, it's the reasons for this.

Is DynDOLOD-Grass-Mode = 2 a better Mode to use?

THANKS

SaneEngineer commented 2 months ago

If this was an issue with applying to an existing save it would be a more commonly reported. The only known cause of this issue is having uGridsToLoad = 7. An INI for a plugin maybe applying this setting.

DynDOLOD-Grass-Mode = 2 is worse performing but should offer better visuals.

TLDR, if it has less issues than, DynDOLOD-Grass-Mode = 2 is the better option.

0pLuS0 commented 2 months ago

I should of uploaded the INI before, these are the BethINI High settings, with just a few changes, mainly for the grass.

I have uGridsToLoad = 5.

Skyrim.ini.txt

SkyrimPrefs.ini.txt

SkyrimCustom.ini.txt

THANKS

SaneEngineer commented 2 months ago

I was suggesting that another mod like how Tamrielic Grass has settings in Tamrielic Grass.ini. may be overwriting uGridsToLoad

0pLuS0 commented 2 months ago

This is the original TamrielicGrass.ini

[Grass] fGrassMaxStartFadeDistance=17000.0000 fGrassMinStartFadeDistance=0.0000 iMaxGrassTypesPerTexure=13 iMinGrassSize=52

I changed it to;

[Grass] fGrassMaxStartFadeDistance=20272.0000 fGrassMinStartFadeDistance=0.0000 iMaxGrassTypesPerTexure=15 iMinGrassSize=50

The Complex Grass has the same ini and settings.

I wonder if SSE Terrain Tamriel could cause a problem? hmm

https://www.nexusmods.com/skyrimspecialedition/mods/54680

THANKS

SaneEngineer commented 2 months ago

I was just using tamrielic grass as an example

0pLuS0 commented 2 months ago

DynDOLOD-Grass-Mode = 2 is working nice now.

I ran around the Tundra from Whiterun past the Sleeping Tree and further, I didn't see any blank areas with no grass, and I also didn't see any grass disappear and reappear.

Keep up the great work, it's really appreciated, you make Skyim a better place!

BIG THANKS

SaneEngineer commented 2 months ago

Thanks for the kind words. Did you ever test TrueHUD with caching?

0pLuS0 commented 2 months ago

Thanks for the kind words. Did you ever test TrueHUD with caching?

I just grabbed 1.0.13 and it started to restart twice, withing the first 2-3 minutes in the beginning, at World 1 out of 43, so I stopped it.

All l know is, with it enabled it restarts around 5 times more.

If I uncheck it, it only begins to restart when it reaches the end of the cache process, like at World 43 out of 43, and it restarts only 3 times.

SaneEngineer commented 2 months ago

Thanks for testing that. I'm going to close out this issue and cover any similar issues on the nexus page.

0pLuS0 commented 2 months ago

I don't follow, cover any similar issues on Nexus?

When you have time, will you still be trying to figure this out with TrueHUD?

THANKS

SaneEngineer commented 2 months ago

If any else has the issue of a gap in the grass, I'll communicate on a nexus issue so that more people can see it. I'll keep looking into trueHUD.