[MOD] Distant Terrain

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Nystul
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Re: [MOD] Distant Terrain

Post by Nystul » Fri Dec 21, 2018 9:25 am

Midknightprince wrote:
Fri Dec 21, 2018 2:19 am
The ambient occlusion setting in the post processing mod, does not work with the latest version (2.5 .0).
I've tried all the settings, I even took all the Json files out, and started from scratch....
what exactly is not working as expected - can you post a screenshot and explain pls

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Nystul
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Re: [MOD] Distant Terrain

Post by Nystul » Fri Dec 21, 2018 9:33 am

Midknightprince wrote:
Fri Dec 21, 2018 12:01 am
... and that dark stuff on the hill is actually the shadow of the hill next to me, it's not funkyness...
no this is not a shadow imo - I think it is different texturing and fog applied - not sure why it is that much of a difference on your system - this transition is not that hard on my system.

edit: I now know - it is post processing behaviour active on main camera but not camera stack - I tried to change the code so that it clones post processing behaviour to stack cameras from main camera - but this breaks fog - looking into this some more

edit2: will try to go with main camera and only one stacked camera for distant terrain. That way I can manage to make fog still work. Post processing will be active on stacked camera as well, This has some effects though. Main issue is that main camera will have a further far clipping plane. The ratio of near to far clipping plane affects some other stuff (I expect the ambient occlusion from post processing being one thing affected) - I think it still works but needs other settings

edit3: version 2.5.1 is up, could you guys try it out please
fixes:
  • disappearing billboards and stuff
  • when terrain transition is disabled, holes in terrain should be less likely now
  • things with post processing mod active should be a bit better now
there is a known issue with sea reflections I need to look into soon - only near terrain is reflected at the moment

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Midknightprince
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Re: [MOD] Distant Terrain

Post by Midknightprince » Fri Dec 21, 2018 12:48 pm

Oh man sweet !
I'm on it !
Dude you rule...
Check out my YouTube Channel!

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Re: [MOD] Distant Terrain

Post by Midknightprince » Fri Dec 21, 2018 1:41 pm

It works, but the AO looks like its getting scattered, so theres little spots under the architecture (building, and structures - not sprites) the higher you set it..
It kinda clumps up, and follows along as you move, don't know how to explain it, but the AO is there, and it wasn't before, so whatever you did works..
The sprites work too, you just see the AO on them a bit more than before.
I've tried with everything off, in DT, only AO on in post mod, I tried with just those two mods on, and combinations of all the options, and not in both, same thing..
Even took the textures folder out..
I'm thinking PP needs to be updated, let me test some more stuff..
So just to be clear, they both work on my end separately, and everything is fine with both of them, it's just the AO is doing funky stuff when DT is turned on at all..
And these potholes, are the coolest thing, just had to say it..
Attachments
Distant terrain off.jpg
Distant terrain off.jpg (809.32 KiB) Viewed 380 times
DT on.jpg
DT on.jpg (573.37 KiB) Viewed 380 times
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Re: [MOD] Distant Terrain

Post by Midknightprince » Fri Dec 21, 2018 2:19 pm

Yeah, the Post proc mod is messing up the fog too in vanilla, so hopefully it gets updated.
Thanks for messing with it so fast, it was a cool thing to wake up too :D
I'm gonna go see this thing with the NEW fog stuff you guy's fixed for like the next week, lots of cool stuff on 2.7..

If you need me to test some more stuff, let me know, otherwise, I will be playing when i can with with all the power of a Bene Gesserit witch !
That's actually a guy !
Yeah....nevermind about that...
Thanks man :D
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Nystul
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Re: [MOD] Distant Terrain

Post by Nystul » Fri Dec 21, 2018 2:45 pm

The thing is distant terrain sets the camera clip distance from around 1000 to 15000 on main camera. This is causing some precision issues on shadows (not that big of an issue) and I also think on screen space effects (like post processing). The problem is there is no real solution for this. I tried an additional camera stacked bit then fog breaks for that camera. Post processing fog only works for one camera correctly unfortunately since depth buffer is not shared between cameras.
It is a compromise now but I think it is ok

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Re: [MOD] Distant Terrain

Post by Midknightprince » Fri Dec 21, 2018 3:09 pm

Nystul wrote:
Fri Dec 21, 2018 2:45 pm
The thing is distant terrain sets the camera clip distance from around 1000 to 15000 on main camera. This is causing some precision issues on shadows (not that big of an issue) and I also think on screen space effects (like post processing). The problem is there is no real solution for this. I tried an additional camera stacked bit then fog breaks for that camera. Post processing fog only works for one camera correctly unfortunately since depth buffer is not shared between cameras.
It is a compromise now but I think it is ok

The fog, doesn't work with Post Proc on at all for me, but it works with distant terrain..
And I mean "if" I have Post Proc on at all, the fog dosnt work, even if I have all the setting off in that mod (everything), so its just selected, the AO, the AA, everything is off..
Post-processing is not compatible with the new fog stuff you guys did that's what I'm trying to say.
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Re: [MOD] Distant Terrain

Post by Midknightprince » Fri Dec 21, 2018 4:37 pm

I only play this with fade into skybox, enable improved Terrain, and indicate locations selected...
Sorry I keep forgetting to mention this, but it works for me.
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Nystul
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Re: [MOD] Distant Terrain

Post by Nystul » Fri Dec 21, 2018 9:05 pm

yes, there seems to be a problem with the post processing mod and fog - thanks for pointing that out

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Re: [MOD] Distant Terrain

Post by Midknightprince » Sat Dec 22, 2018 2:22 am

Nystul wrote:
Fri Dec 21, 2018 8:31 am

performance is another point I would like to see what can be done (I already had an optimizing pass over this).
@midnightprince: there is a fps drop whenever new map pixels are streamed in, it might be higher the more mods are installed and graph settings are maxed out. I am testing with high end pcs and it is ok for me. Noticeable but ok ;)

edit: I know now what causes the disappearing foliage... need to undo an optimization I did :(
Sorry I must have missed this, I should read more, so with the new distant trarrain mod, it actually bumps less when you cross the zones than the last one.
And it really bumps with post-processing on, not this one...

When I turned post-processing off for a bit, it was really quick with everything else on, it' still bumps a bit but it doesn't seem like the distant Terrain is what makes it really noticeable.
Even going outside with post-processing mod on, it bumps pretty noticeably.
I'm used to it so it doesn't bug me and I have the view distance set to Max, so I expect some pumping, but I definitely get the worst when post-processing mod is on not this one.
It's actually pretty smooth...
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