[MOD] Real Grass 2

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus »

Allerka wrote: Mon Jun 08, 2020 12:11 pm That does seem like a lot. With a bunch of mods, including this one, DFU uses 3-5 GB generally for me (about 1 GB for this mod when I'm outside). Although I have Real Grass' density settings DRASTICALLY reduced, not just for performance reasons, but to be able to actually see the ground (and bodies to loot) still. I've got thick density down to 2-6 and thin down to 0-2.
Density has no effect on memory usage. The difference might be caused by a different terrain distance and other mods installed.
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Allerka
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Re: [MOD] Real Grass 2

Post by Allerka »

Really? That's surprising. Looks like you're right though, just took a look at different settings, about the same memory usage. Huh. The performance boost I saw probably came from dropping from meshes to billboards, then. It's mostly just a hit when I'm using Tedious Travel, though, from having to rapidly calculate all that continuously. Walking around is generally fine for me.

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus »

"Vibrant Wind" addon doesn't work with Daggerfall Unity 0.10.25. I'll release an update soon. 😉
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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus »

There are now two versions available for Vibrant Wind addon on Nexus: 0.5 is for 0.10.24, 0.6 is for 0.10.25.

You can check if the mod is working with the following console commands:

Code: Select all

set_weather 0
set_weather 6
If you see a visible difference in how the grass moves it means that the mod is working.

The main module of Real Grass is unaffected by engine upgrade and works on both versions.
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haloterm
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Re: [MOD] Real Grass 2

Post by haloterm »

I played around with grass distance using console commands and noticed I can easily go up to a distance of 1000 without major performance issues. Since I use distant terrain, this improves the look in the distance incredibly. But I have to set this each time I load a save. I tried to modify the json settings file of the mod directly, but the mod ignores this and stays at 300.

Would it be possible to allow such high values to set in the mod options in the next version, instead of the current maximum of 300?

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus »

haloterm wrote: Sat Oct 03, 2020 12:21 pm I played around with grass distance using console commands and noticed I can easily go up to a distance of 1000 without major performance issues. Since I use distant terrain, this improves the look in the distance incredibly. But I have to set this each time I load a save. I tried to modify the json settings file of the mod directly, but the mod ignores this and stays at 300.

Would it be possible to allow such high values to set in the mod options in the next version, instead of the current maximum of 300?
User settings are validated before they are given to mod, so there isn't any workaround. I'll keep this in mind for the next update. :)
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King of Worms
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Re: [MOD] Real Grass 2

Post by King of Worms »

Only issue with bigger grass distances is, that the density is too high in a distance, creating a unpleasant effect and sharp edge between the regions where the grass is visible and where its disabled due to the distance.

If the density could decrease with the distance, it would be performance friendly and at the same time look better. The transition between ON and OFF regions in the distance would be smoother.

haloterm
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Re: [MOD] Real Grass 2

Post by haloterm »

King of Worms wrote: Tue Oct 06, 2020 9:17 pm Only issue with bigger grass distances is, that the density is too high in a distance, creating a unpleasant effect and sharp edge between the regions where the grass is visible and where its disabled due to the distance.

If the density could decrease with the distance, it would be performance friendly and at the same time look better. The transition between ON and OFF regions in the distance would be smoother.
I agree (but that's not related to my request for an increased total possible distance, but a general issue, regardless if drawing distance is 300 or 1000).

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King of Worms
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Re: [MOD] Real Grass 2

Post by King of Worms »

The longer the distance is, the more apparent the issue becomes.

With big enough distance, the grass becomes a monolithic mass and it looks just bad, especially in grass dense regions/season. This does not happen if you use lets say 150 distance, or at least its not so apparent.

So I think it is related. But honestly, related or not, it would be cool to have this feature (I spoke about it earlier in this thread btw) It will be performance friendly optimalization and look better at the same time, win-win.

haloterm
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Re: [MOD] Real Grass 2

Post by haloterm »

King of Worms wrote: Wed Oct 07, 2020 9:09 am With big enough distance, the grass becomes a monolithic mass and it looks just bad
I will make a comparison screenshot later when I am at home why I like the longer distance better. :)

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