[MOD] Real Grass 2

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Interkarma
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Re: [MOD] Real Grass 2

Post by Interkarma » Tue Nov 06, 2018 10:04 pm

I'm considering removing legacy deferred option. It was mainly there for folks with much older PCs a few years back. These PCs would no longer be compatible with modern builds in any case. I'm not sure this option serves any real purpose now other than to degrade lights and rendering quality. :)

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Mon Nov 19, 2018 6:27 pm

Version 2.3 released, download link on first post. This comes with new awesome textures from VMblast, which really add a new life to this mod :)
If you prefer, you can enable the old look from settings, at least for now. As always, the source code is available here, if anybody want to contribute.

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If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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pango
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Re: [MOD] Real Grass 2

Post by pango » Mon Nov 19, 2018 6:28 pm

Neeeeeeeed!
Thank you so much, trying that right now :)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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King of Worms
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Re: [MOD] Real Grass 2

Post by King of Worms » Mon Nov 19, 2018 6:55 pm

Very nice Lacus!!! Thank you!

I remember about the mist and flying bugs you talked about, is that still a thing which might eventually be implemented? It looked awesome as well.

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Mon Nov 19, 2018 8:00 pm

King of Worms wrote:
Mon Nov 19, 2018 6:55 pm
I remember about the mist and flying bugs you talked about, is that still a thing which might eventually be implemented? It looked awesome as well.
I decided to choose quality over quantity and only kept a few butterflies and fireflies at random spots.
I figured that making mist effects look the way i intended would require too much time and would better be part of a weather/climate mod, which is not something i'm interested in right now.

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If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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King of Worms
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Re: [MOD] Real Grass 2

Post by King of Worms » Tue Nov 20, 2018 8:01 pm

Very nice, I love the bugs :) And your decission about the mist is very understandable, thank you!

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AlexanderSig
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Re: [MOD] Real Grass 2

Post by AlexanderSig » Thu Nov 22, 2018 2:34 pm

Looks great! :)

ifkopifko
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Re: [MOD] Real Grass 2

Post by ifkopifko » Thu Nov 22, 2018 6:46 pm

It looks awesome! At this rate DFU will soon rival games like Skyrim in terms of graphics. :D

I did not try DFU in quite a while, but with the latest build (#139) I noticed some performance issues when this mod is active. It manifests as a minute lag (frame-rate drop) like every two-three seconds. It only happens when I am moving, when standing still and only rotating the camera, the frame-rate is stable 60fps.

I have tried to find out which setting is responsible, but even with grass distance set "1" it is still noticeable. Setting it to "0" obviously fixes the problem... :D No other settings made any difference.

My system specs: Win7 64bit, Intel i5 3470 @~4GHz, 16GB RAM, GTX 1060 3GB.

My ideas:
- VRAM usage is bordering 3GB with real grass enabled... without it I hover at ~1.5GB, so I was wondering why this mod is so demanding on VRAM.
- Maybe it is that the generation of "new" grass as the player moves causes this.

ifkopifko
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Re: [MOD] Real Grass 2

Post by ifkopifko » Fri Nov 23, 2018 6:52 pm

UPDATE on my performance issue:

Insufficient VRAM is not the culprit.
Explanation: Yesterday my VRAM usage was high even idling in windows, at around 1.2GB, I did not know whether it is normal or not. Running DFU with the grass mod it has gone to 3GB. However, today my idle VRAM usage was only ~240MB, so even with the mod fully enabled, I have reached max 2.3GB VRAM usage and the periodic lag (frame-rate drop) was there.

The lag is present even with the mod toned down with all the settings disabled (plants, flowers, stones, insects) and the grass set to billboard. Distances and such were left at default. VRAM usage ~1GB. (Practicaly the same as with the mod disabled BTW.)
- Switching to mesh grass increases usage to 1.2GB.
- Adding water plants ~1.2GB.
- Adding flowers ~1.9GB.
- Adding stones ~2.2GB.
- Adding insects ~2.3GB.

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Sat Nov 24, 2018 9:27 pm

Thanky you for you detailed report ifkopifko. :)

A known problematic moment is terrain creation and initialization. When you walk in the open world and a new terrain needs to be created, a small frame drop can be experienced, even with all the recycling and optimizations. If you install a mod that works during terrain setup, like this one, the issue can only be aggravated. This should only occur when a new terrain is generated though, if you have a constant lag it's probably something else. Does anybody else have this issue or worse performance that previous versions in general? Realistic option disabled should give the very same result as previous version.

I will check memory usage and see if there is something off.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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