The lag in Castles, Dungeons, and some houses

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MarcelSolo
Posts: 19
Joined: Sun Jul 26, 2020 8:33 am

The lag in Castles, Dungeons, and some houses

Post by MarcelSolo »

Hy there! I'm very new in this forum. And I'm not get used with forum at all. So, I dont know if put my question here is correct. I searched about lag in this topic and this question was more close from what I'm experiencieng. Nothing very serious. But, when I enter in the taverns of Sentinel, or some other taverns with 2 floors. My game become slow. Even the mouse movement has a little delay. Out of this places, the game runs very smooth. If I'm asking in the correct topic: is there anything I can do to solve this? Or is a performance issue from my side?
Anyway, thanks for the work of everybody.

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Ralzar
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Location: Norway

Re: The lag in Castles, Dungeons, and some houses

Post by Ralzar »

Are you using the Taverns Redone? That makes taverns a lot more intensive.

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Interkarma
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Re: The lag in Castles, Dungeons, and some houses

Post by Interkarma »

Hi, welcome to the forums. :) I've split this into its own topic, please don't necro years-old topics or hijack other people's support questions. Even if they sound similar, your situation is likely to be different.

Please start with your system specs, the contents of your settings.ini file, and any mods in use. We'll be able to review what settings or mods are likely to be causing you issues with interiors based on your specs.

MarcelSolo
Posts: 19
Joined: Sun Jul 26, 2020 8:33 am

Re: The lag in Castles, Dungeons, and some houses

Post by MarcelSolo »

Thanks for the heads up!
My computer has:
Intel I5
4GB RAM
intel hd graphics (don't know the number)

The .ini file is:

[Daggerfall]
MyDaggerfallPath = C:\MARCEL\Daggerfall
MyDaggerfallUnitySavePath =
MyDaggerfallUnityScreenshotsPath =

[Video]
ResolutionWidth = 1366
ResolutionHeight = 768
RetroRenderingMode = 0
PostProcessingInRetroMode = 0
UseMipMapsInRetroMode = False
PalettizationLUTShift = 1
VSync = True
TargetFrameRate = 0
Fullscreen = True
ExclusiveFullscreen = False
FieldOfView = 65
MainFilterMode = 0
QualityLevel = 5
ShadowResolutionMode = 0
DungeonLightShadows = False
InteriorLightShadows = True
ExteriorLightShadows = True
MobileNPCShadows = False
GeneralBillboardShadows = False
DungeonShadowDistance = 20
InteriorShadowDistance = 30
ExteriorShadowDistance = 90
EnableTextureArrays = True
RandomDungeonTextures = 0

[Audio]
SoundFont =

[ChildGuard]
PlayerNudity = True

[GUI]
ShowOptionsAtStart = True
GUIFilterMode = 0
VideoFilterMode = 1
Crosshair = True
SwapHealthAndFatigueColors = True
DimAlphaStrength = 0.5
FreeScaling = False
EnableToolTips = True
ToolTipDelayInSeconds = 0
ToolTipBackgroundColor = 404040D2
ToolTipTextColor = E6E6C8FF
ShopQualityPresentation = 0
ShopQualityHUDDelay = 4
ShowQuestJournalClocksAsCountdown = True
EnableInventoryInfoPanel = True
EnableEnhancedItemLists = True
EnableVitalsIndicators = True
EnableModernConversationStyleInTalkWindow = True
IconsPositioningScheme = classic
HelmAndShieldMaterialDisplay = 3
InteractionModeIcon = minimal
EnableArrowCounter = True
AccelerateUICopyTexture = False
SDFFontRendering = True
EnableGeographicBackgrounds = True
DungeonExitWagonPrompt = True
TravelMapLocationsOutline = True
IllegalRestWarning = True
LargeHUD = True
LargeHUDScale = 1
AutomapNumberOfDungeons = 5

[Spells]
EnableSpellLighting = True
EnableSpellShadows = True

[Controls]
InvertMouseVertical = False
MouseLookSmoothing = True
MouseLookSensitivity = 1
JoystickLookSensitivity = 1
JoystickCursorSensitivity = 1
JoystickMovementThreshold = 0.9
JoystickDeadzone = 0.001
EnableController = True
HeadBobbing = True
Handedness = 1
WeaponAttackThreshold = 0.03
WeaponSensitivity = 1
MovementAcceleration = False
ToggleSneak = True
ClickToAttack = True
CameraRecoilStrength = 3
SoundVolume = 0.2539337
MusicVolume = 0.3
InstantRepairs = True
AllowMagicRepairs = True
BowDrawback = False

[Map]
AutomapNumberOfDungeons = 5
AutomapDisableMicroMap = False
AutomapRememberSliceLevel = False
AutomapAlwaysMaxOutSliceLevel = False
ExteriorMapDefaultZoomLevel = 8
ExteriorMapResetZoomLevelOnNewLocation = True

[Startup]
StartCellX = 109
StartCellY = 158
StartInDungeon = True

[Experimental]
TerrainDistance = 3
TerrainHeightmapPixelError = 5
SmallerDungeons = True
CustomBooksImport = True
AssetCacheThreshold = 25

[Enhancements]
LypyL_GameConsole = True
LypyL_ModSystem = True
AssetInjection = True
CompressModdedTextures = True
NearDeathWarning = True
AdvancedClimbing = True
AlternateRandomEnemySelection = False
DungeonAmbientLightScale = 1
NightAmbientLightScale = 1
PlayerTorchLightScale = 1
PlayerTorchFromItems = False
CombatVoices = True
EnemyInfighting = False
EnhancedCombatAI = True
GuildQuestListBox = True
BowLeftHandWithSwitching = True
LoiterLimitInHours = 12

(but this was happening before I enable the Smaller Dungeons)

The mods are:
Enhanced Sky
Inventory Filter
archaeologists (instaled after the problem mentioned)
Mountains and Hills
physical combat and armor overhaul (Instaled after too)
prostitutes and lovers (instaled after too)

Also, I noticed that this hapens in those smaller castles.

Let me know if I gave the correct details.

Thanks for the attention

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pango
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Re: The lag in Castles, Dungeons, and some houses

Post by pango »

It's hard to tell what hardware you really have because i5 is a family of processor that exists for 10 years, same thing for intel hd graphics. All I can say is that the latter is not optimal for gaming.

I'd recommend the same things as this post: mainly
  • lower graphic quality from Fantastic. I use Beautiful because I prefer soft shadows anyway, but you may want to check if lowering that setting further helps with your performance issue;
  • disable Interior lights
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

MarcelSolo
Posts: 19
Joined: Sun Jul 26, 2020 8:33 am

Re: The lag in Castles, Dungeons, and some houses

Post by MarcelSolo »

I will look into this. Give my feedback as soon as possible. Thanks!

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Interkarma
Posts: 7247
Joined: Sun Mar 22, 2015 1:51 am

Re: The lag in Castles, Dungeons, and some houses

Post by Interkarma »

Settings are basically default, so system performance is probably a big factor. Integrated GPUs (especially older ones) don't have great fillrate and can struggle with deferred rendering with lots of lights. And slower CPUs can struggle with shadows. I'd definitely make sure the following two settings are always off and lower quality setting a notch as Pango suggests.

Code: Select all

DungeonLightShadows = False
InteriorLightShadows = False
Try enabling retro rendering as well (the 640x400 setting). It's not that different from your current resolution and will shave off some more GPU time per frame. Your listed mods shouldn't add much overhead.

If you get the chance to add a dedicated graphics card later, this will make a big difference. Even something basic like an old GTX 660 from around 2013 (or modern equivalent) will tear strips off an older Intel HD Graphics.

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XJDHDR
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Location: New Zealand
Contact:

Re: The lag in Castles, Dungeons, and some houses

Post by XJDHDR »

MarcelSolo wrote: Wed Aug 05, 2020 1:07 pm Thanks for the heads up!
My computer has:
Intel I5
4GB RAM
intel hd graphics (don't know the number)

Let me know if I gave the correct details.

Thanks for the attention
You can use CPU-Z to give you the exact model of your CPU and GPU:
https://www.cpuid.com/softwares/cpu-z.html

MarcelSolo
Posts: 19
Joined: Sun Jul 26, 2020 8:33 am

Re: The lag in Castles, Dungeons, and some houses

Post by MarcelSolo »

Hi there!
I tried your suggestions. The one that solved the issue was the retro rendering. But. When I went to the outside. The sky didn't exist anymore. The sky turns into the background from the previous interior place I was.
Tried different combinations with the retro rendering postprocessing, but had the same problem.
Change the resolution didn't help too.
But, I change the quality for "simple" with the lights disabled too. And the interiors was not too laggy anymore. I can live with this, no problem.
Thank you everybody. This helps a lot.
Thanks for this great work

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Interkarma
Posts: 7247
Joined: Sun Mar 22, 2015 1:51 am

Re: The lag in Castles, Dungeons, and some houses

Post by Interkarma »

The sky problem sounds like an older version of Enhanced Sky. The latest version 2.1.2 should have support for retro rendering mode (credit to Nystul for this work.)

viewtopic.php?t=1542

If you're not already using that version, give it a shot and see if that helps. :)

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