[MOD] Trees Of Daggerfall
- AlexanderSig
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Re: Trees Of Daggerfall
Fantastic work!
- VMblast
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- VMblast
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- pango
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Re: Trees Of Daggerfall
It seems you have fixed it, I tried that new version alone and combined with other mods, so far so good!
Thanks!
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- VMblast
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Re: [MOD] Trees Of Daggerfall
@pango
Ok great!
Guys is it working for the rest of you, and how its working? I need some feedback!
Ok great!
Guys is it working for the rest of you, and how its working? I need some feedback!
- King of Worms
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Re: [MOD] Trees Of Daggerfall
Yo, win 7 x64 its working and looking nice!
My performace is not too good, even on terrain distance 1.. lets say around 40fps... before I was capped at 60, but I think without VSYNC and this mod disabled Im at 100plus FPS..
I monitor my resource usage closely and my GTX 970 card is chilling at cca 33% usage.
Seems the CPU is bottlenecking (AMD FX 8300 at 4.1ghz) - its the draw calls for sure.
The cores are not even 100% utilized. So that means the optimalization must be done somehow...
The terrain creation when you move towards another "square" is also very affected by this mod. Takes lets say 10-15 seconds to generate, while be4 it was like 1-2 secs.
BUT
I know this is just a start! This will eventually be all solved and than this will be a must have mod.
Its truly very good MOD for such a early stage of development and performance issues are to be expected with something of this scale, altering 1000s of trees...
Go on pls guys
My performace is not too good, even on terrain distance 1.. lets say around 40fps... before I was capped at 60, but I think without VSYNC and this mod disabled Im at 100plus FPS..
I monitor my resource usage closely and my GTX 970 card is chilling at cca 33% usage.
Seems the CPU is bottlenecking (AMD FX 8300 at 4.1ghz) - its the draw calls for sure.
The cores are not even 100% utilized. So that means the optimalization must be done somehow...
The terrain creation when you move towards another "square" is also very affected by this mod. Takes lets say 10-15 seconds to generate, while be4 it was like 1-2 secs.
BUT
I know this is just a start! This will eventually be all solved and than this will be a must have mod.
Its truly very good MOD for such a early stage of development and performance issues are to be expected with something of this scale, altering 1000s of trees...
Go on pls guys
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- VMblast
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Re: [MOD] Trees Of Daggerfall
Hmm, well Ive done all I can from my part of expertise: Optimized polycount, texture size & LOD's distances. Everything else is out of my league.King of Worms wrote: ↑Fri Mar 15, 2019 11:14 am Yo, win 7 x64 its working and looking nice!
My performace is not too good, even on terrain distance 1.. lets say around 40fps... before I was capped at 60, but I think without VSYNC and this mod disabled Im at 100plus FPS..
I monitor my resource usage closely and my GTX 970 card is chilling at cca 33% usage.
Seems the CPU is bottlenecking (AMD FX 8300 at 4.1ghz) - its the draw calls for sure.
The cores are not even 100% utilized. So that means the optimalization must be done somehow...
The terrain creation when you move towards another "square" is also very affected by this mod. Takes lets say 10-15 seconds to generate, while be4 it was like 1-2 secs.
BUT
I know this is just a start! This will eventually be all solved and than this will be a must have mod.
Its truly very good MOD for such a early stage of development and performance issues are to be expected with something of this scale, altering 1000s of trees...
Go on pls guys
Ive told @TheLacus that Ive maybe found the potential performance problem: SPTree uses 8 side mesh for the billboard LOD distance! On one hand this is great because you get to see 8 different billboard sides at a great LOD distance. But that is also a potential huge problem for the DFU, since it uses just one billboard card and one texture side for the LOD distance. You add the math.
NOTE: Ive updated and added Test Configuration and Performances on the first page, so player could have rough estimate of what to expect.
- King of Worms
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Re: [MOD] Trees Of Daggerfall
This will get solved, dont worry. I remember how my mod ran before one year... there was less than 1/2 of current assets and no advanced materials and it killed any PC on demand just like that.
In few months, the same progress will happen with your mod. It will fly - I believe we have some skilled ppl onboard who can take care of it:)
Also, my cpu is becoming archaic (yet I LOVE how it copes in 2019)
Its all about the CPU botleneck in case of this mod... so...
You have nice performance on your ryzen5 and thats basically a mainstream CPU nowadays - not bad for a early beta
In few months, the same progress will happen with your mod. It will fly - I believe we have some skilled ppl onboard who can take care of it:)
Also, my cpu is becoming archaic (yet I LOVE how it copes in 2019)
Its all about the CPU botleneck in case of this mod... so...
You have nice performance on your ryzen5 and thats basically a mainstream CPU nowadays - not bad for a early beta
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- Summoning
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- Joined: Wed Aug 23, 2017 1:53 pm
- Soft and wet
- Posts: 3
- Joined: Sun Mar 24, 2019 11:44 pm
Re: [MOD] Trees Of Daggerfall
I think our biggest hurdle with the performance from this mod is simply hardware utilization, I have an RTX 2070 and an I7-4790k and even then with this mod the lag is crippling, going off into MSI Afterburner I see that hardware is utilized to 38 percent at its max on gpu at 42 on the cpu. So as I was eluding to prior to that tangent the biggest hurdle is finding a way to get DF unity to actually utilize our hardware.
"Softo Ando Weto"