#SaintJ Projects
1 messages · Page 2 of 1
Yeah, you're right, that thing on vanilla textures does look like rocks
top part needs more dirt on it
but it's weird that they are there
ends up looking really deep fried
I see
and the green is only in an actual lichen texture
blended in
the OG texture was sorta just green everywhere
and most texture replacers are
tiling?
understandable for an old game
I probably haven't played vanilla in too long, as I'd never noticed this huhu
yeah, redoran suffers from this too
don't know the proper term but they are too prominent
the game worst sin is weird UVs
tiling is the texture repeating many times
thankfully, MOP fixes most of them
do you mean they are too bumpy
normal map strength or heightmap strength?
do you have any examples? are you referring to older packs or showcases here
oh yeah
any reference is to your nexus mods
here lemme show you something
the transparency = heightmap, more transparent = lower
yours were not transparent?
not very low just adequately low
I get it now, this looks too strong and crunchy
just the normal maps
the first one is essentially a CG crime
I don't know how I genuinely made that texture with a straight face and released it to the public
it's laughable
keep in mind this looked ok in its time
because of shaders
or lack thereof
we didn't have AO or parallax shadows back then
yeah, I keep forgetting most of that shit we have is relatively recent
this is it in game
the new wall texture
also keep in mind for all of my screenshots my POM intensity in the shader itself is set quite high
to allow for more variation
if you set your POM intensity very low and build your textures based on that, they will have more range between the height values but they will be very limited in bumpiness
so when you get a texture that SHOULD be bumpy it cannot be
that's why I made most of my textures fairly low bumpiness and the POM shader a bit higher
so that some textures can still have a a lot of depth
// --- Configuration ---
#define PARALLAX_USE_LOD_BASED_AO 1 // Comment this out to use Rafael's AO.
#define PARALLAX_SCALE_TERRAIN 0.08
#define PARALLAX_SCALE_OBJECTS 0.07
#define PARALLAX_BIAS 0.3
#define PARALLAX_NEUTRAL 0.5 // Heightmap value that represents the geometric surface (0.5 = bidirectional)
#define PARALLAX_SHADOW_STRENGTH_TERRAIN 4.0
#define PARALLAX_SHADOW_STRENGTH_OBJECTS 4.0
#define PARALLAX_SHADOW_STEPS 10
these are my POM config using LiamMello's POM
I only changed Parallax scale terrain and parallax scale objects
this is much better
I believe my LUA spike performance issues have been caused by procedural chatter
where my game would freeze and spike lua usage from 13.0 to 200-400
which is a ridiculous number
and when resting aswell
I don't wanna point a finger yet as I suspected this for many other mods, but as a test I removed it and the spikes stopped
I might be using an old version or something
yeah there's a new version
nah I downloaded the latest version, and the latest of its requirements too, and as soon as I enabled procedural chatter the lua spikes came back
one last test
gonna disable npc schedule sit down please and go home
I shoulda done it a while ago anyway but hey
nope issue persists
I tried disabling all experimental features, reloading lua and it still happens
gonna try disabling everything from the settings and reloading lua
fully disabling from MCM seems to do the job
keyword seems
meaning its either audio, subtitles, door transition sounds or companions
or something else
causing issues with this mod
ok I have identified it is the companion settings that cause my issue
I tried enabling only audio and subtitles, no isses
audio subtitles and doors, no issue other than a theorized slight increase in lua usage, no spikes tho
and then audio subtitles no doors companions
my game almost ctd when reloading lua
and I don't even have any companions
and seems to cause my game to freeze even when in settings and the game is paused
I'm gonna try everything enabled except companion stuff, if that has 0 issues then it's the companion stuff 100%
ima open a bug report
also not 100% sure about this but I'm 90% sure its procedural chatter causing it
actually I would say like 99%
does it spike very like 4-5s
yeah that's something going insane on one of the scanners I wonder why
to like 400
it never goes past 1.5ms or so for me
I'm not 100% sure if it's companions only but enabling it definitely tanked my lua usage
and the spikes became periodic
without it I think I experienced 1 spike which could have really been caused by anything else
I have very little else installed so I'm probably getting some leeway
therefore could be unrelated to the mod
or it could be the same scanner but less frequently used than the companion module
making it sneaky to detect
mine is at around 11.5-15 without "issues"
both the companion module and regular conversations default to 20-30s cooldown right?
yeah
aka without procedural chatter
with companions module it sits at 20-25 and jumps to 400 at spikes
There's some stupid inefficient code I use to try and enable guard-guard conversations (I initially blocked it but Dynamic Conversations had some so I patched it back in) that is expensive and I need to scrap till I figure out a better way to do it.
do you have FDU installed?
I just experienced another spike without companions module
565ms
it is probably the same scanner being used in other modules of the mod but less frequently making it very sneaky to detect
no, don't know what that is
follower detection utils? that might be why the companion scanner is bugging out
oh
yes I do
have it
latest version
I just fully disabled from MCM and got another spike, this is bugging me
I'll try disabling the mod from the launcher
and seeing if it still has spikes
if it does then it's probably not this mod though it might be contributing
strangely after disabling from MCM it has become periodic again
are you standing in one place or moving around? The schedule generation will cause huge spikes and isn't actually gated behind the schedule relocation, it only does it once per new NPC/area though.
with companions it happens even when standing
havent tested if it happens when standing without it
or without the mod
only when moving around in which case it does spike
do you have zero companions but the companion dialogue files installed or no files and no companions?
no companions and no files
just base procedural chatter
rn with mod disabled in the mcm I get ridiculous spikes evey 3 seconds
like the game is unplayable
nothing in the f10 log
I'll check disabling in launcher now, enough of MCM
you can turn debugging on here: \ProceduralChatter_Release\scripts\ProceduralChatter\data\ScheduleConfig.lua if you want but I doubt it'll give any fascinating info
yeah and nothing I could understand
moving around and standing around balmora with nothing enabled
not even a flicker of a lua spike
it is either procedural chatter or procedural chatter in combo with my setup somehow
either way for now I'll use npc schedule go home and sit down please to prevent risk of spikes
it froze my game and crashed to desktop a few times with the spikes
how did you get it that insane to begin with my lua and luasync is only 0.50
0.51 occlusion build with lua unleashed latest version extreme unsandboxed
thats my full build
Listen, sometimes you've just got to use all the Lua mods. It's a burden for sure
lemme go try narsis
that's basically my setup in a nutshell
all the immersion lua mods
dunno how many I have total
I really tried to uninstall some but once their in there ...
either way when I finish most of these projects I have to do a serious optimization of my setup
yeah with every single procedural chatter feature enabled I range only from 0.50 to 2.5 which is a similar ratio to what you're seeing but on much smaller numbers
yeah my baseline is 25x yours
9-15ms baseline
the eye does in fact perceive more than 30fps
okay loading in to it in Narsis I get an 80ms spike for the initial schedule generation for ~100 NPCs at once then after that it stays around 2-3 with everything turned on.
also I first noticed this issue while resting
it was especially gnarly using the dynamic wait mod
i only noticed after lua unleashes
about the same with everything turned off
so it could be the combo of lua unleashed and procedural chatter
There's stuf I can optimize purely based on the math and event frequency without really worrying about testing in game so I'll do that eventually
been like really reworking everything into a more stable foundation
I just pinpointed procedural chatter as being the cause of my lag spikes as well @west phoenix
But I had the experimental features on so idk
It's reasonably intensive I think I just vastly underestimated how much other shit people had running hahaha
I also have follower detection util I now realize
Tbf that is required but I failed to Hook up the following detection to everything I moronically just did it for the actual follower component
So inactive followers with banter won't say anything but active followers without it will get their packages removed
I've just been trying to port the whole thing to use fluad htn to basically reduce conflicts between different modules so it's easier to add stuff in the future
But bc that will inevitably be a big enough change to introduce different bugs I haven't been pushing bug patches in the mean time
Schedule generation is still gonna cause stutters but I'll also try to distribute all the math and conversation stuff in the dialogue offer systems across multiple frames so it stops spiking as bad