Golddark Posted May 18 Share Posted May 18 (edited) Hello everyone. Need help. With a large number of construction objects, a bug with displacement begins to appear, we multiply textures, I don’t know how to describe it correctly if you look at these objects. There are a lot of mods, the bug is present both through Vortex and through ModOrganaizer. But if you delete all the objects, then the bug disappears. I can’t track down how to fix this. I turned the vertical on and off both through .ini and through nvidia. FPS was blocked through nvidia at 60. No use. Who has encountered this? Help, good people and not so good! I suspect that this can be cured by some simple, but non-obvious setting. P.S. the system is powerful, under 4070ti P.P.S. the game is without a nextgen patch! http:// http:// http:// Edited May 18 by Golddark Link to comment Share on other sites More sharing options...
South8028 Posted Monday at 11:42 PM Share Posted Monday at 11:42 PM (edited) This is an engine bug when working with mip map textures of different resolutions. Try increasing the uGridsToLoad parameter. If it = 5, set it to =7, if it = 7, set it to =9. If that doesn't help, convert all textures to dds without mip map (this is guaranteed to remove the bug). In general, with a vRam of 8 or more gigabytes, the bug should only appear during really huge construction.Last time I saw this glitch was on video cards with 2GB VRam. Maybe the 40xx series has some driver issues.️ Or you are building too big a settlement. Edited Monday at 11:47 PM by South8028 Link to comment Share on other sites More sharing options...
Golddark Posted Thursday at 04:01 PM Author Share Posted Thursday at 04:01 PM Thanks for the advice. But it didn't help, unfortunately. Tried 7 and 9 and even 11. Then tried decreasing. 3, 1, 0. No effect. When increasing, it seems even worse. I ran through the textures, they are all in dds. The settlement is really big, the development is designed for the whole Spectacle Island. And this is still only the beginning) Link to comment Share on other sites More sharing options...
subaverage Posted Thursday at 04:28 PM Share Posted Thursday at 04:28 PM (edited) I believe with a higher uGridsToLoad you increase the payload for the game engine. Maybe what you see are the lod textures that don't switch to high-res. What would happen if you make a save in this moment, quit he game to main menu and reload? You could perhaps try to open your Fallout4Prefs.ini and search for "iTexMipMapSkip=". Set it to -1. If the value doesn't exist you can add it under [Display]. This value is not persistent. Every time you make changes with the FO4 launcher it might get resetted and you have to change it again. Edited Thursday at 04:31 PM by subaverage Link to comment Share on other sites More sharing options...
South8028 Posted Thursday at 06:34 PM Share Posted Thursday at 06:34 PM (edited) 2 hours ago, Golddark said: Thanks for the advice. But it didn't help, unfortunately. Tried 7 and 9 and even 11. Then tried decreasing. 3, 1, 0. No effect. When increasing, it seems even worse. I ran through the textures, they are all in dds. The settlement is really big, the development is designed for the whole Spectacle Island. And this is still only the beginning) It is obvious that all textures in dds. The problem is that textures have different resolutions. For example, some d,n,s with a resolution of 1024x1024, others 4096x4096. Textures contain mip maps, frames for different resolutions - depending on the distance. With a large number of textures, ce stops correctly synchronizing their mip maps. Textures are distorted.I simply converted all my textures to dds format without mipmaps. And now, even during gigantic construction, I don't have any rendering bugs.In other words... You need photoshop and plugins. nvidea d3d for D textures, and intel texture works for N, S. All textures of objects that you use for construction convert to a format without mip maps. The bug disappears. Maybe there are other ways, but I don't know them. Why does this happen? CE optimizes vram. When you use, for example, two hundred building blocks with one texture, not two hundred textures are loaded into vram, but one. Some bgs standard is used, which encodes this work. When there are too many building elements, this engine mechanism begins to work incorrectly. This topic was researched by Niston, but unfortunately he has already left our forum. Edited Thursday at 06:52 PM by South8028 Link to comment Share on other sites More sharing options...
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