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#4427989 - 06/27/18 09:28 PM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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hoongadoong;

Try swapping out the blue triangle mod and see if you can duplicate the problem. If not, put the mod back in and see if the problem is consistent. Let us know how things go.

Also, if it always happens with the high end mod, try the medium end mod to see if the problem occurs there.

What are the specs of your processor and your graphics card

Can you also tell me where the anomaly occurred. GPS coordinates would help or just say something like x miles from airfield and give directions. (Forget this line. I found the spot just north of Thiaucourt.)

Last edited by Robert_Wiggins; 06/27/18 09:44 PM.

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#4427991 - 06/27/18 10:26 PM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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Do you have any other graphic mods enabled? I've sometimes seen something similar with 40L0M's ground texture mod enabled.

Also, as Robert said, try using the medium version of the blue triangle mod. Finally, if the problem persists, try lowering scenery or terrain settings in Workshop to 4.


“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
#4428023 - 06/28/18 03:12 AM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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I'll see what happens with the medium mod. But fog comes and goes so I may not have it again soon.

I have an i7-6700 with a 980ti card.

This happened a little north of Verdun but other than that I can't be more precise.

I am also using effects mod V1_1 by 4L0M and historical weather mod 1.44.

Scenery and terrain were both already at 4 when this happened.

#4428030 - 06/28/18 05:30 AM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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Yes, I am seeing the same problem. I have to assume it has something to do with AnKor's mod, but I haven't been able to pin it down yet.


“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
#4428050 - 06/28/18 11:40 AM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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This "fog" is the default terrain texture, which is not supposed to be seen as it is usually covered by actual distant fog.

It may be caused by terrain mods.
My version has the largest ring to be defined as
<Ring PatchWorldDim="32768" RingDim="3" MinMaskRadius="65536"/>
which means its diameter 32768 * 3 = about 98 km.
Yaan's version has
<Ring PatchWorldDim="16384" RingDim="3" MinMaskRadius="32768"/>
which makes it only about 49 km.

Unmodded WOFF UE has
<Ring PatchWorldDim="16384" RingDim="9" MinMaskRadius="65536"/>
so the ring diameter 16384 * 9 = 147 km.

If you are ok with editing xml files then you can try to change modded values and see if it helps.
First, you need to find the "Budget" corresponding to your terrain settings (i.e. <Budget Name="Five"> for terrain quality = 5)
And then change the first <Ring...> line below this budget.
I would suggest changing both my and Yaan's version to be:
<Ring PatchWorldDim="32768" RingDim="5" MinMaskRadius="65536"/>
i.e. RingDim="5" instead of "3".
This should increase terrain rendering distance even further (~163 km) than the original one and the cost of slightly larger GPU memory use.

#4428065 - 06/28/18 01:26 PM Re: Optional Cloud Mod [Re: AnKor]  
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Originally Posted by AnKor
This "fog" is the default terrain texture, which is not supposed to be seen as it is usually covered by actual distant fog.

It may be caused by terrain mods.
My version has the largest ring to be defined as
<Ring PatchWorldDim="32768" RingDim="3" MinMaskRadius="65536"/>
which means its diameter 32768 * 3 = about 98 km.
Yaan's version has
<Ring PatchWorldDim="16384" RingDim="3" MinMaskRadius="32768"/>
which makes it only about 49 km.

Unmodded WOFF UE has
<Ring PatchWorldDim="16384" RingDim="9" MinMaskRadius="65536"/>
so the ring diameter 16384 * 9 = 147 km.

If you are ok with editing xml files then you can try to change modded values and see if it helps.
First, you need to find the "Budget" corresponding to your terrain settings (i.e. <Budget Name="Five"> for terrain quality = 5)
And then change the first <Ring...> line below this budget.
I would suggest changing both my and Yaan's version to be:
<Ring PatchWorldDim="32768" RingDim="5" MinMaskRadius="65536"/>
i.e. RingDim="5" instead of "3".
This should increase terrain rendering distance even further (~163 km) than the original one and the cost of slightly larger GPU memory use.



Thanks for that Ankor, I will test it and if works fine on my end I will update the mods.


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#4428094 - 06/28/18 06:05 PM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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hoongadoonga, as Ankor says, it isn't really fog, just the default terrain texture for textures "outside' of our normal viewing range. So far, the problem is most noticeable on clear and mostly sunny days (Good and Light weather conditions). On cloudier days, the texture is obscured by clouds and not as noticeable (but still consuming computer resources).

Ankor, that makes sense. I fooled around with the PatchWorldDim values in the compositetexturebudgets.xml file and the compositescenerybudgets.xml files last night but didn't have much luck. Hopefully, with your suggestions I will have more luck later tonight. A couple of questions: 1) Can't we just use the default compositetexturebudgets.xml file instead of the revised one? I noticed you lowered the RingDim values across the board. Does your mod only work with the reduced values? 2) Do you think the values are actually in feet instead of meters? A horizon radius of 147 km seems a little wide to me. The unit doesn't really matter, however, because the principle is still the same.

Robert, care to colloborate? I have a little time to work on this in the evening. Perhaps we can pool resources? I have a feeling that we may have to alter some of the other RingDim values for some of the other PatchWorldDim values as well.


“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
#4428096 - 06/28/18 06:11 PM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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Robert, care to colloborate? I had some time to work on this in the evening. Perhaps we can pool resources? I have a feeling that we may have to alter some of the other RingDim values for some of the other PatchWorldDim values as well.[/quote]

Out of the office will PM you this evening


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#4428098 - 06/28/18 06:29 PM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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Well, I'm just glad that you guys (modders) know what you're doing. All of this is way over my head.

It's amazing to me that this (already tremendous) game just keeps getting better and better even though it's been nearly nine months since the last OBD patch came out.


Last edited by hoongadoonga; 06/29/18 02:32 AM.
#4428114 - 06/28/18 08:50 PM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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Originally Posted by BuckeyeBob
A couple of questions: 1) Can't we just use the default compositetexturebudgets.xml file instead of the revised one? I noticed you lowered the RingDim values across the board. Does your mod only work with the reduced values? 2) Do you think the values are actually in feet instead of meters? A horizon radius of 147 km seems a little wide to me. The unit doesn't really matter, however, because the principle is still the same.


The lowest possible RingDim values is the whole point of my mod smile
I think I've explained it in the "blue triangles" thread, but performance heavily depends on RingDim squared. So, for example, RingDim=5 is 2 times "better" than 7 because 5*5=25 vs 7*7=49. The downside is increased GPU memory use, because such config causes more overlap in terrain textures.

Values are in meters, but I believe it is not the radius, but diameter. To be honest I'm not 100% sure how the outermost texture ring works, so I may be misinterpreting something.

#4428879 - 07/04/18 04:37 PM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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Stupid cloud popping mod question: I thought I heard somewhere that the clouds themselves were not FPS killers. My very poor (and quite possibly misguided) understanding of the cloud popping issue is that when part of the cloud is out of view, thats what sometimes causes the engine to suddenly not render or render the cloud - resulting in the popping in and out experience.

Probably impossible to do but just for the hell of it - is it possible to mod the engine to always render the clouds, even when they are "out of view", so they won't pop in and out? If they aren't FPS killers, would rending the clouds "all the time" (if thats even possible) cause FPS or other performance issues?


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#4429017 - 07/05/18 05:46 PM Re: Optional Cloud Mod [Re: AnKor]  
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Thanks for the explanation, Ankor.


“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
#4429018 - 07/05/18 05:53 PM Re: Optional Cloud Mod [Re: Hellshade]  
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Excellent questions, Hellshade. Although I'm afraid that I don't know the answer to them, your hypothesis about some of the cloud being out of view does seem to make sense. Being out of view seems to mean possibly two things: 1) part of a cloud that is off screen in your "peripheral" vision, or 2) a cloud that is partially hidden behind another cloud. Both seem to result in cloud popping. I'm afraid you will have to ask Ankor for any additional insight into the matter, though.


“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
#4488784 - 09/07/19 07:39 PM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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Recent "weather" reports indicate that far fewer "pop up" clouds may soon be arriving at a front near you. Details to follow within the next few days!


“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
#4495499 - 11/01/19 12:00 PM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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Could you please explain what the BB and PR in fog options stand for?
(It's been a long time I'm out of buisness and missing lot of things)


WOFF UE, BOC member, Albatros pilot.

#4495504 - 11/01/19 12:30 PM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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It's where you actually see the fog all around you (a weather condition) versus the game's distance fog horizon (which is used to limit your long distant terrain viewing and keep your FPS up).


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#4495510 - 11/01/19 12:48 PM Re: Optional Cloud Mod [Re: elephant]  
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Originally Posted by elephant
Could you please explain what the BB and PR in fog options stand for?
(It's been a long time I'm out of buisness and missing lot of things)

It is by author:
BB - BuckeyeBob
PR - PanamaRed

#4495511 - 11/01/19 12:55 PM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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JJJ65, I stand corrected, I misunderstood elephant. biggrin


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#4495514 - 11/01/19 01:12 PM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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Thaks guys, both explanations are valid!
Again, which is the actual difference between BB and PR? (in distance I suppose).

PS: I think I have BB option enabled at the moment.

Last edited by elephant; 11/01/19 02:04 PM.

WOFF UE, BOC member, Albatros pilot.

#4495924 - 11/04/19 10:10 AM Re: Optional Cloud Mod [Re: BuckeyeBob]  
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orbyxP, has categorized this Mod, ias not compatible with PE.
What's the case?


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