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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Legendary Edition Patch
Component: Skyrim LE: Vanilla
Category: Textures
Assigned To: Nobody
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By Arthmoor on Jun 29, 2012 11:31 pm
Closed By Arthmoor on Dec 27, 2012 5:52 am
Resolution: Can't Fix - Engine Issue

Issue #55: LOD error visible from Azura's shrine

 
A chunk of the ocean is missing in the distant view as seen from Azura's shrine.

Comments

18 comment(s) [Closed]
Nico coiN said:
 
And the top of the tower of College of Winterhold.
<img src="http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/Issue%2055-1.jpg" alt="Issue%2055-1.jpg">

<img src="http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/Issue%2055-2.jpg" alt="Issue%2055-2.jpg">

I made a small esp : - 4 azura statues with LOD enabled at each corner of the faulty square. - changed Tamriel water type to Lavawater (both normal and LOD version) in order to increase contrast. <a data-ipb='nomediaparse' href='http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/For%20Test%20Bugzilla%2055.7z'>http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/For%20Test%20Bugzilla%2055.7z</a>I also provide a savegame on top of the winterhold academy. The square is much more visible. Enter "tcl" in console and try to go straigth in the square. It will disappear but at a moment you'll notice that adjacent ones will slightly flicker. The problem does not depend on water type. I inspected all the LOD textures (and their normal maps)for ultra quality (Tes4.4.x.y) in this area and there's nothing wrong. I definetely think it is an engine bug and beyond our abilities.

Arthmoor said:
 
From BGS formums, Hannaise:

>My pic was taken on High settings, with my View Distance - Distant Object Detail >set to Medium. When I jack everything up to Ultra, voila, there it is. However, >I can keep Ultra settings and lower the Distant Object Detail down to High, and >it goes away again. So it appears related to that particular setting.

Would appear this is a draw distance issue that goes away if distant object detail is dropped below Ultra. Could be a mipmap issue causing it.

Nico coiN said:
 
The black square is a set of 8 x 8 cells. That goes from Tamriel (40,40) to Tamriel (47,47). I hope this can help.

Arthmoor said:
 
Somewhat, but that hasn't helped any to isolate the defective file. It appears Skyrim's terrain LOD doesn't follow any predictable logic like it did with Oblivion.

sialivi said:
 
It's tamriel.32.32.64.dds

VaultDuke said:
 
i took a look at this ingame. it follows no logis with regard to distance. the missing spot appears and reappears on my setup seemingly at random distances. it is definatelly not an issue with the mesh missing for a certain level of LOD.
not sure if this information is of any help though

NightStar said:
 
Posts about this bug <a data-ipb='nomediaparse' href='http://forums.bethsoft.com/topic/1469608-relz-unofficial-skyrim-patch-thread-35/page-4#entry22970538'>here</a> (USKP#35.101 to USKP#35.108).

Move to Meshes. Also, the error depends on the viewing angle.

Nico coiN said:
 
Concerned objects and terrain meshes (if they're faulty, of course) :

Tamriel.4.40.40.bto and .btr
Tamriel.4.44.40.bto and .btr
Tamriel.4.40.44.bto and .btr
Tamriel.4.44.44.bto and .btr
Tamriel.8.40.40.bto and .btr
Tamriel.16.32.32.bto and .btr
Tamriel.32.32.32.bto and .btr

We can try to regenerate objects meshes in the CK after adding (let's say) a few icebergs, and see the result ingame. The terrain meshes will however be a much greater problem (probably need to slightly alter terrain first in the CK) as I don't know if Oscape can handle such a big worldspace as Tamriel, and how many time it will take...

Regenerating terrain files for Solstheim in Oscape took nearly 2 hours for my PC...

Nico coiN said:
 
As I stated <a data-ipb='nomediaparse' href='http://forums.bethsoft.com/topic/1476697-req-fix-the-water-lod-block-bug/#entry23086956'>here</a>, It looks like both the terrain and objects LOD meshes are perfectly fine. I'm nearly convinced that it is an engine rendering issue at certain angles. So, very probably, impossible to fix. Unless something could be done directly on the water mesh...

Hexaae said:
 
No it's a landscape issue concerning the distant lod culling of hidden areas (just like the roombounds thing for the interiors... but as you can see it didn't work very well and was probably auto-generated with some bugs)...
I've already "fixed" some of them in the SMPC around Winterhold but in the end I think it's something we should ignore because the whole coast of Skyrim is affected and this would require too much border cells to be patched one by one... Other users asked me to fix many more holes like these in SMPC but I refused... IMHO: just live with it. This engine is very old and problematic and has too much mediocre "optimizations".... Won't ever be an Avalanche Engine 2.0 or a Crytek Engine ;)

Nico coiN said:
 
I've just noticed an interesting thing : I went there using the tfc console command and you know what I saw ? The water is unrendered and... the landscape LOD</em> below is unrendered !!! All we can see is a big void :scared:
<img src="http://host.conseiljedi.com/~nico/Skyrim/Screenshots/Void.jpg" alt="Void.jpg">
May we assume that LOD water can be rendered only</em> if the landscape LOD is rendered first ? If so, I'm slightly extending and changing the issue : Why are some parts of LOD (terrain or objects) unrendered from under certain angles or positions ? Because this can be seen for emerged lands at other places in the game... :huh:

Arthmoor said:
 
@Hexaae: There's more to it than that. The bug as reported here on this entry only seems to happen when playing on Ultra level detail. Taking things down one notch removes the issue entirely from the game in every place it's ever been seen.

Very likely an engine bug, but I still hold out some hope that there will be a simple solution that's not grossly invasive in some way.

VaultDuke said:
 
repost from bug entry 13486:

apparently Hexaee/rolloLG knows how to fix these things and quickly at that (edit: as he stated here a few weeks ago)
<a data-ipb='nomediaparse' href='http://postimg.org/image/uu8wtaw91/'>http://postimg.org/image/uu8wtaw91/</a>

anyway, just a reminder: from version 1.44 of SMPC forward (not yet released at the time of writing) the solution can be found inside Hexaee's mod:
<a data-ipb='nomediaparse' href='http://www.nexusmods.com/skyrim/mods/23833/?'>http://www.nexusmods.com/skyrim/mods/23833/?</a>

(edit: engine bug or not, if whatever he did fixes it for all users, i say it is worth a shot during the next beta)

Arthmoor said:
 
He knows where to submit stuff for inclusion if he wants the USKP to consider it. I'm done playing his game of claiming we're not interested when he's not even telling us about stuff like that anymore.

NightStar said:
 
Related <a data-ipb='nomediaparse' href='http://www.afkmods.com/index.php?/tracdown/issue/13486-holes-in-water/'>Bug #13486</a> (duplicate).

VaultDuke said:
 
oh i was rather suggesting someone take a look at it and i'm sure we might be able to duplicate it ourselves.

Nico coiN said:
 
Done : According to what I've seen in Hexaee's SMPC mod, the problem is not in the far 'unseen' cells, but rather in the cells where the camera is located when you see the eyesore. <a data-ipb='nomediaparse' href='http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/Fix%20Bug%2055.esp'>This small plugin</a> fixes the problem, but exclusively for cell Tamriel (27,18) (aka base of Azura's statue). Using this method requires a small edit for every</em> cell where the problem appears.

And for the relevance or the safety of this edit... I guess everyone has to make its own opinion, because it requires the deletion of an actually undecoded field using TES5Edit...

Arthmoor said:
 
Since the only available fix for this involves blind deletion of undecoded data using TES5Edit, this issue will not be fixed in the USKP.

We have no idea what function a TVDT subrecord serves, and it's highly probable that removing it entirely will impact performance of the game in a negative way if speculation is correct that it's used for render culling of LOD.

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