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Is Black Dragon having issues?

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or is it me? this is ver Black Dragon (64bit) 3.9.10 - Visualizing Dragon

Certain mesh just refuses to rezz. I check draw distance and LOD, relogged like 3 times, but the mesh rocks and mesh roof here refused to load

This is at luanes world Black Dragon:


This is Firestorm how it should look: (NOT lighting, the mesh rocks in forground and mesh roof on house)


Black Dragon (64bit)
3.9.10 - Visualizing Dragon
Release Notes

CPU: Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (3792 MHz)
Memory: 32672 MB
OS Version: Microsoft Windows 10 64-bit (Build 19042.928)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 1080/PCIe/SSE2

Windows Graphics Driver Version:
OpenGL Version: 4.6.0 NVIDIA 462.31

Window size: 1920x1027
Font Size Adjustment: 96pt
UI Scaling: 1
Draw distance: 198m
Bandwidth: 10000kbit/s
LOD factor: 2
Render quality: 5
Advanced Lighting Model: Disabled
Automatic Memory Managment: Enabled
Texture memory: 887MB
Scene memory: 630MB
VFS (cache) creation time: February 14 2021 14:30:44

RestrainedLove API: (disabled)
J2C Decoder Version: OpenJPEG: 1.5.1, Runtime: 1.5.1
Audio Driver Version: FMOD Studio 2.00.07
  CEF: 81.3.10+gb223419+chromium-81.0.4044.138
  Chromium: 81.0.4044.138
LibVLC Version: 2.2.8
Voice Server Version: Not Connected
April 23 2021 12:18:33

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Make sure the Jellydoll settings for Object > Surface are at 0 otherwise objects with surfaces bigger than that will be derendered (which happens quite often with these kind of homes even at 256m², which should tell how that something is really bad about them, they really shouldn't have that much)

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19 hours ago, Jackson Redstar said:

Ok that worked on that, now on this is there any way to force these textures to load on the rocks in the fore ground then in the bg where the goats are?


First you should make sure that's nothing you borked. Go into preferences - display and check "Automatic Memory Management.


It is absolutely imperative that Automatic Memory Management is on at all times otherwise you are responsible for setting how much texture memory can be used and fiddling with those means you'll have to change it from scene to scene.

Next make sure your texture memory isn't full. If its at around 256MB short of the maximum you have, its full (BD leaves a bit to the rest at all times).

If all of that is fine and your textures are still not loading for some reason you can force them with the debug setting "TextureLoadFullRes", BUT i highly recommend not doing this unless absolutely necessary. It will force all textures to load at their max resolution and you'll most likely end up filling 8-12GB of texture memory easily. If your GPU doesn't have that much (if it has you shouldn't be seeing these low textures in the first place) your framerate will slowly drop down to a crawling as your GPU gets more and more busy with reallocating textures over and over.

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