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#4421045 - 05/16/18 03:31 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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MajorMagee Offline
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We're talking about two different control files, compositetexturebudgets.xml and compositescenerybudgets.xml.

The one AnKor provided (compositetexturebudgets.xml), that will be part of a general update to WOFFUE, only deals with the textures on the surface of the terrain. He's refining that a bit before it goes into the official patch.

There was another question about keeping the scenery objects from popping in and out of existence, and I proposed a work around in compositescenerybudgets.xml for that. That will not be part of the update. Again, the values I'm talking about solve the issue, but are very dependent on the power of your system, and would have to be tuned to what your specific CPU/GPU can handle without bogging down. To some extent it would be trading FPS for how many scenery objects you want to see that don't appear and disappear as you fly along. Because it's so machine dependent it's probably never going to be a viable candidate for an official patch. Even as a user mod, providing a default set of values would end up being "wrong" for a lot of people. It's a matter of coming to an understanding of the reason behind what's causing the popping, and then following a few principles to set it up for each user individually.


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#4421047 - 05/16/18 03:53 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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Hellshade Offline
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Thanks MM! I appreciate you taking the time to answer and it makes sense how it may well never be a viable for a general mod, let alone a patch. I guess if it was a mod, there would have to be like at least 3 or more versions of it for "Beefy, Moderate and Budget CPUs / GPU configurations."

Last edited by Hellshade; 05/16/18 03:53 PM.

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#4421049 - 05/16/18 04:07 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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MajorMagee Offline
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I spent a lot of hours twiddling with the numbers until I got a steady 77 FPS on my system with a reasonable looking scenery density.

I did some research into the classification of real world object densities. It turns out that we measure trees in a similar way to buildings.

Trees, Buildings, Scenery Density, Objects/hectare, Objects/sq mile, Spacing in ft
Prairie, Rural, <0.00005, 0 - 0.5, <129.5, >464
Savanna, Residential, up to 0.00050, 0.5 - 5, 129.5 - 1295, 147 - 464
Woodland, Mixed Residential, up to 0.001, 5 - 10, 1295 - 2590, 104 - 147
Forest, Urban, >0.001, >10, >2590, <104

The implication is that our scenery budgets should ideally be tailored to each particular landclass area rather than universally as they are now. Building the scenery density values into the landclasses.xml would make the simulation look much more realistic, but from a programming perspective the memory allocation becomes very difficult because the requirement is constantly changing as a different mix of landclasses comes into view while you're looking around. You could error on side of allocating the maximum possible (like flying over a city center all the time) but that might eliminate some systems from being able to run the sim at all.

p.s. The landclass.xml file provides a dimension value in multiples of 1024. The number of objects that are generated within each landclass changes as a combination of this dimension and the density set in the scenery budget. When the land class files were created the pixel locations within the tile where the auto-generated scenery objects could appear was predefined (e.g. trees only appear around the edges of open fields). Adjusting the Dim value in the landclass.xml file can change the total number of objects being created for a given scenery density value, but it also changes things like the size of the fields, and city blocks within a particular landclass area being displayed. So, in addition to adjusting the global scenery density values, you can tune the performance by making localized changes to the Dim values in the landclass.xml, but you will change the size of the terrain features you see by doing it that way. For example with a large value like 10240, you could end up making the small hedgerow fields of Normandy look like the wide open spaces of the American Mid-West.

Last edited by MajorMagee; 05/19/18 08:03 PM.

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#4421056 - 05/16/18 05:37 PM Re: Mod to remove blue triangles? [Re: MajorMagee]  
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yaan98 Offline
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Originally Posted by MajorMagee
Originally Posted by yaan98
Nice MOD. Works good.

Noticed that at 2048 setting, stuttering occurs just like you mentioned. Using 1080 ti with skylake. reverting back to 1024.

Also, is there a way to reduce popping in/out of trees/buildings with modifications such as this?


The popping has to do with sudden changes in density and LOD levels with viewing distance.

I've experimented with changes in the CompositeSceneryBudgets.xml with settings like:

<Budget Name="Five">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="50" LOD="20" MajorDensity="0.00020"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.00020"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.00020"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.00020"/>
</Rings>
</Budget>

or

<Budget Name="Five">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="80" LOD="20" MajorDensity="0.00036"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.00036"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.00036"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.00036"/>
</Rings>
</Budget>

The idea is to have the object density fixed, ring dimensions large, and the LOD not changing too much in one step. This essentially creates unchanging scenery for as far as the eye can see.

If these values have too much impact on your system making the density a smaller number would be the first thing to try.


Thanks Major,

I get no popping of building/trees now, but I need to experiment more to get better frame rates while using my VR headset.

I currently have the density set to 0.00010 and still only getting around 30-40 FPS (with the headset). Maybe I'll try to adjust the ring diameter to 25's or 20's next as I don't know if lowering the density any more would make much difference.

#4421064 - 05/16/18 06:20 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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VonS Offline
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Can now confirm that AnKor's tweaks work well when running WOFFue in WineSkin too - the only suggestion for those running it on a Mac through WineSkin, if you have a low-end, integrated video card - is to use a value of 512 for the fTextureSize in the Terrain.fx file unders shaders30, and in the corresponding entry at the top of the compositetexturebudgets.xml file. This results in an average increase of about 6-8 fps but terrain remains crisp even from further distances.

A value of 1024 removes detailed ground texture across the board on integrated vid. cards; values of 64 and 128 give detailed ground texture immediately below or around your aircraft, but detail then fades out noticeably, especially when ascending (128 giving more subtle transition than 64).

With a value of 512 I haven't yet noticed any rough transitions between detailed and smooth terrains....will test further, and will also try out MM's suggestions for both the scenery and textures xml files (the tweaks remind me of what in FE2 is called a Flightengine.ini file...that controls the density of the terrain mesh in that sim, popping in/out of trees, textures, etc.).

Happy flying all,
Von S

#4421067 - 05/16/18 06:26 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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Since this is a scenery density generation over a given area issue, dialing back on the outer ring's 50 value will have the biggest effect in reducing the total object count. What you will notice is that the farthest distance that you can see objects will be reduced, so at some point you will be back to noticing them suddenly appear in the distance. You will still get the benefit of not seeing extra objects popping up at the intermediate ring distances as long as the densities are still all the same.

p.s. AnKor discovered that the game will look at all of the lower budget levels for missing ring values if you skip over any. In my example for Level Five, I had to also edit the lower levels (1-4) to eliminate the larger PatchWorldDim entries.


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#4421078 - 05/16/18 07:01 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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Trial and error, I guess to find the sweet spot.So, if I'm understanding your formula correctly, then I can double (or triple) the PatchWorldDim values and lower the RingDim values while keeping the same LODs and still have long ring distances?

MajorMagee:
4096 x 11 / 3.14 = 14.3 km diam so objects extend out to about 4.45 miles from you
1024 x 50 /3.14 = 16.3 km diam so object extend out to about 5.05 miles from you

Last edited by yaan98; 05/16/18 07:04 PM.
#4421102 - 05/16/18 09:08 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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It turns out that running a larger RingDim with a smaller PatchWorldDim to get the same view distance was smoother for me that bumping up the PatchWorldDim with a smaller RingDim.


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#4421108 - 05/16/18 09:44 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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Adger Offline
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Interesting findings by all

@Major any chance you can post your entire CompositeSceneryBudgets.xml from <Budget Name =Debug> to <Budget Name=Five> so i can have a nosy on my system with your settings?
Much appreciated if you could
Cheers


"Vis unita fortior"

"United Strength is Stronger"
#4421195 - 05/17/18 01:50 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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Well, I was trying to do some validation testing this morning before I posted the file and Win 10 suddenly decided to declared WOFFUE to be a Trojan attack, and I've not been able to get it running again even with a reinstall...


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#4421196 - 05/17/18 02:02 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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You folks on Win 10 make me glad I stayed on Win 7!!
I'll wait until that platform is 100 % and even then I'll keep my game platform on Win7 as long as possible or practical.


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#4421197 - 05/17/18 02:06 PM Re: Mod to remove blue triangles? [Re: MajorMagee]  
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Originally Posted by MajorMagee
Well, I was trying to do some validation testing this morning before I posted the file and Win 10 decided to declared WOFFUE to be a Trojan attack, and I've not been able to get it running again even with a reinstall...


So so glad I stuck with Win7 64.. Truly hope you get it all sorted and are back in the skies soon Major


"Vis unita fortior"

"United Strength is Stronger"
#4421216 - 05/17/18 04:01 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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Okay finally running again. I guess the third time's a charm.

<Budgets>
<Budget Name="Debug">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0" MaxMilesPerHour="50">
<Ring PatchWorldDim="64" RingDim="3" LOD="250" MajorDensity="0.0001"/>
<Ring PatchWorldDim="128" RingDim="7" LOD="250" MajorDensity="0.0001" />
<Ring PatchWorldDim="256" RingDim="7" LOD="20" MajorDensity="0.0001" />
<Ring PatchWorldDim="512" RingDim="13" LOD="17" MajorDensity="0.0001" />
</Rings>
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="128" RingDim="7" LOD="250" MajorDensity="0.0001" />
<Ring PatchWorldDim="256" RingDim="7" LOD="20" MajorDensity="0.0001" />
<Ring PatchWorldDim="512" RingDim="13" LOD="17" MajorDensity="0.0001" />
</Rings>
<Rings AboveGroundLevel="250" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="256" RingDim="7" LOD="20" MajorDensity="0.0001" />
<Ring PatchWorldDim="512" RingDim="13" LOD="17" MajorDensity="0.0001" />
<Ring PatchWorldDim="1024" RingDim="13" LOD="17" MajorDensity="0.00005" />
</Rings>
<Rings AboveGroundLevel="500" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="512" RingDim="13" LOD="17" MajorDensity="0.0001" />
<Ring PatchWorldDim="1024" RingDim="13" LOD="17" MajorDensity="0.00005" />
<Ring PatchWorldDim="2048" RingDim="13" LOD="17" MajorDensity="0.000025" />
</Rings>
</Budget>
<Budget Name="One">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="50" LOD="20" MajorDensity="0.000150"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.000150"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.000150"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.000150"/>
</Rings>
</Budget>
<Budget Name="Two">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="50" LOD="20" MajorDensity="0.000175"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.000175"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.000175"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.000175"/>
</Rings>
</Budget>
<Budget Name="Three">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="50" LOD="20" MajorDensity="0.000200"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.000200"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.000200"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.000200"/>
</Rings>
</Budget>
<Budget Name="Four">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="50" LOD="20" MajorDensity="0.000225"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.000225"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.000225"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.000225"/>
</Rings>
</Budget>
<Budget Name="Five">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="50" LOD="20" MajorDensity="0.000250"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.000250"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.000250"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.000250"/>
</Rings>
</Budget>
</Budgets>

This runs well on my system (i7 7700 @ 4.6 GHz CPU, GTX 980 GPU, and 100 MHz 3440 x 1440 G-Sync monitor) at level Five. (Makes me wonder if I should be pushing the density values even higher.)

This does take care of making the auto generated scenery steady out to about as far as you can see. You will still see some predefined things like airfield objects pop into existence and change LODs as you approach them.


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On The Line,
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US Army Ordnance Corps.
#4421220 - 05/17/18 04:14 PM Re: Mod to remove blue triangles? [Re: MajorMagee]  
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Hellshade Offline
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Originally Posted by MajorMagee
Okay finally running again. I guess the third time's a charm.

<Budgets>
<Budget Name="Debug">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0" MaxMilesPerHour="50">
<Ring PatchWorldDim="64" RingDim="3" LOD="250" MajorDensity="0.0001"/>
<Ring PatchWorldDim="128" RingDim="7" LOD="250" MajorDensity="0.0001" />
<Ring PatchWorldDim="256" RingDim="7" LOD="20" MajorDensity="0.0001" />
<Ring PatchWorldDim="512" RingDim="13" LOD="17" MajorDensity="0.0001" />
</Rings>
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="128" RingDim="7" LOD="250" MajorDensity="0.0001" />
<Ring PatchWorldDim="256" RingDim="7" LOD="20" MajorDensity="0.0001" />
<Ring PatchWorldDim="512" RingDim="13" LOD="17" MajorDensity="0.0001" />
</Rings>
<Rings AboveGroundLevel="250" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="256" RingDim="7" LOD="20" MajorDensity="0.0001" />
<Ring PatchWorldDim="512" RingDim="13" LOD="17" MajorDensity="0.0001" />
<Ring PatchWorldDim="1024" RingDim="13" LOD="17" MajorDensity="0.00005" />
</Rings>
<Rings AboveGroundLevel="500" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="512" RingDim="13" LOD="17" MajorDensity="0.0001" />
<Ring PatchWorldDim="1024" RingDim="13" LOD="17" MajorDensity="0.00005" />
<Ring PatchWorldDim="2048" RingDim="13" LOD="17" MajorDensity="0.000025" />
</Rings>
</Budget>
<Budget Name="One">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="50" LOD="20" MajorDensity="0.000150"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.000150"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.000150"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.000150"/>
</Rings>
</Budget>
<Budget Name="Two">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="50" LOD="20" MajorDensity="0.000175"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.000175"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.000175"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.000175"/>
</Rings>
</Budget>
<Budget Name="Three">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="50" LOD="20" MajorDensity="0.000200"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.000200"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.000200"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.000200"/>
</Rings>
</Budget>
<Budget Name="Four">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="50" LOD="20" MajorDensity="0.000225"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.000225"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.000225"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.000225"/>
</Rings>
</Budget>
<Budget Name="Five">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="50" LOD="20" MajorDensity="0.000250"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.000250"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.000250"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.000250"/>
</Rings>
</Budget>
</Budgets>

This runs well on my system (i7 7700 @ 4.6 GHz CPU, GTX 980 GPU, and 100 MHz 3440 x 1440 G-Sync monitor) at level Five. (Makes me wonder if I should be pushing the density values even higher.)

This does take care of making the auto generated scenery steady out to about as far as you can see. You will still see some predefined things like airfield objects pop into existence and change LODs as you approach them.


Somebody want to turn this into a JSGME mod for us chicken #%&*$#? wink


Flying Wings Over Flanders Fields Ultimate Edition 4.x
videos at www.youtube.com/hellshade68

System Specs
Click to reveal.. (warning)
Intel i7 6700K OC 4.6 Ghz
Corsair Hydro H60 Liquid Cooler
16 GB Corsair Dominator Platinum DDR4 RAM
2 x EVO 850 1TB SSD Drives (OS & Games)
1 Intel 240GB SSD drive (Scratch drive for videos)
MSI Z170 GAMER M7 Motherboard
EVGA GTX 1080 Founders Edition
Corsair CX850M Power Supply
Acer XB280HK 27" G-SYNC Monitor
Corsair RGB STRAFE MX Silent Keyboard
Windows 10 Home 64 bit

#4421228 - 05/17/18 04:51 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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Adger Offline
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Thanks Major really appreciated pal. Il test soon ..cheers


"Vis unita fortior"

"United Strength is Stronger"
#4421233 - 05/17/18 05:20 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
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yaan98 Offline
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Interesting Major.

Here's what I found to work for me, kindda,

<Budget Name="Five">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="8192" RingDim="8" LOD="20" MajorDensity="0.00061"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.00061"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.00061"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.00061"/>
</Rings>
</Budget>
</Budgets>

Since I only use 5s in workshop, I deleted everything above <Budget Name="Five"> in both compositescenerybudgets.xml and compositetexturebudgets.xml (except for first line in this one). The ringdim was killing my FPS, so this was the tradeoff where I had to lower it as much as I could. I even tried AnKor's old suggestion to modify the texturebudgets to see if it would make a difference so that I could keep a large ringdim, but no luck:

<Ring PatchWorldDim="32768" RingDim="3" MinMaskRadius="65536"/>
<Ring PatchWorldDim="8192" RingDim="5" MinMaskRadius="16384"/>
<Ring PatchWorldDim="2048" RingDim="5" MinMaskRadius="4096"/>
<Ring PatchWorldDim="1024" RingDim="5" MinMaskRadius="2048"/>
<Ring PatchWorldDim="512" RingDim="5" MinMaskRadius="1024" DetailTileCount="64"/>

I found that there is a limit to the number of objects displayed no matter how high the density is set. As I increased the MajorDensity from 10 to 20 to 30, the number of buildings/trees I could see would proportionally increase as well. Once I hit the upper 50's, I found no difference in the number of buildings or trees. So, I kept it at 61.

I wonder if changing the patchs (or adding more patchworlddims) to 1024 or 4096 and lowering the ringdims on the other LODs would make a difference.... another experiment, I guess.

However, I still do get the occasional stutter which I will live with. This and AnKor's previous modification are awesome finds I tell you. I can fly close to a major city and see the densely populated building from far away as well as nearby villages without popping in/out. Good stuff!

Last edited by yaan98; 05/17/18 05:45 PM.
#4421244 - 05/17/18 06:27 PM Re: Mod to remove blue triangles? [Re: MajorMagee]  
Joined: Mar 2006
Posts: 2,036
MajorMagee Offline
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MajorMagee  Offline
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Joined: Mar 2006
Posts: 2,036
Dayton, OH
Originally Posted by MajorMagee
It turns out that running a larger RingDim with a smaller PatchWorldDim to get the same view distance was smoother for me that bumping up the PatchWorldDim with a smaller RingDim.


Yaan98,

As I mentioned yesterday I've experimented with these values on my system and had more stuttering doing it the way you're approaching it.

This was smooth
<Budget Name="Five">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="1024" RingDim="80" LOD="20" MajorDensity="0.00025"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.00025"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.00025"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.00025"/>
</Rings>
</Budget>

This suffered long pauses regularly
<Budget Name="Five">
<Rings AboveGroundLevel="0" MaxDistEyeInnerRing="0">
<Ring PatchWorldDim="8192" RingDim="10" LOD="20" MajorDensity="0.00025"/>
<Ring PatchWorldDim="512" RingDim="25" LOD="50" MajorDensity="0.00025"/>
<Ring PatchWorldDim="256" RingDim="25" LOD="70" MajorDensity="0.00025"/>
<Ring PatchWorldDim="128" RingDim="25" LOD="100" MajorDensity="0.00025"/>
</Rings>
</Budget>

I suspect the problem with making an outer ring extend inward farther is that it creates a lot of overlapping patches that have to get sorted out. I really did not expect that simply making an inner ring extend farther out would work so well.


Service To The Line,
On The Line,
On Time

US Army Ordnance Corps.
#4421247 - 05/17/18 06:50 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
Joined: May 2016
Posts: 493
BuckeyeBob Offline
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BuckeyeBob  Offline
Member

Joined: May 2016
Posts: 493
Ohio, USA
This is all top-notch, everyone! Thank you, Hellshade, for opening this up for discussion; and thank you, AnKor, MajorMagee, and yaan98 for your experiments with the compositescenerybudget.xml and compositetexturebudget.xml files! I have also experimented with these variables and am generally pleased with the results.

Notably, altering the compositescenerybudget.xml file also has an effect on how clouds are displayed. Generally speaking, the cloud shimmering that people tend to see with certain clouds can be "pushed back" into the distance by increasing the diameter of each of the texture rings. While this doesn't get rid of the problem, it does tend to push it into the distance where it may be less noticeable. I suspect that the cloud popping problem is influenced by the size of overlapping texture rings, as well. Increasing the diameter of each ring may make this less noticeable, as well. Unfortunately, coming up with settings in the compositescenerybudgets.xml file that both improve the rendering of objects on the ground and clouds in the sky at the same time may be quite difficult to achieve. We will have to see!

#4421250 - 05/17/18 07:01 PM Re: Mod to remove blue triangles! (and other improvements) [Re: yaan98]  
Joined: May 2016
Posts: 493
BuckeyeBob Offline
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BuckeyeBob  Offline
Member

Joined: May 2016
Posts: 493
Ohio, USA
Originally Posted by yaan98
Interesting Major.

Here's what I found to work for me, kindda,
.
.
.
<Ring PatchWorldDim="32768" RingDim="3" MinMaskRadius="65536"/>
<Ring PatchWorldDim="8192" RingDim="5" MinMaskRadius="16384"/>
<Ring PatchWorldDim="2048" RingDim="5" MinMaskRadius="4096"/>
<Ring PatchWorldDim="1024" RingDim="5" MinMaskRadius="2048"/>
<Ring PatchWorldDim="512" RingDim="5" MinMaskRadius="1024" DetailTileCount="64"/>

yaan98, the original file has DetailTileCount="8", right? What is the major impact of changing this value?

#4421251 - 05/17/18 07:04 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
Joined: Jan 2009
Posts: 3,811
Hellshade Offline
Hellshade
Hellshade  Offline
Hellshade
Senior Member

Joined: Jan 2009
Posts: 3,811
Florida
Wow. This has been a ground breaking last few days for WOFF UE and the potential for it to get even better is within reach.

Blue Triangles: Dead. Gone. Hasta la vista, baby.

FPS: Pumped up quite nicely, even during late war campaigns, making the sim more enjoyable to fly during every stage of the war.

Micro stutters:Being stamped out . Between AnKors work and turning off CPU and RAM Overclocking, mine at least have become a very rare exception. Many missions flown without it.

Ground scenery popping: Challenging because so much is dependant upon individual machine performance - but progress is being made as MajorMagee, Yaan98, BuckeyeBob and others comb through the configurations.

Cloud popping: Thanks to BuckeyeBobs personal dedication to this particular area, is now looking into the possibility that what fixes ground scenery popping may be loosely related to the clouds popping too.

Damn. It's like Christmas for WOFF UE. Major round of beers for the modders! Gentlemen, I salute you!

Last edited by Hellshade; 05/17/18 07:06 PM.

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