#4420451 - 05/12/18 10:40 PM
Re: Mod to remove blue triangles?
[Re: AnKor]
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Joined: Sep 2015
Posts: 799
Stache
Member
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Member
Joined: Sep 2015
Posts: 799
Michigan, USA
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The reason those blue triangles appear is that CFS3 engine incorrectly assumes that those terrain tiles should be out of view and doesn't render them. It doesn't depend on GPU or your config, it is purely a bug in their algorithm which runs on CPU. I don't have a direct solution for this, but I have something that may reduce the issue and improve the performance at the same time. I've already mentioned this tweak on sim-outhouse some time ago but it had little effect on the "stock" CFS3, however I believe it may work better WOFF because WOFF terrain is more detailed. You can try it if you feel adventurous Here is a zip file with compositetexturebudgets.xml - the file goes into WOFF\OBDWW1 Over Flanders Fields\terrains folder, but don't forget to make a backup of the original file there. https://1drv.ms/u/s!AvmtwF9vPtwVgYoiGbgXo8KXiEzxUQ Additionally you should edit shaders30\Terrain.fx file and change 256 to 1024 in this line near the beginning of the file: const static float fTextureSize = 256;This is needed for terrain bump mapping to work properly with modified budgets. I would have made a JSGME package but I don't remember how. PS: And yes, I'm working on DX11 version of shaders This is great AnKor - thanks. Four (4) missions so far and no blue triangles - cannot say that I got them all the time - will keep you posted.
Insanity: doing the same thing over and over again and expecting different results. A. Einstein I7-6700k OC 4.4GHZ, 16GB DDR4 3200Mhz; Gigabyte Gaming 7 MB, G1 OC'ed GTX980ti; Three-Acer XB271HU WQHD Gsync 144Mhz; Samsung 950-512GB NVMe SSD; WD 2TB-7200rpm; Cooler Master HAF XB EVO, Nepton 240M cooler, V1000 PS; Windows 10 PRO; VKB GunfighterPro Stick; Thrustmaster TPR Pedals; Saitek Throttle; Dual TM MFD panels; TrackIR 5; Windows 10 v1909
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#4420484 - 05/13/18 02:00 AM
Re: Mod to remove blue triangles?
[Re: Fullofit]
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Joined: Dec 2014
Posts: 1,340
HarryH
Member
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Member
Joined: Dec 2014
Posts: 1,340
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And yes, I'm working on DX11 version of shaders Wow! Is that even possible? AnKor, you are a God! One of those less known ones, but still a God nonetheless. I am drooling at the thought of what could be possible. And because I don’t know what’s possible, I imagine a lot. Can you tell us what DX11 would mean for WOFF? No more blue triangles? Rain and oil streaking on the windshield a la ROF? Grass? French maidens waving as we fly by? The possibilities are endless! And yes, thank you for your efforts. Thank you sir!
System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440
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#4420485 - 05/13/18 02:01 AM
Re: Mod to remove blue triangles?
[Re: 4L0M]
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Joined: Dec 2014
Posts: 1,340
HarryH
Member
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Member
Joined: Dec 2014
Posts: 1,340
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Hi HarryH, I just looked at your settings, and as a suggestion I would turn off the Anisotropic filter and sample optimisation options. They basically overide the 8x Anisotropic filtering option above them and have worse image quality. As the optimisations apply the filter to the size of the textures its applied to, all of the textures in WoFF are tiny and the overall image quality will suffer as a result.
The optimisation option is really old, and isn't required when using any modern (last 5-10 years at least)graphics card. No performance benefit anymore, but definite image degradation compared to having it turned off. I also have 16x Anisotropic filtering applied to every game I have owned for the last 20 years, the performance hit between 8x and 16x is basically nill.
Cheers! Thanks, 40LM, appreciated!
System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440
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#4420486 - 05/13/18 02:03 AM
Re: Mod to remove blue triangles?
[Re: AnKor]
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Joined: Dec 2014
Posts: 1,340
HarryH
Member
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Member
Joined: Dec 2014
Posts: 1,340
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The reason those blue triangles appear is that CFS3 engine incorrectly assumes that those terrain tiles should be out of view and doesn't render them. It doesn't depend on GPU or your config, it is purely a bug in their algorithm which runs on CPU. I don't have a direct solution for this, but I have something that may reduce the issue and improve the performance at the same time. I've already mentioned this tweak on sim-outhouse some time ago but it had little effect on the "stock" CFS3, however I believe it may work better WOFF because WOFF terrain is more detailed. You can try it if you feel adventurous Here is a zip file with compositetexturebudgets.xml - the file goes into WOFF\OBDWW1 Over Flanders Fields\terrains folder, but don't forget to make a backup of the original file there. https://1drv.ms/u/s!AvmtwF9vPtwVgYoiGbgXo8KXiEzxUQ Additionally you should edit shaders30\Terrain.fx file and change 256 to 1024 in this line near the beginning of the file: const static float fTextureSize = 256;This is needed for terrain bump mapping to work properly with modified budgets. I would have made a JSGME package but I don't remember how. PS: And yes, I'm working on DX11 version of shaders This is pretty incredible, looking at Hellshade's vids. Awesome AnKor, thank you!!! Off to patch now
System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440
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#4420491 - 05/13/18 02:41 AM
Re: Mod to remove blue triangles?
[Re: Hellshade]
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Joined: Sep 2015
Posts: 799
Stache
Member
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Member
Joined: Sep 2015
Posts: 799
Michigan, USA
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TL;DR - Additionally, maybe some others can confirm or deny this, but it seems to just run smoother - faster - now. Hard to describe until you just see it for yourself. It just feels like the world is more "solid" than it did before AnKors mod.
Well I was not going to say anything yet, but I had the feeling my FPS was running higher than normal.
Insanity: doing the same thing over and over again and expecting different results. A. Einstein I7-6700k OC 4.4GHZ, 16GB DDR4 3200Mhz; Gigabyte Gaming 7 MB, G1 OC'ed GTX980ti; Three-Acer XB271HU WQHD Gsync 144Mhz; Samsung 950-512GB NVMe SSD; WD 2TB-7200rpm; Cooler Master HAF XB EVO, Nepton 240M cooler, V1000 PS; Windows 10 PRO; VKB GunfighterPro Stick; Thrustmaster TPR Pedals; Saitek Throttle; Dual TM MFD panels; TrackIR 5; Windows 10 v1909
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#4420498 - 05/13/18 04:38 AM
Re: Mod to remove blue triangles?
[Re: Stache]
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Joined: Jan 2009
Posts: 4,451
Hellshade
Hellshade
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Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,451
Florida
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TL;DR - Additionally, maybe some others can confirm or deny this, but it seems to just run smoother - faster - now. Hard to describe until you just see it for yourself. It just feels like the world is more "solid" than it did before AnKors mod.
Well I was not going to say anything yet, but I had the feeling my FPS was running higher than normal. My FPS doesn't take as big a hit when looking backwards now either. Not sure if it helps, but seemed too...I modded the file from 256 to 2048. I got extra ram and vram so I figured what could it hurt?
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#4420507 - 05/13/18 06:38 AM
Re: Mod to remove blue triangles?
[Re: Hellshade]
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Joined: Sep 2012
Posts: 418
AnKor
Member
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Member
Joined: Sep 2012
Posts: 418
Russia
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Increasing fTextureSize in texture.fx doesn't cost additional memory or performance, but it might make bump-mapping look different, can't say if better or worse This value in fx file should match PatchPixelDim from the first line in compositetexturebudget.xml: <Budgets PatchPixelDim="1024" MinPatchDimUseThumb="4096"> If you have 4GB or more of GPU RAM you can try setting PatchPixelDim="2048" (and fTextureSize = 2048 as welll) so you will get more detailed terrain. It is not a huge difference in details as it is still limited by actual textures, but may look interesting. However in may introduce some stuttering when looking around and if you don't have enough VRAM the computer may lock up when you start the game. Possibilities for DX11 are indeed endless, it is my free time that is limited But I promise there will be something interesting otherwise I wouldn't have started this at all. Added: This mod does make the game lighter on CPU. That's why I invented it in the first place, but the reduction of "blue triangles" is also a nice side effect. Perhaps if you already have a powerful processor you won't see immediate increase in performance, but FPS hit in busy areas or with time compression should be reduced.
Last edited by AnKor; 05/13/18 06:53 AM.
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#4420539 - 05/13/18 01:09 PM
Re: Mod to remove blue triangles?
[Re: Hellshade]
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Joined: May 2012
Posts: 4,879
RAF_Louvert
BOC President; Pilot Extraordinaire; Humble Man
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BOC President; Pilot Extraordinaire; Humble Man
Senior Member
Joined: May 2012
Posts: 4,879
L'Etoile du Nord
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. What strange and wondrous sorcery is this?! I just tried out your mod AnKor flying around my WIP Belfort mod. Until this I thought I'd max'd out the number of objects I could have in any given place as I was starting to see less-than-smooth tracking when flying low over the area. But that has vanished completely! It is now smooth and beautiful, whether taking off, landing, or flying NOE over the entire region. Amazing! This mod is an absolute "must have" and should be at the top of everyone's install list. Or better still, as already noted here, make it an official patch to WOFF UE. Many, many thanks AnKor for this gem! .
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