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#4420549 - 05/13/18 02:44 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
Joined: May 2012
Posts: 394
yaan98 Offline
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yaan98  Offline
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Joined: May 2012
Posts: 394
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?

#4420551 - 05/13/18 03:04 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
Joined: Nov 2014
Posts: 3,696
Fullofit Offline
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Fullofit  Offline
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Joined: Nov 2014
Posts: 3,696
Ajax, ON
Hellshade, time to remove that question mark from the subject line of this thread! winkngrin


"Take the cylinder out of my kidneys,
The connecting rod out of my brain, my brain,
From out of my arse take the camshaft,
And assemble the engine again."
#4420553 - 05/13/18 03:06 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
Joined: Sep 2012
Posts: 418
AnKor Offline
Member
AnKor  Offline
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Joined: Sep 2012
Posts: 418
Russia
Glad it works smile

I've tried making a similar mod for trees, but without much success yet.

#4420557 - 05/13/18 03:25 PM Re: Mod to remove blue triangles? [Re: Fullofit]  
Joined: Jan 2009
Posts: 4,433
Hellshade Offline
Hellshade
Hellshade  Offline
Hellshade
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Joined: Jan 2009
Posts: 4,433
Florida
Originally Posted by Fullofit
Hellshade, time to remove that question mark from the subject line of this thread! winkngrin


Done!

AnKor - if it can be done, I am sure you will find the way. If not, this is already another nice leap forward for WOFF UE. Can't imagine what goodies WOTR will bring.


Flying Wings Over Flanders Fields: Between Heaven & Hell II
videos at www.youtube.com/hellshade68

#4420604 - 05/13/18 10:52 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
Joined: Nov 2016
Posts: 84
WallysWorld Offline
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WallysWorld  Offline
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Joined: Nov 2016
Posts: 84
Alberta, Canada
Originally Posted by Hellshade
I played until 2am last night. Its not just the reduction in blue triangles but the increased fluidity of flight, especially while close to the ground and while looking backwards. Truly, this should be considered for an official patch. Once again, I can't thank you enough, AnKor. You are a true marvel and a blessing to this sim and community.

I too have found the exact same benefit and especially with my aging i7-920 @ 4 GHZ with GTX 970. Before I used to get some stutters looking around while flying close to the ground and especially when looking back at the airfield as I take off.

Now with this marvelous update, the stutters are virtually gone and I'm playing with all graphic settings set to the max.

Super thanks for your time and effort with this update, AnKor.

Last edited by WallysWorld; 05/13/18 10:53 PM.
#4420674 - 05/14/18 12:02 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins Offline
BWOC Survivor!...So Far!!
Robert_Wiggins  Offline
BWOC Survivor!...So Far!!
Hotshot

Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
I tested out a JSGME mod for Ankor's blue triangle problem and it worked fine. I will make a JSGME self extracting mod for release early tonight and send it off to Sandbagger for his mods page.

Some of you may want it.

Best Regards


(System_Specs)
Case: Cooler Master Storm Trooper
PSU: Ultra X3,1000-Watt
MB: Asus Maximus VI Extreme
Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered
CPU: Intel i7-4770K, OC to 4.427Ghz
CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler
Vid Card: ASUS GTX 980Ti STRIX 6GB
OS and Games on separate: Samsung 840 Series 250GB SSD
Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L
Periphs: MS Sidewinder FFB2 Pro, TrackIR 4

#4420704 - 05/14/18 02:27 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
Joined: Oct 2011
Posts: 740
Ace_Pilto Offline
Livestreamer/YouTuber
Ace_Pilto  Offline
Livestreamer/YouTuber
Member

Joined: Oct 2011
Posts: 740
Sector ZZ9 Plural Z Alpha
Ahhh, hiding your light under a bushel I see. I think this deserves a thread of its' own (or a title change). I'm glad I checked this thread to see what had everyone so excited.


Let's pretend I got the BWOC badge to embed here.

Wenn ihr sieg im deine Kampf selbst gegen, wirst stark wie Stahl sein.
"The best techniques are passed on by the survivors." - Gaiden Shinji
#4420705 - 05/14/18 02:28 PM Re: Mod to remove blue triangles? [Re: Robert_Wiggins]  
Joined: Jan 2009
Posts: 4,433
Hellshade Offline
Hellshade
Hellshade  Offline
Hellshade
Senior Member

Joined: Jan 2009
Posts: 4,433
Florida
Originally Posted by Robert_Wiggins
I tested out a JSGME mod for Ankor's blue triangle problem and it worked fine. I will make a JSGME self extracting mod for release early tonight and send it off to Sandbagger for his mods page.

Some of you may want it.

Best Regards


Excellent, Robert. I am sure a lot of people will love the experience! As Yaan98 noted, 2048 introduces some minor stutters even on a high end card, so best to stick with AnKors recommended 1024, IMHO. Thank you for your efforts in making this easier for the community to use.


Flying Wings Over Flanders Fields: Between Heaven & Hell II
videos at www.youtube.com/hellshade68

#4420741 - 05/14/18 04:21 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
Joined: Dec 2014
Posts: 1,340
HarryH Offline
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HarryH  Offline
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Joined: Dec 2014
Posts: 1,340
Wow, wow, wow, this is simply incredible!!! What a massive improvement... in EVERYTHING, it seems! Not a single blue triangle, much improved fluidity to everything.

Fantastic job AnKor, thank you so much!!! And thank you Hellshade for asking in the first place!!

H


System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440

#4420769 - 05/14/18 05:33 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
Joined: Sep 2012
Posts: 418
AnKor Offline
Member
AnKor  Offline
Member

Joined: Sep 2012
Posts: 418
Russia
I'm still waiting to hear any criticism smile
Actually there's a noticeable flaw in this mod which I honestly underestimated at first. (but no, it doesn't steal your money smile )

The problem with this new terrain setup is that changes in texture quality over distance are much more abrupt and at about 10km the quality is noticeably lower than without the mod. This is solvable at the cost of increased GPU memory use.
Basically this terrain optimization is about finding a balance in a triangle of CPU performance vs GPU memory vs Texture Quality.
Stock WOFF UE is about the texture quality, my current mod is all about performance. It is possible to make a more balanced version, but it takes time.

#4420770 - 05/14/18 05:49 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
Joined: Dec 2014
Posts: 1,340
HarryH Offline
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HarryH  Offline
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Joined: Dec 2014
Posts: 1,340
Are the distance quality issues more noticeable at lower altitudes? I guess I should go fly some free flight and take a closer look, but I have only seen improvement with no downside.

H


System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440

#4420774 - 05/14/18 06:14 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
Joined: Sep 2012
Posts: 418
AnKor Offline
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AnKor  Offline
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Joined: Sep 2012
Posts: 418
Russia
No, I believe you have to be at quite high alt to notice.
Near the ground the higher quality terrain remains up to a slightly larger distance than in the stock version.


#4420784 - 05/14/18 07:30 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
Joined: Dec 2014
Posts: 1,340
HarryH Offline
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HarryH  Offline
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Joined: Dec 2014
Posts: 1,340
I just flew a longish campaign mission, escorting 2 x Aviatiks over the lines. It's early October 1916 and the weather is pretty overcast and stormy. I always use the campaign manager to generate weather and accept the default. On this occasion it was wind @ 10 knots, which is typically a challenge to fly in. With your mod I was able to cope far better than I usually do, even with the buffeting from the wind. At 10,000 ft Ground visibility was poor because of clouds, so I can't comment on texture quality. In any case, I think for the smoothness your mod brings, it's probably worth the tradeoff, for me at least.

The only negative thing I noticed was that there was some slight stuttering when scanning the skies above me (none when looking left / right horizontal or scanning the ground below). This seemed to improve at higher altitude. Does that make any sense to you AnKor? I may need to revisit my TrackIR profile and tweak it a bit.

Overall I'm finding it infinitely better than before!

H


System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440

#4420794 - 05/14/18 08:06 PM Re: Mod to remove blue triangles? [Re: AnKor]  
Joined: May 2012
Posts: 4,879
RAF_Louvert Offline
BOC President; Pilot Extraordinaire; Humble Man
RAF_Louvert  Offline
BOC President; Pilot Extraordinaire; Humble Man
Senior Member

Joined: May 2012
Posts: 4,879
L'Etoile du Nord
.

Originally Posted by AnKor
I'm still waiting to hear any criticism smile


You should have made it available a year ago. winkngrin

.

#4420798 - 05/14/18 08:28 PM Re: Mod to remove blue triangles? [Re: Hellshade]  
Joined: Sep 2012
Posts: 418
AnKor Offline
Member
AnKor  Offline
Member

Joined: Sep 2012
Posts: 418
Russia
HarryH,
At 10,000 it should have been visible, but as you say the weather often makes it impossible to see all ground details.
Regarding the stuttering, if it is caused by my mod, it would have been possible to reduce it by reducing the values for
<TerrainMaxBlenderInstPerFrameNear val="256"/>
<TerrainMaxBlenderInstPerFrameFar val="128"/>
in config overrides, but it is impossible as they are always overwritten by WOFF when mission starts.

Louvert,
lol, I've only discovered it a couple of months ago. I've been working on DX11 shaders and noticed that while the simplest version without any effects can run at 500 FPS in stock CFS3 it struggles to keep 100 in WOFF. That prompted me to investigate the cause of such huge performance drop and it appeared to be the terrain.
I didn't publish the mod earlier because I wasn't sure if it is really needed. I use GTX970 with an old i7-860 (WallysWorld, I think your overclocked 920 is faster than mine smile ) so I am really limited by the CPU, but most people here have much more powerful processors.
Then I've seen this question about blue triangles and figured out my mod should help with this issue as well, so I decided to finally share it.

By the way, speaking of performance mods, have you tried the "facility merge" tool I made? smile

#4420800 - 05/14/18 08:38 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
Joined: May 2012
Posts: 4,879
RAF_Louvert Offline
BOC President; Pilot Extraordinaire; Humble Man
RAF_Louvert  Offline
BOC President; Pilot Extraordinaire; Humble Man
Senior Member

Joined: May 2012
Posts: 4,879
L'Etoile du Nord
.

Just kidding of course AnKor. To the facility merge tool, I apologize that I've not had an opportunity to try it out yet, but I am anxious to see how it will affect my current mod. I will try and get to it soon, perhaps this weekend. Thanks again for the mods Sir, they are very much appreciated.

.

#4420801 - 05/14/18 08:41 PM Re: Mod to remove blue triangles? [Re: AnKor]  
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins Offline
BWOC Survivor!...So Far!!
Robert_Wiggins  Offline
BWOC Survivor!...So Far!!
Hotshot

Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
Originally Posted by AnKor
I'm still waiting to hear any criticism smile
Actually there's a noticeable flaw in this mod which I honestly underestimated at first. (but no, it doesn't steal your money smile )

The problem with this new terrain setup is that changes in texture quality over distance are much more abrupt and at about 10km the quality is noticeably lower than without the mod. This is solvable at the cost of increased GPU memory use.
Basically this terrain optimization is about finding a balance in a triangle of CPU performance vs GPU memory vs Texture Quality.
Stock WOFF UE is about the texture quality, my current mod is all about performance. It is possible to make a more balanced version, but it takes time.



Ankor I can create another mod if you can advise what the new settings would be.

Cheers


(System_Specs)
Case: Cooler Master Storm Trooper
PSU: Ultra X3,1000-Watt
MB: Asus Maximus VI Extreme
Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered
CPU: Intel i7-4770K, OC to 4.427Ghz
CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler
Vid Card: ASUS GTX 980Ti STRIX 6GB
OS and Games on separate: Samsung 840 Series 250GB SSD
Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L
Periphs: MS Sidewinder FFB2 Pro, TrackIR 4

#4420807 - 05/14/18 09:22 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
Joined: Jan 2009
Posts: 4,433
Hellshade Offline
Hellshade
Hellshade  Offline
Hellshade
Senior Member

Joined: Jan 2009
Posts: 4,433
Florida
Honestly, with super-fluid dogfights and highly detailed terrain that is totally solid below me, I don't really notice or care what things look like 10km away. That's a personal opinion, of course.

This is an in campaign dogfight with a Nieuport in late Sept 16 with all WOFF UE settings maxed. We get LOW and wild with the air combat maneuvers and WOFF never skips a beat. Air to air combat has never felt more fluid than with this mod. I'm sold.


Last edited by Hellshade; 05/14/18 09:26 PM.

Flying Wings Over Flanders Fields: Between Heaven & Hell II
videos at www.youtube.com/hellshade68

#4420811 - 05/14/18 09:50 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
Joined: Dec 2013
Posts: 1,394
ArisFuser Offline
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ArisFuser  Offline
Member

Joined: Dec 2013
Posts: 1,394
Yes, definitely this must be one of the best improvements WOFF has had in a long time. Nice sharpened terrain textures, solid and fluid framerates even on heavy areas, I fly at 60 FPS no matter what , this is a game changer.

Last edited by ArisFuser; 05/14/18 09:50 PM.
#4420821 - 05/14/18 10:23 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
Joined: Nov 2016
Posts: 84
WallysWorld Offline
Junior Member
WallysWorld  Offline
Junior Member

Joined: Nov 2016
Posts: 84
Alberta, Canada
Now taking into consideration that I am flying in my campaign in March 1915 and not the heavily populated later years, my frame rates are at steady 60 fps like ArisFuser posted. and Hellshade shows in his video.

Before this mod, I used to drop down into the high 30's and low 40's quite steadily when looking back at the airfield I just took off from and just scanning around. Now it stays steady at 60 fps and that's with the Consolidated Airfields mod, Historically Populated Airfields mod, weather mods and so on and with every single graphic setting set to its max (I tend to sacrifice frame rate for extra eye candy). I am truly impressed with this change.

Wow! Just simply Wow!!

Like HarryH posted, I still get some slight stuttering when looking around using TrackIR even though Fraps still shows 60 fps constantly now so I think it's more related to TrackIR than to the game and this mod.

Last edited by WallysWorld; 05/14/18 10:25 PM.
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