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#4421257 - 05/17/18 07:34 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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MajorMagee Offline
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Be careful in experimenting with High Densities and large RinDims. I was pushing my system until my FPS was dropping into the 50s over the cities again, and then when I pushed it a little more I had a hard memory crash. I'm back to what I posted in #4421216 as it will run at the full FPS of my GSync monitor in most areas, and looks nearly as good as the much higher density values.


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On Time

US Army Ordnance Corps.
#4421310 - 05/17/18 11:59 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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Some random pics

[Linked Image]

[Linked Image]

[Linked Image]

[Linked Image]

Last pic before work....

[Linked Image]

11,000 Ft @ 77 FPS. Medium air activity. Jasta B, April 1917. Over St. Quentin.

Attached Files wingshot.jpgfrontshot2.jpgfrontshot.jpgrandom.jpg11k.jpg
Last edited by yaan98; 05/18/18 10:55 PM.
#4421313 - 05/18/18 12:28 AM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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Damn. Those are insane! How's the FPS though? Microstutters?


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

#4421314 - 05/18/18 12:41 AM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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Originally Posted by Hellshade
Damn. Those are insane! How's the FPS though? Microstutters?


I still need more testing this weekend, but getting close. No microstutters, just hangs when I move my head quickly sometimes, otherwise it's smooth enough for me to fly a whole mission without breaking immersion. Sorry, for being vague, but I didn't get a chance to measure actual FPS numbers.

#4421473 - 05/18/18 10:04 PM Re: Mod to remove blue triangles? [Re: MajorMagee]  
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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.


Major, I created a mod from your above settings and tested it out in campaign. I liked what I saw but unfortunately something about it crashed my CFS3 and threw me back into the WOFF mission summary screen.
I see you have been having similar issues. Do you have this resolved now? If so would you mind posting the revised settings for the fix?


(System_Specs)
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CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler
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#4421487 - 05/18/18 11:21 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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As was discussed during the course of this thread, the values are going to need to be tuned to each system that's running this Mod to avoid running out of memory. My problems started only when I pushed the outer RingDim up to 80 from the 50 shown above. Since the area driving the object count for a given density is a function of the square of the distance (pi * r^2) dialing that back to 50 (5 mile view distance instead of 8) resolved the issue for me. If you are having a problem, then you can either reduce that further (45, 40, etc), or lower the density (use one of the lower Scenery Budget settings) if you want to keep seeing auto-generated trees and buildings out to the edge of the haze. This need to tune it for each user is why I've been cautious about recommending this getting converted into a one-size-fits-all Mod.


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On The Line,
On Time

US Army Ordnance Corps.
#4421615 - 05/19/18 05:44 PM Re: Mod to remove blue triangles! (and other improvements) [Re: BuckeyeBob]  
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Originally Posted by BuckeyeBob
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?


I apologize, didn't see this post before. correct. but I don't know what it is used for. Maybe AnKor or Major know.

#4421620 - 05/19/18 06:17 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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From the Terrain SDK

Quote
DetailTileCount – This value specifies the number of times to tile the detail texture across a single texture patch. The default value is zero; when this value is non-zero, an additional detail texture is blended with the terrain textures.


In looking through the SDK again I see that the RingDim needs to be an odd number so the 50 probably should be 49 or 51.


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On The Line,
On Time

US Army Ordnance Corps.
#4421624 - 05/19/18 06:44 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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Thanks for that info.

My final modifications to scenerybudgets which worked very good on my system (so far):

<Ring PatchWorldDim="1024" RingDim="21" LOD="17" MajorDensity="0.00046"/>
<Ring PatchWorldDim="512" RingDim="45" LOD="50" MajorDensity="0.00046"/>
<Ring PatchWorldDim="256" RingDim="45" LOD="70" MajorDensity="0.00046"/>
<Ring PatchWorldDim="128" RingDim="45" LOD="100" MajorDensity="0.00046"/>

Interestingly, the first ringdim makes a huge impact to the point it crashes cfs3.exe if I wander into the 30s or 40s. However, I can raise any of the other ones besides the first without crashes. Also, I see no difference in view distance if I reverse those numbers and put the first ringdim at 45 while the rest at 20s. I noticed that density setting at 46 is just as good as 50s and 60s. Between ~36 - 44, there is slightly lower density of trees/buildings, but better FPS (~5 FPS) and less hanging.

Overall, I'm pleased with these results.

#4421626 - 05/19/18 06:49 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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I believe DX9 shaders ignore the value of DetailTileCount, just set it to a small non-zero number for best performance (or zero but you will lose terrain details for the nearest texture).

The problem with high-density scenery in CFS3 is that being an old engine it doesn't support "geometry instancing" feature of modern GPUs (and "modern" here means "since about 2005")
So if you have 1,000 trees and each tree is 50 triangles, the game has to generate that forest of 50,000 triangles entirely on CPU and send them all to GPU almost every frame. It is a waste of CPU time and memory bandwidth.
With instancing, CPU just needs to send coordinates of those trees and GPU will do all the job.
I want to make it work like this for DX11, but no success yet.

#4421630 - 05/19/18 07:08 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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That would cartainly free up a ton of CPU and memory bandwith in some of the more heavily forested areas which woukd again help things run smoother in the late war years where so many AI craft are in the sky. Hopefully you find the key to make it work in DX11. Just let me know where to send the beer!


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

#4421632 - 05/19/18 07:12 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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Thumbs up, AnKor, just do not surrender thumbsup wink . We all believe you.

#4421634 - 05/19/18 07:19 PM Re: Mod to remove blue triangles! (and other improvements) [Re: yaan98]  
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Originally Posted by yaan98
Thanks for that info.

My final modifications to scenerybudgets which worked very good on my system (so far):

<Ring PatchWorldDim="1024" RingDim="21" LOD="17" MajorDensity="0.00046"/>
<Ring PatchWorldDim="512" RingDim="45" LOD="50" MajorDensity="0.00046"/>
<Ring PatchWorldDim="256" RingDim="45" LOD="70" MajorDensity="0.00046"/>
<Ring PatchWorldDim="128" RingDim="45" LOD="100" MajorDensity="0.00046"/>

Interestingly, the first ringdim makes a huge impact to the point it crashes cfs3.exe if I wander into the 30s or 40s. However, I can raise any of the other ones besides the first without crashes. Also, I see no difference in view distance if I reverse those numbers and put the first ringdim at 45 while the rest at 20s. I noticed that density setting at 46 is just as good as 50s and 60s. Between ~36 - 44, there is slightly lower density of trees/buildings, but better FPS (~5 FPS) and less hanging.

Overall, I'm pleased with these results.



The diameter of the ring is calculated as the PatchDim x RingDim / 3.14 ( derived from Pi x Diam = Circumference) where the Patch Dim is the dimension of the patch in meters, and the RingDim is the number of patches around the edge.
The way you show it above the 1024 ring (6844m diam) is a smaller diameter than the 512 ring (7333m diam). I'm not sure what the rendering engine is going to do with the overlap, but that's why the view distance didn't change.

Post #4421049 now includes some comments about the effect of the landclass.xml dimension values that has an influence on this as well.



Service To The Line,
On The Line,
On Time

US Army Ordnance Corps.
#4421637 - 05/19/18 07:26 PM Re: Mod to remove blue triangles! (and other improvements) [Re: BuckeyeBob]  
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Originally Posted by BuckeyeBob
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!


From my experimenting over the years I've never found anything that was able to influence the draw distance for the clouds. I've come to the conclusion that it's hard coded, but I'd love to find out that I'm wrong.


Service To The Line,
On The Line,
On Time

US Army Ordnance Corps.
#4421658 - 05/19/18 10:08 PM Re: Mod to remove blue triangles! (and other improvements) [Re: MajorMagee]  
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Originally Posted by MajorMagee
As was discussed during the course of this thread, the values are going to need to be tuned to each system that's running this Mod to avoid running out of memory. My problems started only when I pushed the outer RingDim up to 80 from the 50 shown above. Since the area driving the object count for a given density is a function of the square of the distance (pi * r^2) dialing that back to 50 (5 mile view distance instead of 8) resolved the issue for me. If you are having a problem, then you can either reduce that further (45, 40, etc), or lower the density (use one of the lower Scenery Budget settings) if you want to keep seeing auto-generated trees and buildings out to the edge of the haze. This need to tune it for each user is why I've been cautious about recommending this getting converted into a one-size-fits-all Mod.


You have suggested two options:
1) dial back the RingDim

or

2) lower the density

That being said, can you give me a quick "101" course on what this is all about. I am playing with numbers here but lack the basic understanding of what each line is actually doing and how those numbers inter-relate.

I have dropped the Ringdim to "40" but still no go. I am continuing to lower these numbers by 10 until it doesn't crash. Can the MajorDensity settings cause a crash?


(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

#4421674 - 05/20/18 01:20 AM Re: Mod to remove blue triangles? [Re: MajorMagee]  
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Originally Posted by AnKor
I believe DX9 shaders ignore the value of DetailTileCount, just set it to a small non-zero number for best performance (or zero but you will lose terrain details for the nearest texture).


Thanks for the tip. Good to know.


Originally Posted by MajorMagee


The diameter of the ring is calculated as the PatchDim x RingDim / 3.14 ( derived from Pi x Diam = Circumference) where the Patch Dim is the dimension of the patch in meters, and the RingDim is the number of patches around the edge.
The way you show it above the 1024 ring (6844m diam) is a smaller diameter than the 512 ring (7333m diam). I'm not sure what the rendering engine is going to do with the overlap, but that's why the view distance didn't change.



Thanks for this. I now understand better and can further tweak it.

Originally Posted by MajorMagee
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.


I can't understand which of your classifications would translate into Dim values that are already in the landclass file. The values range from 2048, 3072, 4096 and 5120. So, would a prairie be 2048? and Forest 5120? or lower or higher numbers?

I can see the description of the landclass ID like "large city center" or "french town/city surround" with their associated dim values, but most of it would be a wild guess on my part to figure out where those descriptions belong in the game world.

Last edited by yaan98; 05/20/18 01:28 AM.
#4421679 - 05/20/18 02:03 AM Re: Mod to remove blue triangles? [Re: Hellshade]  
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Each Dim in the landclass.xml is a multiple of 1024, and bigger numbers make for bigger blocks/larger fields. I agree that it's a bit of a guess on the part of the developer, but you could do some rough form of calibration by checking different values in an area where you know the distance between terrain features like two parallel rivers or the width of a peninsula. This was done a couple of years ago for the ETO Mod of CFS3 to set the values. Even then the values selected had to be a compromise to reality, as the fields of Eastern France and Germany are actually much larger than the ones sharing the same landclass in Normandy and South Western England.


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On Time

US Army Ordnance Corps.
#4421682 - 05/20/18 02:26 AM Re: Mod to remove blue triangles? [Re: MajorMagee]  
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Originally Posted by MajorMagee
Originally Posted by BuckeyeBob
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!


From my experimenting over the years I've never found anything that was able to influence the draw distance for the clouds. I've come to the conclusion that it's hard coded, but I'd love to find out that I'm wrong.

Yeah, I may have become a little excited and jumped to a premature conclusion. Sorry about that.


“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
#4421683 - 05/20/18 02:45 AM Re: Mod to remove blue triangles? [Re: Hellshade]  
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Robert, some people have had trouble with RingDims bigger than 40, others have not. Apparently, it is highly system dependent. If you are starting off with RingDims of 40 for the PatchWorldDims of 128 and 256 and working your way up, that may be too high. I have also found that setting the MajorDensities too high is a major (ahem) drain on system resources--especially if your scenery rings also have a large circumference. I would start by dialing back the MajorDensities to "stock" values and then gradually increase them to the point your frame rates begin to sag or you start to get brief screen pauses.


“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
#4421685 - 05/20/18 03:25 AM Re: Mod to remove blue triangles? [Re: Hellshade]  
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Posts: 938
Hello again gents',

Further tweaking of the stimulating data posted in this popular thread over the last several days has led to some final numbers that I think work well on Macs. Those who are running WOFFue in WineSkin on a Mac, and on a low-end and/or integrated GPU, are advised to check over the bottom lengthy section of my WineSkin post here (http://SimHQ.com/forum/ubbthreads.php/topics/4345346/installing-woff-ue-on-a-mac-using-wineskin). New info. has been added, and should help to wring out an extra 10 FPS or so from slower video cards. The dogfights are much smoother now, and the graphics still remain acceptably sharp.

Happy flying,
Von S


~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile (https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
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