#4427765 - 06/26/18 12:10 AM
Re: Mod to remove blue triangles! (and other improvements)
[Re: HarryH]
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Joined: Jun 2012
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Robert_Wiggins
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Thanks Harry, but I managed to find the location without much trouble. Your effort is appreciated
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
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#4427768 - 06/26/18 12:16 AM
Re: Mod to remove blue triangles! (and other improvements)
[Re: Robert_Wiggins]
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Joined: Dec 2014
Posts: 1,340
HarryH
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Thanks Harry, but I managed to find the location without much trouble. Your effort is appreciated No trouble, Robert. Just another good excuse to fly a mission or two Thanks for digging into it. Right now this is the only issue I'm having with your JSGME high end mod and I can happily live with it. There are many more issues with the medium mod on my machine, I think probably because that should really be labelled high end and I don't have enough CPU / graphics memory. Cheers H
System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440
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#4427770 - 06/26/18 12:27 AM
Re: Mod to remove blue triangles! (and other improvements)
[Re: HarryH]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
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Thanks Harry, but I managed to find the location without much trouble. Your effort is appreciated No trouble, Robert. Just another good excuse to fly a mission or two Thanks for digging into it. Right now this is the only issue I'm having with your JSGME high end mod and I can happily live with it. There are many more issues with the medium mod on my machine, I think probably because that should really be labelled high end and I don't have enough CPU / graphics memory. Cheers H Hopefully someone with the correct knowledge, can take the mods and make alterations to them to resolve the issue. I can certainly re-package them after that.
Last edited by Robert_Wiggins; 06/26/18 12:28 AM.
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
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#4427775 - 06/26/18 01:01 AM
Re: Mod to remove blue triangles! (and other improvements)
[Re: Hellshade]
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Joined: May 2016
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BuckeyeBob
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Robert, keep in mind that just because you didn't see the glitch on your first mission after removing the mod that it won't occur again! It could be a sporadic issue that needs to be confirmed by flying several missions. Having said that, I can see how the mod might create some strange graphic anomalies. I suspect that people with lower end video cards may need to lower the RingDims or the MajorDensity settings in the compositescenerybudgets.xml file a bit.
edit: Sorry, meant to say MajorDensity settings instead of MajorParticle settings
Last edited by BuckeyeBob; 06/26/18 05:07 PM. Reason: MajorParticle changed to MajorDensity
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
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#4427781 - 06/26/18 01:47 AM
Re: Mod to remove blue triangles! (and other improvements)
[Re: Hellshade]
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Joined: Nov 2014
Posts: 3,696
Fullofit
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Robert, my anomaly occurred west of Chateau Thierry. And it does disappear when you get closer. I don’t think my VRAM is the issue. 6GB should be plenty.
"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."
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#4427791 - 06/26/18 04:30 AM
Re: Mod to remove blue triangles! (and other improvements)
[Re: Fullofit]
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Joined: Jun 2012
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Robert_Wiggins
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Robert, my anomaly occurred west of Chateau Thierry. And it does disappear when you get closer. I don’t think my VRAM is the issue. 6GB should be plenty. I agree with you. You could try deactivating the mod and see if the anomaly goes away.
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
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#4427801 - 06/26/18 06:47 AM
Re: Mod to remove blue triangles! (and other improvements)
[Re: Hellshade]
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Joined: Sep 2012
Posts: 418
AnKor
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Russia
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I see that both High and Mid mods have incorrectly calculated MinMaskRadius numbers in composite texture budgets. This may cause artifacts in terrain textures. I have recalculated them for both versions and uploaded a new zip archive here (not self-extracting): https://1drv.ms/u/s!AvmtwF9vPtwVgYwXpGLGpOb1lXxikA Maybe it will help. Though I have to say I've never seen this kind of artifacts (and I have seen a lot of them )
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#4427815 - 06/26/18 01:22 PM
Re: Mod to remove blue triangles! (and other improvements)
[Re: Hellshade]
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Joined: Jun 2012
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Robert_Wiggins
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Thanks for chiming in here Ankor. I will download your file and see if I can apply a fix to the mods.
Thanks
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
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#4427818 - 06/26/18 02:08 PM
Re: Mod to remove blue triangles! (and other improvements)
[Re: Hellshade]
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Joined: Mar 2006
Posts: 2,454
MajorMagee
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Regarding the question of the High System versus Medium System Mod naming being reversed I ran the values through my Budget Calculator.
________________________ Medium_____High Texture_Outer_Dim_________15,645______31,291 Scenery _Outer_Dim_________8,474______8,148 Scenery_Density____________0.00046____0.0002 Scenery_Objects_Generated__25,947______10,430
So the answer is that it's mixed.
The compositetexturebudgets.xml is in correct folder but the compositescenerybudgets.xml is reversed from how they were labeled.
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
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#4427830 - 06/26/18 03:44 PM
Re: Mod to remove blue triangles! (and other improvements)
[Re: MajorMagee]
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Joined: Jun 2012
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Robert_Wiggins
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Regarding the question of the High System versus Medium System Mod naming being reversed I ran the values through my Budget Calculator.
________________________ Medium_____High Texture_Outer_Dim_________15,645______31,291 Scenery _Outer_Dim_________8,474______8,148 Scenery_Density____________0.00046____0.0002 Scenery_Objects_Generated__25,947______10,430
So the answer is that it's mixed.
The compositetexturebudgets.xml is in correct folder but the compositescenerybudgets.xml is reversed from how they were labeled. Major, I am trying to make sense of your data and having difficulty the names you refer to above are not found in the compositetexturebudgets.xml file and it is not clear to me how that data can be applied to all the necessary fields in the file. Example "Texture_Outer_Dim" where is that referenced and how is it named in the texturebudgets file? If it is refering to "MajorDensity" then there logically should be multiple entries for each of the levels (1 through 5). I appreciate your analysis but I don't know how to apply it to the mods Best Regards;
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
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#4427833 - 06/26/18 04:00 PM
Re: Mod to remove blue triangles! (and other improvements)
[Re: AnKor]
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Joined: Jun 2012
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Robert_Wiggins
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I see that both High and Mid mods have incorrectly calculated MinMaskRadius numbers in composite texture budgets. This may cause artifacts in terrain textures. I have recalculated them for both versions and uploaded a new zip archive here (not self-extracting): https://1drv.ms/u/s!AvmtwF9vPtwVgYwXpGLGpOb1lXxikA Maybe it will help. Though I have to say I've never seen this kind of artifacts (and I have seen a lot of them ) Ankor; I tested out your modification to the mods and it seems that it has cleared up the river tile problem. I have only run 2 missions and everything looked fine. Thanks for your time and effort, it is greatly appreciated.
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
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#4427844 - 06/26/18 05:15 PM
Re: Mod to remove blue triangles! (and other improvements)
[Re: Hellshade]
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Joined: May 2016
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BuckeyeBob
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I have tried both and I can't say as I have had a problem with either one, but I'm running a GTX 1080 so graphics memory isn't likely to be an issue for me. Didn't you say that you had already reduced your scenery density from 4 or 5 to 3? Perhaps that is why you aren't experiencing the problem that others are having?
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
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#4427845 - 06/26/18 05:17 PM
Re: Mod to remove blue triangles! (and other improvements)
[Re: Hellshade]
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Joined: Mar 2006
Posts: 2,454
MajorMagee
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Dayton, OH
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Sorry, my analysis was only looking at level 5 to see how the files compared to each other.
The one labeled Medium System uses a density of 0.00046 for all 5 levels. The one labeled High End System has a range of density values from 0.0001 up to 0.0002.
The diameter of the ring is calculated as the PatchWorldDim 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 number of objects generated is the Area x Density = (3.14 x Dimater^2) / 4 x MajorDensity
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
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#4427848 - 06/26/18 05:26 PM
Re: Mod to remove blue triangles! (and other improvements)
[Re: MajorMagee]
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Joined: Jun 2012
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Robert_Wiggins
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Sorry, my analysis was only looking at level 5 to see how the files compared to each other.
The one labeled Medium System uses a density of 0.00046 for all 5 levels. The one labeled High End System has a range of density values from 0.0001 up to 0.0002.
The diameter of the ring is calculated as the PatchWorldDim 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 number of objects generated is the Area x Density = (3.14 x Dimater^2) / 4 x MajorDensity Thanks for the.formulas Major, but It is out of my league to apply that and generate the necessary mod changes. The reason the medium mod has the same settings for all 5 levels is because Yaans only gave the numbers for level 5. I just applied it to all levels for continuity but it needs attention by someone knowledgeable.
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
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#4427849 - 06/26/18 05:35 PM
Re: Mod to remove blue triangles! (and other improvements)
[Re: Hellshade]
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Joined: Mar 2006
Posts: 2,454
MajorMagee
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Dayton, OH
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The real point is that the scenery budget you placed in the Medium set-up should have been in the one for High, and visa versa. The texture budgets are already in their proper places.
Service To The Line, On The Line, On Time
US Army Ordnance Corps.
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#4427861 - 06/26/18 06:42 PM
Re: Mod to remove blue triangles! (and other improvements)
[Re: Hellshade]
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Joined: May 2016
Posts: 1,523
BuckeyeBob
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Yes, I believe that Yaan98's scenery budget is too high for the "medium" setting. More specifically, Ankor's "High" setting for MajorDensity in the compositescenerybudgets.xml file is .00020, while Yaan98's "Medium" setting for MajorDensity is .00046, which is more than twice as dense as Ankor's settings. I experienced CTD's when I used Yaan98's MajorDensity values, but those went away when I reduced those values to .000335. So far, I haven't experienced any graphics anomalies like the river texture problem as described above, but that is with extremely limited testing.
My point being, that even Ankor's Fixed MinMaskRadius.zip file still contains Yaan98's MajorDensity values that are too high for "Medium" settings.
For comparison purposes, I have an i5-2500k cpu (3.7 Ghz OC'd to 4.5GHz) with an Nvidia 1050Ti video card.
Last edited by BuckeyeBob; 06/26/18 07:18 PM.
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
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#4427862 - 06/26/18 07:04 PM
Re: Mod to remove blue triangles! (and other improvements)
[Re: MajorMagee]
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Joined: Jul 2010
Posts: 2,079
JJJ65
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Czech Rep.
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The real point is that the scenery budget you placed in the Medium set-up should have been in the one for High, and visa versa. The texture budgets are already in their proper places. Yep, that is what I supposed either.
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#4427884 - 06/26/18 11:34 PM
Re: Mod to remove blue triangles! (and other improvements)
[Re: Hellshade]
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Joined: Jun 2012
Posts: 7,993
Robert_Wiggins
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A new version of the mod has been sent of to Sandbagger for the mods page. The update should be available soon.
In brief;
I have adjusted the mods so that the high end mod no longer appears to have the medium mod specifications and vice versa. The mods have been slightly renamed so that they group together in your JSGME panel window.
Please keep posting any issues you identify so that the mods can be refined.
Best Regards
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
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