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#4427765 - 06/26/18 12:10 AM Re: Mod to remove blue triangles! (and other improvements) [Re: HarryH]  
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Robert_Wiggins Offline
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Originally Posted by HarryH


Thanks Harry, but I managed to find the location without much trouble. Your effort is appreciated


(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

#4427768 - 06/26/18 12:16 AM Re: Mod to remove blue triangles! (and other improvements) [Re: Robert_Wiggins]  
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HarryH Offline
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Originally Posted by Robert_Wiggins
Originally Posted by HarryH


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 smile

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

#4427770 - 06/26/18 12:27 AM Re: Mod to remove blue triangles! (and other improvements) [Re: HarryH]  
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Robert_Wiggins Offline
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Originally Posted by HarryH
Originally Posted by Robert_Wiggins
Originally Posted by HarryH


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 smile

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.

(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

#4427771 - 06/26/18 12:29 AM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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Hellshade Offline
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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.


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

#4427775 - 06/26/18 01:01 AM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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BuckeyeBob Offline
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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.”
#4427781 - 06/26/18 01:47 AM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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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."
#4427791 - 06/26/18 04:30 AM Re: Mod to remove blue triangles! (and other improvements) [Re: Fullofit]  
Joined: Jun 2012
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Robert_Wiggins Offline
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Originally Posted by Fullofit
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.


(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

#4427799 - 06/26/18 06:11 AM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
Joined: Jul 2010
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JJJ65 Offline
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This strange river anomaly can be eliminated by tuning down either the LOD, MajorDensity or RingDim values in compositescenerybudget.xml file. MajorMagee described very well how it works earlier in this thread. Unfortunately, I have not saved my working test settings.

#4427801 - 06/26/18 06:47 AM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
Joined: Sep 2012
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AnKor Offline
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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 smile )

#4427815 - 06/26/18 01:22 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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Robert_Wiggins Offline
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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


(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

#4427818 - 06/26/18 02:08 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
Joined: Mar 2006
Posts: 2,454
MajorMagee Offline
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Dayton, OH
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.
#4427830 - 06/26/18 03:44 PM Re: Mod to remove blue triangles! (and other improvements) [Re: MajorMagee]  
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Robert_Wiggins Offline
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Originally Posted by MajorMagee
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;


(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

#4427833 - 06/26/18 04:00 PM Re: Mod to remove blue triangles! (and other improvements) [Re: AnKor]  
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Robert_Wiggins Offline
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Originally Posted by AnKor
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 smile )


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.


(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

#4427844 - 06/26/18 05:15 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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Posts: 1,523
BuckeyeBob Offline
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Originally Posted by Hellshade
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.”
#4427845 - 06/26/18 05:17 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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Posts: 2,454
MajorMagee Offline
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Dayton, OH
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.
#4427848 - 06/26/18 05:26 PM Re: Mod to remove blue triangles! (and other improvements) [Re: MajorMagee]  
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Robert_Wiggins Offline
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Originally Posted by MajorMagee
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.


(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

#4427849 - 06/26/18 05:35 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
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Posts: 2,454
MajorMagee Offline
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Dayton, OH
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.
#4427861 - 06/26/18 06:42 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
Joined: May 2016
Posts: 1,523
BuckeyeBob Offline
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Ohio, USA
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.”
#4427862 - 06/26/18 07:04 PM Re: Mod to remove blue triangles! (and other improvements) [Re: MajorMagee]  
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JJJ65 Offline
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Originally Posted by MajorMagee
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.

#4427884 - 06/26/18 11:34 PM Re: Mod to remove blue triangles! (and other improvements) [Re: Hellshade]  
Joined: Jun 2012
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Robert_Wiggins Offline
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Posts: 7,993
Lindsay, Ontario, Canada
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


(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

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