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DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK

Posted By: AnKor

DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/22/13 09:47 AM

This DirectX 9 mod is now included as a part of WOFF 2.0 Expansion [edit Polovski: and now updated versions included in WOFF3 and further in WOFFUE]

Only use it wiith WOFF1.


If you have WOFF2, WOFF3 or WOFF UE you should NOT replace its files with any existing versions of my converter. They aren't compatible for now.
If you accidentally do it you will most likely need to reinstall the expansion to repair the DX 9 shaders.[/b]


Updated on August 30th.
A new version. Hopefully stable this time smile
If you are not into testing, crashing your game and losing your pilots then just want to try previous version from March which is available below. And for those who like the risk here is download options:
Installer: https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_DirectX9.20140830.Setup.exe
JSGME: https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_DirectX9.20140830.JSGME.7z
Plain zip: https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_DirectX9.20140830.zip

Quote
Change list:
- Should solve frequent crashes a few minutes into a mission.
- Removed ambient lighting tint until better times (it was an experiment).
- Added a setting into the ini file which allows to reduce shadow quality for better performance and lower memory usage. The highest quality (#5) is the same as it was in prior versions. It is also possible to turn shadows off completely by setting the quality to 0.
- No more shadows on the blurred propeller disc. Also should slightly improve performance.
- Improved performance of point lights (especially noticeable in CFS3 with many guns firing).
- Slight changes in water shader. This one is really difficult to get right.
- CFS3: Experimental self-illumination for reflector sights. Only for stock textures.
- Some compatibility fallbacks for older AMD GPUs. Theoretically it may even run on X1000 series (with shadows turned off though). Of course it is irrelevant for WOFF, but some people play CFS3 on rather old PCs.


Please report any issues in this thread, even if I don't answer immediately I'm still reading everything.

Previous stable version (March 25th) is still available at:
Installer: https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_DirectX9_Mod_Setup.20140325.zip
JSGME: https://dl.dropboxusercontent.com/u/2918136/cfs/D3D8%20Self%20Shadowing%20Mod%2020140325.7z
Plain zip: https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140325.Beta.zip

Installer will automatically detect the folder where WOFF (or OFF, or CFS3) is installed or you can specify another folder, but it has to be the one where CFS3.exe is located.
Then it will ask whether you need SweetFX compatibility - this option is turned off by default but you can always edit d3d8.ini manually to change it after installation.
Finally, it will suggest to open DirectX 9 download page. If you are installing my mod for the first time - it is recommended to download and run DirectX installer from that page. If you already have this mod working - you may uncheck the option to skip this step.
You can always uninstall the mod via Control Panel -> Remove Programs. It is called "DirectX 9 Mod for Wings: Over Flanders Fields (version NNNNNNNN)" there.

Very Important!
If the game fails to start a mission while using this converter, make sure you have the latest DirectX 9 installed.
Download automatic DirectX installer here: http://www.microsoft.com/en-us/download/details.aspx?id=35

It will check whether you have the latest version. You see, there are probably 20 versions of DirectX 9, and even though it stopped being updated few years ago you may still happen not to have the latest one.

With this version you can use numpad "0" to switch extended graphics on and off while in game. This is debugging feature useful for comparing the image quality and checking FPS difference.

Additionally a simple version of the D3D9 converter (January 1st) is still available here:
https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Converter.20140101.zip
This version does not enhance graphics on its own, but provides a good FPS boost over the original WOFF rendering.

Important Note:
To be able to use SweetFX with any of these versions you should edit d3d8.ini with a notepad (Windows often shows this file without the .ini part just as "d3d8" with a type "Configuration Settings") and change
NoMultisampling=0
to be
NoMultisampling=1
This will turns off ingame antialiasing which seems to be incompatible with SweetFX.
Please note that I'm not providing support for SweetFX installation and settings, I just made it work with this game and now you are on your own.

-------------------------------------------------

(Original post)

Updated on January, 1st. Happy New Year! smile
Reworked the way display modes are selected which hopefully should solve some issues. If you used older versions of the converter and updated to this one you may need to select screen resolution again in the game (even if it already shows correct one!).
This version may be considered final and stable (of course until I implement extended features like improved lighting).
It gives a good FPS boost (around 20-30%) on my rather old PC (i7 860 2.8 GHz, 4GB RAM, GTX 285 1Gb, 1680*1050), so it may be worth a try even if you aren't going to use SweetFX.

Don't forget to edit the d3d8.ini and set NoMultisampling=1 if you overwrite it with this new version and want to use SweetFX.


As you may know the DX8 to DX9 converter from ENB Series doesn't work with CFS3. That's why I just went and built my own converter with blackjack and h... well no, actually it is just the simplest and straightforward convert at the moment, but I have some ideas about extending it if I have time (per-pixel lighting and shadows anyone? wink ).

See note above. Use at your own risk!
Get it here: https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Converter.20140101.zip
There are two files in the archive - extract them into your "WOFF\OBDWW1 Over Flanders Fields" folder (i.e. the folder with CFS3.exe).

After that you will be able to use actual DirectX 9 graphics enhancers like ENB Series or SweetFX.

However, to use WOFF with SweetFX you will have to edit d3d8.ini and change one line there:
NoMultisampling=1
By default it is set 0 which means than WOFF multisampling settings are applied. The problem is that SweetFX doesn't like it and requires multisampling to be turned off in the game.
Note that I'm saying "in the game" because you still can use your videocard driver's control panel (or nVidia Inspector) to override any setting and they won't conflict with SweetFX.

Posted By: Dirk98

Re: DirectX 8 to 9 converter (that actually works) - 12/22/13 11:06 AM

Hi AnKor, please keep up your exploration, using SweetFX in WoFF would be awesome.

Dirk.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (that actually works) - 12/22/13 11:07 AM

Hey Ankor. Blackjack you say? Sounds intriguing... I'm in for testing. Thanks for your work.
Btw, what's a DX9 ENB Series tool? Just asking. I would love to see some SweetFX options working with WOFF.

Update: I'm only getting a "Game terminated prematurely" exception error when WOFF tries to launch CFS3.

Here's what the log says:

2013/12/22 18:15:38 PatchMemorySync: Launching game
2013/12/22 18:15:38 EXE 'C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\CFS3.exe'
2013/12/22 18:15:38 DIR 'C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\'
2013/12/22 18:15:38 CMD 'cfs3'
2013/12/22 18:15:38 PatchMemorySync: waiting for sync
2013/12/22 18:15:38 EXCEPTION Game terminated prematurely
2013/12/22 18:15:38 TellUser Game terminated prematurely
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 12/22/13 01:54 PM

ENB series is a graphics "improver" similar to SweetFX which predates the latter for several years.

I think I figured out why SweetFX didn't work - it requires multisampling to be off, but the minimum value in WOFF settings is 2 so it is always enabled.
I will add an option to override it in the converter, but I'm curious why WOFF devs restricted it this way.

If the game fails to start try installing the latest DirectX. If it doesn't help then perhaps I screwed something. The next version will have an option for writing a diagnostic log.

Has anyone else tried this converter?
Posted By: Rover_27

Re: DirectX 8 to 9 converter (that actually works) - 12/22/13 03:32 PM

My DirectX is up-to-date. Let's wait for the log option. Thank you
Posted By: Polovski

Re: DirectX 8 to 9 converter (that actually works) - 12/22/13 07:19 PM

You can force your driver to override application settings though so doesn't matter what WOFF is set to.
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 12/22/13 08:53 PM

Updated the download. Now it should work for everyone.

Originally Posted By: Polovski
You can force your driver to override application settings though so doesn't matter what WOFF is set to.

Yes, it doesn't matter for end result, the problem is that SweetFX inserts itself as intermediate layer in the rendering and doesn't work if a game has multisampling enabled.
So this config doesn't work:
Game (MSAA: ON) -> SweetFX -> GPU Driver (MSAA: OFF - Override)
but this one works:
Game (MSAA: OFF) -> SweetFX -> GPU Driver (MSAA: ON - Override)

It applies to any game, not just WOFF.
Posted By: Polovski

Re: DirectX 8 to 9 converter (that actually works) - 12/22/13 10:34 PM

Originally Posted By: Rover_27
My DirectX is up-to-date. Let's wait for the log option. Thank you

Did you edit the ini file and set NoMultisampling=1 as AnKor says at the start?
Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 12/23/13 03:03 AM

Originally Posted By: Rover_27
Hey Ankor. Blackjack you say? Sounds intriguing... I'm in for testing. Thanks for your work.
Btw, what's a DX9 ENB Series tool? Just asking. I would love to see some SweetFX options working with WOFF.

Update: I'm only getting a "Game terminated prematurely" exception error when WOFF tries to launch CFS3.

Here's what the log says:

2013/12/22 18:15:38 PatchMemorySync: Launching game
2013/12/22 18:15:38 EXE 'C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\CFS3.exe'
2013/12/22 18:15:38 DIR 'C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\'
2013/12/22 18:15:38 CMD 'cfs3'
2013/12/22 18:15:38 PatchMemorySync: waiting for sync
2013/12/22 18:15:38 EXCEPTION Game terminated prematurely
2013/12/22 18:15:38 TellUser Game terminated prematurely


Hi Ankor,

I'm getting the same error even after making the adjustment in the ini.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (that actually works) - 12/23/13 04:39 AM

Hey Ankor! It's now working perfectly with SweetFX! Thank you so much for this little miracle. S nastupayuschim Novym Godom!


Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 12/23/13 04:54 AM

@Rover,
Then it's my settings that I may have messed up somewhere. Would you mind telling me a step by step how you did it? What version of SweetFX are you using?

Nvidia inspector is 8xQs with 2x SGSS & in workshop I have aa set to 8.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (that actually works) - 12/23/13 05:27 AM

Hey yaan,

I just copied the files to the same folder cfs3.exe is in and changed the NoMultisampling=1 as Ankor said.
Then I opened FlightFX (I got it here), created a new profile for cfs3.exe, ticked Enable SweetFX option on the right panel and proceeded to tuning in the adjacent tab. Looks like that's it.

Good luck,

Rover

Updated: And I have sadly admit I have to disable it because it leads to about 15-20 fps loss (which is critical for me). Even without sweetfx. But that's probably my system.
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 12/23/13 10:38 AM

If you get errors, try following options

0. If you downloaded the very first original version, make sure you don't still have it. Correct d3d8.dll is 18.5 KB in size (18944 bytes to be specific) and the older one was just above 20 Kb.

1. If you already installed SweetFX or ENB Series try removing their d3d9.dll from the game folder to see if it helps. If it does then something is wrong with their config and no with the converter.

2. Try setting WriteLog=1 in d3d8.ini so it will write d3d8.log when the game is started.
If the log is short (less than ten lines) and ends with something like "Create Device RESULT = <some number>" where the number is not 0, then for some reason my dll can't set requested screen resolution. Try changing resolution in workshop to see if any of them works. Note that 16 bit modes are not supported by the converter, only 32 bit ones work, but I doubt anyone really wants to use 16 bit colors.

If the log is a large file then something else didn't work and it will difficult to figure out frown
I had some free time over weekend to make this tool, but now I don't have any to support it. Sorry.

Rover_27,
Quote:
Updated: And I have sadly admit I have to disable it because it leads to about 15-20 fps loss (which is critical for me).

This is odd. I specifically tested to see if there are any performance changes, but haven't noticed any.
Though this may really depend on your system. I have an old GTX 285 (though even being old it has a bit faster memory bus than GTX 660 for example smile ) and run at relatively low resolution 1680*1050.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (that actually works) - 12/23/13 11:36 AM

Mine is GTX 560Ti with 256 bit bus Width. The resolution is 1920x1080.
I'll try that again later with different settings

Upd: Looks like your converter's eating away 1 GB of my memory (don't ask me how)

Look



Now it says 909 virt while usually it shows around 1800-2000. Btw, what these numbers after fps mean?

Well, maybe a bit less but it will grow eventually.

Note the same setting (planes, graphics, terrain) without converter


Posted By: Para_Bellum

Re: DirectX 8 to 9 converter (that actually works) - 12/23/13 12:04 PM

Wow, this is very interesting!

Thank you very much for your work, AnKor!

notworthy




Will need to play around with the settings some more. Couldn't see any FPS loss. (core i5-2500k@4GHZ, GTX 470, 8 Gig RAM Win7 64 bit).
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 12/23/13 03:45 PM

Rover_27, interesting observation, will take a closer look a bit later (and I don't really know what those numbers mean too smile )

Para_Bellum, if you make a good looking preset -- please share it smile
Posted By: Wodin

Re: DirectX 8 to 9 converter (that actually works) - 12/24/13 01:31 AM

yeah I need some settings please;)
Posted By: Hellshade

Re: DirectX 8 to 9 converter (that actually works) - 12/24/13 04:14 AM

Originally Posted By: AnKor
Has anyone else tried this converter?


I have. I made a few videos using it with SweetFX and posted them in the forums. Here's the link. Great stuff AnKor! Thank you very much for doing this.

http://simhq.com/forum/ubbthreads.php/topics/3882857#Post3882857
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (that actually works) - 12/24/13 06:31 AM

So what's involved with setting it up?
Putting the converter and SweetFX into the WoFF directory?

I set up SweetFX for RoF, but used the FlightFX program that Jason had Laser make....
Posted By: Rover_27

Re: DirectX 8 to 9 converter (that actually works) - 12/24/13 06:35 AM

Try creating a profile for cfs3.exe in Flight FX
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 12/24/13 01:20 PM

Originally Posted By: Broadside_Uda_Barn
So what's involved with setting it up?
Putting the converter and SweetFX into the WoFF directory?

Yes, extract the converter into the "OBDWW1 Over Flander Fields" folder and edit its d3d8.ini to set NoMultisampling=1 so SweetFX can work. I could have made it 1 by default, but I decided that initial config should be clear of any side effects.
Then you can use FlightFX to make a profile for cfs3.exe.

Meanwhile I researched reported performance issues a bit and found that the converter may indeed cause some FPS loss. Though for me it was not even close to losing 20 FPS, but more like occasional stuttering which didn't happen without the converter. While I believe I know the cause - a single method from DX8 which doesn't exist in DX9 and for which I had to find a workaround, but currently I don't know a better solution.
Posted By: Spinkick

Re: DirectX 8 to 9 converter (that actually works) - 12/24/13 03:52 PM

How much does this hit performance? Or does it help? I will do anything for more FPS
Posted By: Adger

Re: DirectX 8 to 9 converter (that actually works) - 12/24/13 05:30 PM

Thank your for all your tips Ankor...using sweetfx with Para,s settings,(on the WOFF swettfx videos page)
And Woff looks fantastic... beercheers ...Spinkick ive noticed no real fps issues,but its only a key press away to go from Sweet fx to Vanilla WOFF
Posted By: elephant

Re: DirectX 8 to 9 converter (that actually works) - 12/25/13 11:41 AM

Experimenting with SweetFX, fiddling around with Para-Bellum's settings
(a little les bloom, a bit of bleach).



With SweetFX, everything look like they have more "volume", don't you think?

There is a bit of stuttering here and there, though as sideffect, Spinkick,
but I can live with it at the moment.

Thanks AnKor for making this possible! thumbsup

Merry Christmas! CT
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 12/25/13 10:32 PM

Thanks! It is good to know my mods are useful smile

And I think I have some good news, even though the Christmas has already gone.
It seems my initial assumption about the mod not eating any FPS was wrong. It actually did, especially with many planes around. And while I'm still unsure whether that single method I told above is optimal or not, I have discovered a simplest change which boosts FPS even over original DX8 version.

Download link in the first post is updated.

Note there is a new option in the d3d8.ini:
ForceHardwareVertexProcessing=1
which enables improved FPS by default. There is no need to edit it except for troubleshooting.
Posted By: Trooper117

Re: DirectX 8 to 9 converter (that actually works) - 12/25/13 10:39 PM

Good job mate smile
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 12/25/13 11:39 PM

Originally Posted By: AnKor
Thanks! It is good to know my mods are useful smile

And I think I have some good news, even though the Christmas has already gone.
It seems my initial assumption about the mod not eating any FPS was wrong. It actually did, especially with many planes around. And while I'm still unsure whether that single method I told above is optimal or not, I have discovered a simplest change which boosts FPS even over original DX8 version.

Download link in the first post is updated.

Note there is a new option in the d3d8.ini:
ForceHardwareVertexProcessing=1
which enables improved FPS by default. There is no need to edit it except for troubleshooting.


Ok Ankor, I have a ? for you now that you are getting to the final stages. I run and ATI card as follows:
Sapphire AMD Radeon HD 7870 Video Card - 2GB GDDR5, 1000MHz Base Core Clock, 4800MHz Memory, PCI Express 3.0, Dual Link DVI, HDTV, HDMI, Dual Mini Display Port

How do I implement your d3d8 to work on my system. I also have ENB that ran on OFF but don't know if there is a more current version. If so, where would I get it.

If you have any specific tuning info for implementing d3d8 with ENB on my system I would appreciate your suggestions.

Thanks in advance

The reason why I am asking is that when I install the D3D8 dll and ini into my ODB directory along with ENB, I get the following results in which my aircraft shows up all black. when I remove the files everything returns to normal

list of files installed:

taken from quick combat:

taken from campaign mode:

Posted By: MajorMagee

Re: DirectX 8 to 9 converter (that actually works) - 12/26/13 02:14 AM

The d3d8.dll doesn't seem to like my native 3840 x 1024 resolution.

Starting up.
Forcing Hardware Vertex Processing
Create Device Adapter = 0, Type = 1, Flags = 66
Create Device Windowed: 0, Width: 0, Height: 0, Refresh: 0, Format: 0, Multisampling: 0
Create Device RESULT = -2005530516
Posted By: Rover_27

Re: DirectX 8 to 9 converter (that actually works) - 12/26/13 04:01 AM

I also had black aircraft recently until turned skin resolution to High
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (that actually works) - 12/26/13 04:12 AM

Originally Posted By: Rover_27
Try creating a profile for cfs3.exe in Flight FX


Thanks Rover!

I did just that, and with some fiddling, I came up with some awesomely deep and rich coloring.
I honestly didnt think WoFF could look much better (I like the way it looks already!), but WOW!
I started with Para's settings, but then rather than messing around with SweetFX, I used FlightFX which allows presets and much easier tweaking. I thought Para's sky was a little too electric blue. I found that the settings I made for RoF worked terrifically as-is for WoFF.
I'm actually using the same preset config I made for RoF.
Here's some screens:






The screenshots make it look a little darker than it actually is.
For anyone sitting on the fence about SweetFX/FlightFX, it really makes WoFF look GREAT!
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 12/26/13 08:28 AM

Robert_Wiggins, I'll look into black aircrafts issue (which presumable aren't triplanes from Collishaw's Black Flight smile ).
As for ENB and SweetFX... It may be better if someone else explains how to install and use them. They aren't something new and there ought to be some good instructions somewhere.
In short, you can get SweetFX here: http://www.guru3d.com/files_details/sweetfx_shader_suite_download.html
Extract everything into "OBDWW1 Over Flanders Fields" and then edit SweetFX_preset.txt file by first deleting whatever there are and then copy-pasting there all #define lines from this post http://simhq.com/forum/ubbthreads.php/topics/3882997/Re_WOFF_SweetFX_videos#Post3882997

Originally Posted By: Rover_27
I also had black aircraft recently until turned skin resolution to High

And which resolution did you use initially? Did black aircraft appear every time or only occasionally?
And by the way, did the latest version improve FPS for you?

Originally Posted By: MajorMagee
The d3d8.dll doesn't seem to like my native 3840 x 1024 resolution.

Starting up.
Forcing Hardware Vertex Processing
Create Device Adapter = 0, Type = 1, Flags = 66
Create Device Windowed: 0, Width: 0, Height: 0, Refresh: 0, Format: 0, Multisampling: 0
Create Device RESULT = -2005530516

Thanks for the log. I've seen this kind of error and this is something I have to look into.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (that actually works) - 12/26/13 09:56 AM

Originally Posted By: AnKor

And which resolution did you use initially? Did black aircraft appear every time or only occasionally?
And by the way, did the latest version improve FPS for you?


Hi, I use 1920x1080. Black aircraft is usually the active one. Either mine or the one I switch to in Player/Target view. Choosing High quality skins eliminated the problem. Btw, I've seen some weird terrain artefacts with the converter but I forgot to screenshot them. Next time.

As for fps - yes. I don't know what changed but it's now the same as without the converter. However, I had a one-time experience when it dropped to 2 and stayed there for a minute. Then it climbed back to 50-60. Probably some CPU glitch or smth.
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 12/26/13 10:49 AM

OK. Thanks.
I think I've seen both of those glitches: the framerate dropped to 1-2 with no apparent reason and stayed there from some time and almost at the same time terrain textures on some tiles appeared completely wrong.
I suspect both of them may be related to the game running out of video memory (I have 1 GB card).
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 12/26/13 11:35 AM

Originally Posted By: AnKor
Robert_Wiggins, I'll look into black aircrafts issue (which presumable aren't triplanes from Collishaw's Black Flight smile ).
As for ENB and SweetFX... It may be better if someone else explains how to install and use them. They aren't something new and there ought to be some good instructions somewhere.
In short, you can get SweetFX here: http://www.guru3d.com/files_details/sweetfx_shader_suite_download.html
Extract everything into "OBDWW1 Over Flanders Fields" and then edit SweetFX_preset.txt file by first deleting whatever there are and then copy-pasting there all #define lines from this post http://simhq.com/forum/ubbthreads.php/topics/3882997/Re_WOFF_SweetFX_videos#Post3882997

Originally Posted By: Rover_27
I also had black aircraft recently until turned skin resolution to High

And which resolution did you use initially? Did black aircraft appear every time or only occasionally?
And by the way, did the latest version improve FPS for you?

Originally Posted By: MajorMagee
The d3d8.dll doesn't seem to like my native 3840 x 1024 resolution.

Starting up.
Forcing Hardware Vertex Processing
Create Device Adapter = 0, Type = 1, Flags = 66
Create Device Windowed: 0, Width: 0, Height: 0, Refresh: 0, Format: 0, Multisampling: 0
Create Device RESULT = -2005530516

Thanks for the log. I've seen this kind of error and this is something I have to look into.


I get the black camel every timeand my resolution is 1920 x 1080.
I even removed and reinstalled the enb and d3d8 and it was always the same reproducable.
I can send yu my ENB settins (ini) if you would like to see it.
Posted By: elephant

Re: DirectX 8 to 9 converter (that actually works) - 12/26/13 03:41 PM

I get another strange glitch with terrain textures.
Seems like the TAC and parts of the sky superimposed on the terrain.





EDIT: Oh, I just saw you're already aware of it.

I have a 4GB GFX series 7 card and 16 GB of RAM... confused
Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 12/26/13 06:40 PM

Hi AnKor,

Don't know what you did, but it's working perfect now with no effect on the FPS. Except for the occasional drop which you mentioned. I notice that it would usually happen after time acceleration and when I'm starting to enter no man's land.
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 12/26/13 11:02 PM

Yes, it is most noticeable after using time accel or over the front because the game has to load a lot new terrain.

Originally Posted By: elephant
Seems like the TAC and parts of the sky superimposed on the terrain.
...
I have a 4GB GFX series 7 card and 16 GB of RAM... confused

Yep, that's exactly what I saw. And your specs confirm that it is not related to memory issues.
I think I've found the likely cause, but again I don't have a solution. Already spent more hours on it than I wanted to banghead

If anyone has problems with it just set
ForceHardwareVertexProcessing=0
in the ini and everything will be back to normal at the cost of some FPS.

I doubt I'll be able to solve it anytime soon.
The main problem is that the CFS3 engine is so old and does such stuff which more modern games (i.e. those for DirectX 9) shouldn't do. Especially nasty is the way it uses screen buffer to do terrain texture combining. At first I though it is a bug, but looks like it is intentional. First of all it is very slow and apparently with hardware vertex processing something happens in a wrong order and that's why you may see parts of the screen drawn onto terrain.
Posted By: lederhosen

Re: DirectX 8 to 9 converter (that actually works) - 12/27/13 07:33 PM

ok will work on this

at the mo it turns my planes skin to black.
Posted By: elephant

Re: DirectX 8 to 9 converter (that actually works) - 12/27/13 09:53 PM

I did set ForceHardwareVertexProcessing=0
and still having the weird terrain issues.
I think I'm going to disable SeetFX at the moment... sigh
Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 12/27/13 10:38 PM

I don't know how SweetFX specifically interacts with the game files.

When I use sweetfx I get much higher FPS than without it (both in campaign and QC). Also, if I disable everything in the settings file, I can enjoy all the default color schemes from the original game.
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (that actually works) - 12/27/13 11:12 PM

Interesting....I've flown QC and a bunch of campaign missions with FlightFX (the RoF version of SweetFX) and have no issues like what is being posted....
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 12/28/13 12:05 AM

Looks like a miracle has happened.
While trying to fix that one method which bothered me so much (and caused all performance loss and texture glitches) I decided to override some texture settings in a desperate attempt to try a different implementation. However to my surprise after this change the game just stopped using that "bad" function at all!
I'm not entirely sure about the reason, but it looks like CFS3 is programmed better than I already started to suspect. Anyway this means I no longer need to find a workaround for that problematic function smile

This override is controlled by a new option in the d3d8.ini file which is turned on by default:
ForceRenderTargetTextures=1
It gives noticeable performance boost as is, but with hardware vertex processing results are even better.

The first post is updated with a download link for this new version (20131228).

Now, about other reported issues:
- Black planes: tried different skin res settings, but haven't seen this glitch yet. It might be solved with this new version though.
- Some screen resolutions not working - got an idea about possible fix, but haven't implemented it yet.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (that actually works) - 12/28/13 12:48 AM

I really appreciate that you are working so diligently on this. salute
Posted By: Para_Bellum

Re: DirectX 8 to 9 converter (that actually works) - 12/28/13 09:48 AM

Originally Posted By: MajorMagee
I really appreciate that you are working so diligently on this. salute


/this

yep

Thank you for all your efforts, AnKor!

Really appreciate your outstanding work.
Posted By: Geodude

Re: DirectX 8 to 9 converter (that actually works) - 12/28/13 10:33 AM

I'm trying to use it with OFF: HiTR...following all directions to the letter, but get the following log file (not working):

Starting up.
Create Device Adapter = 0, Type = 1, Flags = 130
Create Device Windowed: 0, Width: 1440, Height: 900, Refresh: 0, Format: 22, Multisampling: 0
Create Device RESULT = -2005530516

Maybe OFF doesn't work with it (unlike WOFF)...but if it does, any ideas? The error seems to be similar to what another has reported above.

Pertinent specs are Win7 32-bit (OFF, not WOFF), GTX 560 Ti, 314.22 drivers, all OFF and Win7 updates/patches current. Any tips appreciated. I've tried the various changes suggested in the total thread above, but no luck.
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 12/28/13 11:24 AM

To make it work with OFF or even original CFS3 just run cfs3config.exe while d3d8.dll is in place and select the resolution again, even if it already shows the correct one.
When I have some free time I'm going to make a new version to solve this problem, but for now the trick is to reset the resolution.

WOFF doesn't have cfs3config anymore, but I suggest trying to switch between resolutions in workshops. Somehow it worked for me.

The problem is not in the resolution as is, but in the way CFS3 stores them in config - instead of saving all parameters like width, height and bits per pixel it just keeps a single number for "screen mode". My converter however has different mode numbers (because it skips 16bpp ones) and that's why the game might be unable to select proper one.
I only figured it out only recently and was too busy solving performance issues (the converter has little use if it eats FPS), but now it is my priority.

Originally Posted By: Para_Bellum
Originally Posted By: MajorMagee
I really appreciate that you are working so diligently on this. salute


/this

yep

Thank you for all your efforts, AnKor!

Really appreciate your outstanding work.

Thanks smile
Posted By: Dirk98

Re: DirectX 8 to 9 converter (that actually works) - 12/28/13 12:52 PM

Originally Posted By: AnKor
To make it work with OFF or even original CFS3 just run cfs3config.exe while d3d8.dll is in place and select the resolution again, even if it already shows the correct one.
When I have some free time I'm going to make a new version to solve this problem, but for now the trick is to reset the resolution.


Now I'm flying HiTR with SweetFX, can't see any performance hit and it looks awesome. It's like removing a protection film from your monitor, the effect is quite prominent in the split screen.

Thanks,
Dirk.
Posted By: Geodude

Re: DirectX 8 to 9 converter (that actually works) - 12/28/13 03:11 PM

AnKor...thanks. did your suggestion, and it goes through everything until the game screen should appear with live action, but then gives me the window that says CFS3 has stopped working (you know the one). The error log is now slightly different from what I had before:

Starting up.
Forcing Hardware Vertex Processing
Create Device Adapter = 0, Type = 1, Flags = 66
Create Device Windowed: 0, Width: 1440, Height: 900, Refresh: 0, Format: 22, Multisampling: 0
Create Device RESULT = -2005530516

I'll try it without forcing vertex processing and see what happens (and I'll also reset resolution again).

Regardless, thanks for your continuing help! cheers
Posted By: Geodude

Re: DirectX 8 to 9 converter (that actually works) - 12/28/13 03:21 PM

With ForceHardwareVertexProcessing=0, I get same error as initially reported (several posts above).

To cover all bases, I tried Enabled=0 to see if the game runs, and it runs just fine...so I'm not sure where the problem is... confused
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (that actually works) - 12/28/13 05:58 PM

Originally Posted By: AnKor
To make it work with OFF or even original CFS3 just run cfs3config.exe while d3d8.dll is in place and select the resolution again, even if it already shows the correct one.
When I have some free time I'm going to make a new version to solve this problem, but for now the trick is to reset the resolution.

WOFF doesn't have cfs3config anymore, but I suggest trying to switch between resolutions in workshops. Somehow it worked for me.

The problem is not in the resolution as is, but in the way CFS3 stores them in config - instead of saving all parameters like width, height and bits per pixel it just keeps a single number for "screen mode". My converter however has different mode numbers (because it skips 16bpp ones) and that's why the game might be unable to select proper one.
I only figured it out only recently and was too busy solving performance issues (the converter has little use if it eats FPS), but now it is my priority.



Thanks. Makes perfect sense and that got it working.
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 12/28/13 06:21 PM

Hmm... I just noticed - although the width and height are correct, the 'Refresh' value in your logs is 0 which is not right. It should be your monitor's refresh rate (like 60) instead.
Never seen this problem before, I'll see if I can do anything about it.
Posted By: Geodude

Re: DirectX 8 to 9 converter (that actually works) - 12/29/13 04:14 AM

Thanks for taking a look, AnKor! Just wondering...do you - or anyone - have a copy of the Nvidia Control Panel settings you're using for CFS3? Maybe I have something screwed up in there (btw I'm using a GTX 560 Ti). I've given both this http://simhq.com/forum/ubbthreads.php/topics/3884065/Re_WOFF_at_Max_Settings_video#Post3884065 and this http://simhq.com/forum/ubbthreads.php/topics/3884827/Re_WOFF_at_Max_Settings_video#Post3884827 a try, but no luck thus far.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (that actually works) - 12/29/13 02:06 PM

GTX 670

Ambient Occlusion Quality
Anisotropic Filtering 16X
Antialiasing FXAA ON
Antialiasing Gamma Correction ON
Antialiasing Mode Override Application
Antialiasing Setting 16xQ CSAA
Antialiasing Transparency 8X Supersample
CUDA GPUs All
Max Pre-Rendered Frames 3
Multi Display Multiple (Triple Head 2 Go)
Power Management Adaptive
Texture Filtering (Anisotropic) OFF
Texture Filtering Negative LOD Clamp
Texture Filtering Quality High Quality
Texture Filtering Trilinear ON
Threaded Optimisation Auto
Triple Buffering OFF
Vertical Sync OFF
Posted By: AnKor

Re: DirectX 8 to 9 converter (updated) - 12/30/13 09:08 AM

I'm not sure which settings could affect this. I haven't yet made a new version to fix the issue.
Instead (and I'm a bit sorry, but I hope you understand smile ) I tried something different, which for me is actually the main reason I'm working on this converter.




It may not be as obvious from the screenshot, but it looks nice in action.
What I did is per pixel diffuse and specular highlights as well as some bump-mapping. For those familiar with my ROF mods - bump mapping is done in the same way I did it for terrain there - by color detection. It doesn't work as well (and it is messed up on screenshots but it takes some time to figure out why) for aircraft skins, but we'll see what I can do.

I'm not releasing this version right now, and it may take a while to get it ready for use, because a lot of things are still missing - look at the glass windshield at the second screenshot for example.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (updated) - 12/30/13 10:01 AM

Bump mapping is one of my all time favorites! Not to mention it works in Mods off and MP. Thanks, Ankor.
Posted By: Hellshade

Re: DirectX 8 to 9 converter (updated) - 12/30/13 01:42 PM

That looks fantastic AnKor. I look forward to when you release this. Thank you for all of your efforts on this. You are really making WOFF shine even more! salute
Posted By: elephant

Re: DirectX 8 to 9 converter (updated) - 12/30/13 02:00 PM

Fantastic news, AnKor! thumbsup
It would be great if it could be applied to the terrain as well... winner
Posted By: Geodude

Re: DirectX 8 to 9 converter (updated) - 12/31/13 02:24 AM

MajorMagee...thanks, I'll give those settings a try! And AnKor, thanks for all your efforts. You guys all make the great stuff even greater!
Posted By: AnKor

Re: DirectX 8 to 9 converter (updated) - 01/01/14 01:16 PM

Updated download link in the first post. I really hope it will solve all startup issues, but if it doesn't - I'm out of ideas frown
Posted By: yaan98

Re: DirectX 8 to 9 converter (updated) - 01/01/14 04:30 PM

Simply amazing. Thanks Ankor for your work on this. thumbsup
Posted By: Hellshade

Re: DirectX 8 to 9 converter (updated) - 01/01/14 05:13 PM

Originally Posted By: AnKor
Updated download link in the first post. I really hope it will solve all startup issues, but if it doesn't - I'm out of ideas frown


The updated version still doesn't include bump mapping, does it?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (updated) - 01/01/14 06:57 PM

Hellshade;

I need a little help here, what is "Bump mapping"
Posted By: AnKor

Re: DirectX 8 to 9 converter (updated) - 01/01/14 07:31 PM

Originally Posted By: Hellshade
The updated version still doesn't include bump mapping, does it?

No, it doesn't. Just a bugfix to try to make it work out of the box for most people.

It will take me some time to get advanced lighting working. What I shown on those screenshots is not even close to correct implementation, instead it is just one step above "completely broken" state.
So don't expect it to be ready anytime soon. Probably sometime before 2015 smile

Robert_Wiggins,
"Bump mapping" is a relatively simple graphics enhancement to add more fine details to otherwise flat surfaces. Take a look on my screenshots (especially the second one) on the previous page. Do you see anything unusual with on wings? smile
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (updated) - 01/01/14 07:40 PM

Thanks for your work AnKor!
I still have the version you released a week or more ago...everything works great with no issues that others are seeing.

Will your bump mapping be a mod or an addition to sweetfx?

With a few mods showing in the forums, I'm thinking of setting up JSGME for easy mod on/off usage.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (updated) - 01/01/14 09:25 PM

Originally Posted By: AnKor
Originally Posted By: Hellshade
The updated version still doesn't include bump mapping, does it?

No, it doesn't. Just a bugfix to try to make it work out of the box for most people.

It will take me some time to get advanced lighting working. What I shown on those screenshots is not even close to correct implementation, instead it is just one step above "completely broken" state.
So don't expect it to be ready anytime soon. Probably sometime before 2015 smile

Robert_Wiggins,
"Bump mapping" is a relatively simple graphics enhancement to add more fine details to otherwise flat surfaces. Take a look on my screenshots (especially the second one) on the previous page. Do you see anything unusual with on wings? smile


Well, other than what appears like reflected light illumination on the upper wing above the cockpit and some additional contrast is there something I'm missing?
Posted By: Madmatt

Re: DirectX 8 to 9 converter (updated) - 01/01/14 10:25 PM

By the way, just posting this to help, but I found this SweetFX configurator program (link below) makes testing out settings and understanding what they do much easier. Install SweetFX as normal, add Ankors new files and then install this program below wherever you like (doesn't have to go into same WOFF directory).

Just remember, you have to add the CFS3.exe file using the "Add new game" button, not the WOFF.exe. The one you want to add is located by default at [INSTALL DRIVE]\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\CFS3.exe

Dont try and use the "Launch selected game button" either. Just make your setting changes, save new config and then launch WOFF as normal. Whats cool about this as that you can leave it running and Alt-Tab out of the game, make changes, alt-tab back into the game and see them as you are playing. Keep in mind that the default on/off key for SweetFX is Scroll Lock, which WOFF uses to toggle between panning and snap view. You can change that in either program of course.

Link to configurator program:
http://sweetfx.thelazy.net/?cat=3



Posted By: AnKor

Re: DirectX 8 to 9 converter (updated) - 01/02/14 06:15 PM

Thanks, Madmatt!

Originally Posted By: Robert_Wiggins
Well, other than what appears like reflected light illumination on the upper wing above the cockpit and some additional contrast is there something I'm missing?

Nothing I think smile
Anyway, one has to see it and it looks better in movement than on screenshots. When done properly (and it isn't yet) it adds more volume and details to textures.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (updated) - 01/02/14 06:27 PM

Originally Posted By: AnKor
Thanks, Madmatt!

Originally Posted By: Robert_Wiggins
Well, other than what appears like reflected light illumination on the upper wing above the cockpit and some additional contrast is there something I'm missing?

Nothing I think smile
Anyway, one has to see it and it looks better in movement than on screenshots. When done properly (and it isn't yet) it adds more volume and details to textures.


AnKor, I have been following your post on this for some time and I am certainly interested in your results as they are looking positive. Unfortunately I can't even try them at the moment as my PC is in parts on the floor awaiting a new MB and processor. (God I wish it would get here!!!). Once I am up and running I will jump in. I have an ATI 7870 that will be running on an Intel I7-4770K processor on an ASUS Maximus VI Extreme board. The boot and sims will be on separate Samsung 250 gb SSD's. I shouldn't have any performance issues due to hardware limitations, but we shall see!
Posted By: Dirk98

Re: DirectX 8 to 9 converter (updated) - 01/02/14 08:19 PM

AnKor, reports from the fields are that the latest version adds even more smoothness and increases FPS, actually you do wonders with that converter in OFF/WoFF.

Thanks,
Dirk.
Posted By: Geodude

Re: DirectX 8 to 9 converter (updated) - 01/03/14 06:42 AM

AnKor, MajorMagee, Hellshade, and Madmatt...thanks to all. But I still have no luck enabling the DX8 to 9 convertor (newest one in 1st post of thread). I've tried messing with everything, but no luck.

Mind you, my settings give a nice pic, but I would have liked to see what the DX9 with SweetFX does. But I keep getting similar error logs with all attempts; all settings give the following error log entries:

Starting up.
EnumAdapterModes 0, 0 : 0 = 640, 480, 60, 22
EnumAdapterModes 0, 1 : 0 = 640, 480, 72, 22
EnumAdapterModes 0, 2 : 0 = 640, 480, 75, 22
EnumAdapterModes 0, 3 : 0 = 640, 480, 59, 22
EnumAdapterModes 0, 4 : 0 = 720, 480, 56, 22
EnumAdapterModes 0, 5 : 0 = 720, 480, 60, 22
EnumAdapterModes 0, 6 : 0 = 720, 480, 72, 22
EnumAdapterModes 0, 7 : 0 = 720, 480, 75, 22
EnumAdapterModes 0, 8 : 0 = 720, 576, 56, 22
EnumAdapterModes 0, 9 : 0 = 720, 576, 60, 22
EnumAdapterModes 0, 10 : 0 = 720, 576, 72, 22
EnumAdapterModes 0, 11 : 0 = 720, 576, 75, 22
EnumAdapterModes 0, 12 : 0 = 800, 600, 56, 22
EnumAdapterModes 0, 13 : 0 = 800, 600, 60, 22
EnumAdapterModes 0, 14 : 0 = 800, 600, 72, 22
EnumAdapterModes 0, 15 : 0 = 800, 600, 75, 22
EnumAdapterModes 0, 16 : 0 = 1024, 768, 60, 22
EnumAdapterModes 0, 17 : 0 = 1024, 768, 70, 22
EnumAdapterModes 0, 18 : 0 = 1024, 768, 75, 22
EnumAdapterModes 0, 19 : 0 = 1152, 864, 75, 22
EnumAdapterModes 0, 20 : 0 = 1280, 720, 60, 22
EnumAdapterModes 0, 21 : 0 = 1280, 720, 75, 22
EnumAdapterModes 0, 22 : 0 = 1280, 720, 59, 22
EnumAdapterModes 0, 23 : 0 = 1280, 768, 60, 22
EnumAdapterModes 0, 24 : 0 = 1280, 768, 75, 22
EnumAdapterModes 0, 25 : 0 = 1280, 800, 60, 22
EnumAdapterModes 0, 26 : 0 = 1280, 800, 75, 22
EnumAdapterModes 0, 27 : 0 = 1280, 960, 60, 22
EnumAdapterModes 0, 28 : 0 = 1280, 960, 75, 22
EnumAdapterModes 0, 29 : 0 = 1280, 1024, 60, 22
EnumAdapterModes 0, 30 : 0 = 1280, 1024, 75, 22
EnumAdapterModes 0, 31 : 0 = 1360, 768, 60, 22
EnumAdapterModes 0, 32 : 0 = 1360, 768, 75, 22
EnumAdapterModes 0, 33 : 0 = 1366, 768, 60, 22
EnumAdapterModes 0, 34 : 0 = 1366, 768, 75, 22
EnumAdapterModes 0, 35 : 0 = 1440, 900, 60, 22
EnumAdapterModes 0, 36 : 0 = 1440, 900, 75, 22

Then, depending on what settings/switches I'm using, I've had the log end with these additional lines:

Forcing Hardware Vertex Processing
Create Device Adapter = 0, Type = 1, Flags = 66
Create Device Windowed: 0, Width: 1440, Height: 900, Refresh: 0, Format: 22, Multisampling: 0
Create Device RESULT = 8876086c

or:

Create Device Adapter = 0, Type = 1, Flags = 130
Create Device Windowed: 0, Width: 1440, Height: 900, Refresh: 0, Format: 22, Multisampling: 0
Create Device RESULT = 8876086c

or simply:

Cleanup
Exiting

I'm wondering if there's a problem with my Galaxy GTX 560 Ti card, or with the 314.22 drivers I'm using (sticking with those due to the well-known issues with 500-series cards and later drivers). Like you said, that "Refresh: 0" is strange...

Anyway, thanks for your assistance. I may keep tinkering, in part because it's an "interesting" problem that I'd like to figure out...but if any of you have a new idea, let me know...but thanks again. I'll be flying nonetheless! wave
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (updated) - 01/04/14 01:26 AM

Looking at your log makes we wonder if you're running a newer high frequency monitor and the files are only looking for 75 Hz or less and interpret anything higher as 0 Hz.

I'm on 331.82 drivers with a GTX 670 card, and 3840 x 1024 60 Hz screen. As long as I run cfs3config.exe first it starts up fine. The only thing I noticed with the latest dll update was that config now defaults to 16 bit colors and I had to make sure I changed that back to 32 bit.
Posted By: Geodude

Re: DirectX 8 to 9 converter (updated) - 01/04/14 07:02 AM

MajorMagee, thanks for the ideas, but "unfortunately", I just checked and verified that my monitor is indeed running at 60 Hz (it's an old Dell digital monitor from 2009), and I did also run cfs3config.exe (the one in OFF's directory) before each flight attempt. But please - if you come up with anything else - I'm "all ears"! I'd love to solve this issue, especially since there's no apparent reason for the problem.

One possibility I thought of is that maybe my files are not placed correctly? But I thought I was sure to follow installation instructions with both SweetFX and the DX8 => DX9 convertor files in the first post. I'm at a bit of a loss right now for the answer, but the stubborn part of me will probably keep trying (and continue welcoming any ideas)...
Posted By: AnKor

Re: DirectX 8 to 9 converter (updated) - 01/04/14 09:09 AM

Well, I also suspect the monitor - especially if you say it actually runs on 60Hz, but according to the log the system reports that 75Hz mode is supported. Then it might be the case that the game attempts to set the best reported mode, but fails.

Is there a line with something like GetDisplayAdapterMode after all those Enum... lines? It should tell which mode is used for your windows desktop.

Everything else seems to be ok, I also used the same older drivers until a couple of days ago.
You may try removing sweetfx's d3d9.dll from game folder to see if it makes any difference though.

MajorMagee, do you have to run cfs3config every time? I thought it has to be run only once. Something isn't right then.
Posted By: AnKor

Re: DirectX 8 to 9 converter (updated) - 01/04/14 02:17 PM

If we find a confirmation that it is refresh rate related I may add an override option. Though I wonder why it works out of the box for DX8 and doesn't for DX9.

And now for something completely different (that's why I decided to make another post instead of editing previous one):





As you can see I'm making some progress and experimenting with the look.
I was able to replicate the original lighting (except that it is now per pixel which really improves highlights) and enhanced airplane model with bump mapping + fake environment reflections (apparently overdone) just to see how it works. And it looks nice smile

One thing I really want to add is "self" shadows - where parts of the airplane will produce real shadows on other parts and in the cockpit. This would have been a very simple task with modern shaders, but only if I had some control over CFS3 rendering engine. Which I don't.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (updated) - 01/04/14 02:33 PM

Yes, it's just once, but I do need to do it again each time I update the d3d8.dll file to a newer version.

The bump mapping looks very nice.
Posted By: elephant

Re: DirectX 8 to 9 converter (updated) - 01/04/14 04:40 PM

You are performing some kind of magic tricks there, AnKor! notworthy notworthy notworthy
If you could implement self cast shadows it would be a real miracle! winner
I hope the devs will notice this thread and provide you any help needed.
As said in another post I would like to see your bump mapping extended to the terrain as well.
Posted By: AnKor

Re: DirectX 8 to 9 converter - 01/04/14 07:38 PM

elephant,
The terrain in WOFF doesn't need bump mapping as badly as its ROF counterpart. Here it already has sharp and detailed textures, and that's why I haven't touched it yet - I just like how it looks as is.

There are also some difficulties with improving it. It is drawn by a very primitive method and lighting is not calculated on the GPU but comes pre-computed by CPU. I can work around it but then there are other problems - trees and static building are drawn in the same way as terrain and thus has to be separated to avoid messing them. Since I don't have any control on that part - my converter doesn't know what is being drawn it just intercept drawing calls - it may be difficult to work around. Then as I said ground textures are already well detailed and not very suitable for color difference algorithm - note how on my first screenshot on this page the brighter green field already appears bumpy because the texture is painted by an artist as if it was already lit from one side. Adding bump mapping will cause such textures to appear weird, especially if the sun shines from opposite side.

With this said I'm still going to try some terrain enhancements and of course I'll give bump-mapping a go. It is just much lower priority than airplane models.
Posted By: ArisFuser

Re: DirectX 8 to 9 converter - 01/04/14 11:37 PM

Wow, you have some amazing skills for working with shaders. I will be following this thread closely!
Posted By: elephant

Re: DirectX 8 to 9 converter - 01/04/14 11:43 PM

Thanks so much for the detailed explanation, AnKor!
Planes should be the first priority, by all means... thumbsup
Posted By: Geodude

Re: DirectX 8 to 9 converter - 01/05/14 05:05 AM

AnKor, thanks for your continuing help. No, there is no line which contains "GetDisplayAdapterMode" after all those Enum... lines. My previous post included *every* line appearing in the various error logs.

I also tried removing SweetFX's d3d9.dll from game folder to see if it makes any difference (as you suggested), along with all other tips in the readme.txt and elsewhere, but to no avail. Like you said, it seems like my monitor isn't "recognized" (for lack of a more technically correct word on my part).

But I'll keep fiddling. I still would like to verify that my file structure is correct with respect to placement of all of the SweetFX files/folders; I'm not 100% sure that it is, since file placement for the SweetFX stuff is not explicitly stated (for example, some dx8 => dx9 files and some SweetFX files are found in both the main program folder containing the cfs3.exe file as well as in the \SweetFX\ subfolder or the \SweetFX\dlls\FXAA DX9 dll\ sub-sub-subfolder).

Like I say, I'll keep fiddling (I need to figure this out), but as always, thanks for your continuing help !

Edit: tried running the monitor at 75 Hz, but no change in results.
Posted By: Glubber

Re: DirectX 8 to 9 converter - 01/06/14 07:23 AM

When WOFF was released, it changed my life. And now I find this thread. The metamorphosis continues.
Posted By: kaa

Re: DirectX 8 to 9 converter - 01/06/14 10:16 AM

Thank you , these are good news !

Now, does this mean one can have better graphisms with no negative impact on the FPS ?

If yes, can some of you post an easy and clear step by step method on using Sweet FX with this dx9 converter (for the dumb...) ? thanks in advance !
Posted By: yaan98

Re: DirectX 8 to 9 converter - 01/06/14 11:45 AM

Dummies guide, eh? I felt that way, too. Welcome to the club. I posted the same question as you. Check out the 2nd page + the OP on first page.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (that actually works) - 01/06/14 12:19 PM

Here's how I did my SweetFX install:

1. Download the latest converter files from here http://simhq.com/forum/ubbthreads.php/topics/3881675/DirectX_8_to_9_converter_updat#Post3881675 and install the d3d8.dll and d3d8.ini files where your cfs3.exe file is. This can be done for each install of CFS3 you may have.

2. Edit the ini file to NoMultisampling=1 for compatibility with SweetFX.

3. Run CFS3Config.exe and make sure you choose your proper display options selection again (i.e. it may show 800 x 600 x 16).

4. Download FlightFX from here http://riseofflight.com/Forum/viewtopic.php?f=49&t=34103 and install it on your computer.

5. Since version 1.0 of Flight FX does not have latest version (1.5.1) of Sweet FX included you need to download that from here http://forums.guru3d.com/showthread.php?t=381912 and extract all of it to the FX folder where you have Flight FX installed. Let it overwrite any of the files that may have the same names as what FlightFX already had.

6. Now you can run Flight FX and click on Register New Game at the bottom left. It will open a dialog box where you'll navigate it to your cfs3.exe file. That will populate the paths at the top right of Flight FX for you.

7. Click on Enable Sweet FX and it will copy most of the needed files into your CFS3 install. It misses SweetFX_compatibility_settings.txt which is in the Flight FX / FX / SweetFX folder and needs to be manually copied into the matching one Flight FX created in your CFS3 directory.

8. Select the FX Preset you want to use from the pull down list. The files behind this list are located in the Flight FX / FX / SweetFX / Presets folder. They are just text files so you can create new presets manually by cut and past if you like. Make a back-up copy of any of your favorites because it is all too easy to overwrite them by mistake in Flight FX.

That is really all there is to it. At this point you can edit any of the settings under the FX Settings tab and the effect will be immediate.

By default the Scroll Lock key will toggle the shader effects on and off.
The Print Screen Key will place a screenshot in your CFS3 root directory (This overrules CFS3 that normally wants to save screenshots in the CFS3 folder under My Documents).
If you uncheck the Enable SweetFX box in Flight FX it will uninstall SweetFX (but not the D3D8 and SweetFX_compatibility_settings files you did manually) and you're back to normal.
Posted By: kaa

Re: DirectX 8 to 9 converter (that actually works) - 01/06/14 03:07 PM

Thank you ...I take a breathe and here I go..!
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 01/06/14 09:53 PM

Very first test of self shadows.

They are more broken than you can imagine smile

Note that shadows on the side of cockpit are just a texture. However shadows on the seat, floor and a wing are real-time. Also note that upper aileron's shadow is missing - the game doesn't try to draw objects which aren't on screen anyway and thus I can't create a shadow for it.

There still a lot of technical issues to solve and I'm not even sure I will be able to get reliable results.
That's why I need to ask: do they really worth trying? Do you like what you see on this screenshot?
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/06/14 10:43 PM

Um... hell yes? But seriously... hell yes.

But I would like to acknowledge that I have no idea what enormous kind of time and expertise you must be putting into this, so whatever you realistically can do or can't do, we certainly appreciate the effort. And the results!
Posted By: Rick_Rawlings

Re: DirectX 8 to 9 converter (that actually works) - 01/07/14 05:56 AM

I don't like to use hyperbole, but yeah, this thread is made of Awesomesauce! cheers
Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 01/07/14 06:06 AM

I don't know what magic you do, but....

jawdrop

You're the MAN AnKor. STUNNING in my book!
Posted By: elephant

Re: DirectX 8 to 9 converter (that actually works) - 01/07/14 06:41 AM

clapping clapping clapping

salute
Posted By: Geodude

Re: DirectX 8 to 9 converter (that actually works) - 01/07/14 07:07 AM

MajorMagee, following your instructions above, and replacing all of my pre-existing DX8=>DX9 converter and SweetFX files, it's now working perfectly...thanks a bunch!!! Those instructions should be referenced for anyone having troubles with this stuff. And thanks again to AnKor as well for his coding work! cheers

Edit: one other item I had to do (but was not aware of) is that I had to close MSI Afterburner; not sure if doing so was required by DX8=>DX9 converter, or SweetFX, or both, but it was needed to enable it all to work.
Posted By: LowDrag

Re: DirectX 8 to 9 converter (that actually works) - 01/07/14 09:35 AM

Very good improvements, guys, than you! I´m experiencing a performance boost when using the dx9 converter files only!!!

When using sweet FX I have a problem, though. The movies don´t play any more (Intro and Campaign vids), and when ALT-Tabbing, the mission ends, with an error message saying "WOFF DLL did not start or WOFF runtime crash".

Anybody else experiencing this or any suggestions? Thanks!
Posted By: kaa

Re: DirectX 8 to 9 converter (that actually works) - 01/07/14 03:56 PM

Thanks Ankor for the great job, and Major for the helpinng hand ....runs very well!
Posted By: 'Wee' Mac

Re: DirectX 8 to 9 converter (that actually works) - 01/07/14 09:23 PM

Are self shadows and bump mapping worth it?

Do members of the ursidae family defecate in forested areas?
Posted By: Hellshade

Re: DirectX 8 to 9 converter (that actually works) - 01/07/14 09:37 PM

Originally Posted By: AnKor
There still a lot of technical issues to solve and I'm not even sure I will be able to get reliable results. That's why I need to ask: do they really worth trying? Do you like what you see on this screenshot?


I would certainly use them if you got them working to your satisfaction sir. I think self shadows would be a fabulous addition to the immersion of WOFF, even if they aren't perfect. If you are willing to invest the time and effort, I'm sure they would get a lot of use from a great many folks...especially after they see them in videos.
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (that actually works) - 01/07/14 09:55 PM

Wow. Definitely worth it. Self shadowing and lighting is the only piece of magic which makes some other sims out there look more modern graphically. So please keep it going. Good Stuff. yep
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 01/07/14 11:23 PM

OK, that was a stupid question. Thanks for your support smile
Screenshot just cannot convey how cool it is too see shadows move when you turn your plane.
Still have major issues to sort out, but some things turned out to be better than I expected.

Originally Posted By: Geodude
Edit: one other item I had to do (but was not aware of) is that I had to close MSI Afterburner; not sure if doing so was required by DX8=>DX9 converter, or SweetFX, or both, but it was needed to enable it all to work.

Glad you get it working smile
Does that MSI Afterburner has any kind of screen overlay functions - like drawing some text or graphs on screen while you playing a game? I have one report of very odd issues with my converter which I suspect are caused by some sort of overlay application.

Originally Posted By: Kaische
When using sweet FX I have a problem, though. The movies don´t play any more (Intro and Campaign vids), and when ALT-Tabbing, the mission ends, with an error message saying "WOFF DLL did not start or WOFF runtime crash".

Anybody else experiencing this or any suggestions? Thanks!

Interesting. I've seen some issues with movies as well, but not sure what was the cause.
Unfortunately I can't suggest anything and since I'm really busy with "enhanced" converter right now I just don't have time to look for bugs in the current version.
Posted By: Geodude

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 02:11 AM

AnKor, yes, MSI Afterburner can show frame rate and frame time, as well as GPU temp, GPU usage, fan speed, fan tachometer, core clock, shader clock, memory clock, and memory usage in the on-screen display, although I wasn't using any of those at the time. But I was displaying GPU temp and fan speed in the system tray (which was, however, covered over by the full-screen game display).
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 03:01 AM

I posted my SweetFX settings and zipped them up for those that want to just dump the settings into their presets folder. I really like the final settings that I'm using. Feel free to tweak them or use them as a starting point.

I started a new thread on this since this thread is moving in a different and VERY interesting direction smile

Here's the link:
Sweet FX settings
Posted By: Nefaro

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 11:27 AM

Originally Posted By: MajorMagee
Here's how I did my SweetFX install:

1. Download the latest converter files from here http://simhq.com/forum/ubbthreads.php/topics/3881675/DirectX_8_to_9_converter_updat#Post3881675 and install the d3d8.dll and d3d8.ini files where your cfs3.exe file is. This can be done for each install of CFS3 you may have.

2. Edit the ini file to NoMultisampling=1 for compatibility with SweetFX.

3. Run CFS3Config.exe and make sure you choose your proper display options selection again (i.e. it may show 800 x 600 x 16).

4. Download FlightFX from here http://riseofflight.com/Forum/viewtopic.php?f=49&t=34103 and install it on your computer.

5. Since version 1.0 of Flight FX does not have latest version (1.5.1) of Sweet FX included you need to download that from here http://forums.guru3d.com/showthread.php?t=381912 and extract all of it to the FX folder where you have Flight FX installed. Let it overwrite any of the files that may have the same names as what FlightFX already had.

6. Now you can run Flight FX and click on Register New Game at the bottom left. It will open a dialog box where you'll navigate it to your cfs3.exe file. That will populate the paths at the top right of Flight FX for you.

7. Click on Enable Sweet FX and it will copy most of the needed files into your CFS3 install. It misses SweetFX_compatibility_settings.txt which is in the Flight FX / FX / SweetFX folder and needs to be manually copied into the matching one Flight FX created in your CFS3 directory.

8. Select the FX Preset you want to use from the pull down list. The files behind this list are located in the Flight FX / FX / SweetFX / Presets folder. They are just text files so you can create new presets manually by cut and past if you like. Make a back-up copy of any of your favorites because it is all too easy to overwrite them by mistake in Flight FX.

That is really all there is to it. At this point you can edit any of the settings under the FX Settings tab and the effect will be immediate.

By default the Scroll Lock key will toggle the shader effects on and off.
The Print Screen Key will place a screenshot in your CFS3 root directory (This overrules CFS3 that normally wants to save screenshots in the CFS3 folder under My Documents).
If you uncheck the Enable SweetFX box in Flight FX it will uninstall SweetFX (but not the D3D8 and SweetFX_compatibility_settings files you did manually) and you're back to normal.



These are excellent instructions.

Thanks for saving me from Mod Hell when installing SweetFX!
Posted By: 'Wee' Mac

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 05:18 PM

MSI afterburner and EVGA precision will conflict with the sweetfx injector so its not Ankor's fault :-)
Posted By: HotTom

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 07:08 PM

This really needs some pictures of where the settings are and how to cxhange them for us computer retards.

Here do I find the ini file so I can change it?

The instructions that are here are meant for people with some know-how. I'm pretty much monkey-see, monkey-do. sigh

Thanks.
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 07:32 PM

HotTom, did you follow Major Magee's instructions on page 9? If you do that you'll have flightfx installed as well, so you just run that and can play with sliders that work instantly ingame (you can alt-tab out to adjust).

Or if you did follow them, let us know where you're stuck.
Posted By: HotTom

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 07:51 PM

Thanks, Glubber.

Where I'm stuck is Step 2 in Major Magee's instructions:

2. Edit the ini file to NoMultisampling=1 for compatibility with SweetFX.

I cannot figure out in what folder that ini file is located.

It's probably very obvious but I've searched and searched.

Gracias!
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 07:54 PM

Look in the game directory, here:

C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields

The file is called d3d8.ini

Report back if you get stuck. We need to get you up in those beautiful skies.
Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 08:21 PM

Pics for an Alternative way to install would be:

1. download SweetFX from publisher's website
http://forums.guru3d.com/showthread.php?t=381912

2. download converter from here:
http://simhq.com/forum/ubbthreads.php/topics/3881675/DirectX_8_to_9_converter_updat#Post3881675

3. open converter zip file and copy into WOFF directory



4. change the d3d8.ini file



5. open the sweetfx zip file and copy to WOFF directory



optional step -
6. copy and overwrite sweetfx settings - I used Fifi's settings.



7. open sweetfx settings and change values to remove bloom

Posted By: ArisFuser

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 08:25 PM

beercheers
Posted By: HotTom

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 08:41 PM

I'm still stuck. I downloaded and installed the two converter files again but, I'm not getting that .ini file. All I get is a readme that is titled Configuration Settings and is just a readme. This is downloaded from Post #1, is there another updated download at another location I am missing?

Nice of you to show the pics (and of Aris to cheer tuner ) but I'm still stuck on Step 2.

I'll monkey with it some more. I'm baffled.
Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 09:09 PM

HotTom,

Only one converter file
Get it here: https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Converter.20140101.zip

then open the zip file and copy it to your WOFF directory as the pics above.

Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 09:13 PM

HotTom,


It looks like a readme, but it's the ini file. The first two lines should look like this:

[D3D8]

; Use NoMultisampling=1 to turn off multisampling in the game.
; Using this option is required for SweetFX compatibility (it doesn't like multisampling).
NoMultisampling=1


The bottom line might say 0 instead of 1, so that's where you would change it. The semicolons on the first line denote a comment line. The bottom line without the semicolon is the code.
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 09:21 PM

Originally Posted By: HotTom
I'm still stuck. I downloaded and installed the two converter files again but, I'm not getting that .ini file. All I get is a readme that is titled Configuration Settings and is just a readme.

That's the right file. Windows sometimes hides file extensions so instead of "d3d8.ini" you just see "d3d8" and the file is called "Configuration Settings" because well, that's what it is.
It opens in notepad but it is not a readme, it just had a lot of text describing what each option does. Just look at screenshot #4 above.

I expected all those descriptions to make it a bit more friendly, but looks like a wall of text may have a reverse effect smile
Next time I'll do it differently.
Posted By: HotTom

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 09:26 PM

Thanks, Ankor.

So, where on that page are the settings I need to change?

All I see is the descriptive text:

[D3D8]

; Use NoMultisampling=1 to turn off multisampling in the game.
; Using this option is required for SweetFX compatibility (it doesn't like multisampling).
NoMultisampling=0

; By default CFS3 (and WOFF) uses Mixed Vertex Processing which means that some geometry calculations are done by the CPU.
; Perhaps it made sense for early GPUs which were slow or had incompatibilities, but in modern world it should be a non-issue.
; This converter can force Harware Vertex Processing which will utilize GPU better and should increase FPS.
; Use ForceHardwareVertexProcessing=0 for troubleshooting if something doesn't work as expected.
ForceHardwareVertexProcessing=1

; Use Enabled=0 to turn off the converter and keep using original Direct3D 8.
; Might be useful for troubleshooting if you want to compare how the game works with and without the converter.
Enabled=1

; This option should solve performance issues and terrain glitches caused by switching from Direct3D 8 to 9.
; It doesn't seem to have any bad side effects, so don't turn it off unless something goes really wrong.
; Note that cfs3config.exe has built-in options to use Render Target for terrain and airplane textures.
ForceRenderTargetTextures=1

; DirectX 8 and 9 behave diffirently when game asks for a list of available display modes.
; When this option is set to 1 the wrapper uses DirectX 8 code to create such list.
; This should solve startup issues when game cannot set correct video mode.
; Use EnumAllDisplayModes=0 to try DirectX 9 mode list if something doesn't work right.
; You will have to start cfs3config.exe and select resolution again after changing this option.
EnumAllDisplayModes=1

; Use WriteLog=1 to write d3d8.log file with debugging information.
; Do not use it unless asked by the author wink
WriteLog=0
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 09:29 PM

HotTom,

The bottom line, which I've bolded.


; Use NoMultisampling=1 to turn off multisampling in the game.
; Using this option is required for SweetFX compatibility (it doesn't like multisampling).
NoMultisampling=1
Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 09:31 PM



EDIT: Glubber beat me to it.
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 09:36 PM

Originally Posted By: yaan98
...

EDIT: Glubber beat me to it.


Yeah, but yours is much nicer. smile
Posted By: Polovski

Re: DirectX 8 to 9 converter (that actually works) - 01/08/14 09:51 PM

Excellent work on the self shadowing AnKor!
Posted By: HotTom

Re: DirectX 8 to 9 converter (January 1st) - 01/08/14 11:16 PM

Doh! Got it (finally)! Thanks, Guys!

See? I told ya I gotta have pictures. wacky


Posted By: HotTom

Re: DirectX 8 to 9 converter (January 1st) - 01/08/14 11:55 PM

Okay, I got it all set up including setting NoMultisampling to 1, but if I have SweetFX enabled and try to start WOFF it crashes immediately. With SweetFX disable it starts right up.

Any guesses what I have configured incorrectly?
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 12:13 AM

Is this what you see in FlightFX?

Posted By: HotTom

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 01:00 AM

Yup, except I have a RoF profile in there, too (not active). Otherwise, the settings are identical.

I copied Barn's setting for the detailed stuff. Haven't tried going back to the defaults (yet).
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 01:14 AM

Your FlightFX folder looks like this?



And your FX folder inside your FlightFX folder looks like this?




And step 7 went well?

7. Click on Enable Sweet FX and it will copy most of the needed files into your CFS3 install. It misses SweetFX_compatibility_settings.txt which is in the Flight FX / FX / SweetFX folder and needs to be manually copied into the matching one Flight FX created in your CFS3 directory.
Posted By: HotTom

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 01:34 AM

I copied it and put it in the SweetFX folder that was created in my WOFF folder.

I don't see a separate CFS3 directory. Where is it?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 01:57 AM

Hi Folks;

Is anyone using "D3D9" and "SweetFX" with an AMD 7870 card?

I'm looking for some help to implement these two products with my system. I would certainly appreciate some guidance from anyone else on an AMD 7870.

Best Regards;
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 02:15 AM

Originally Posted By: HotTom
I copied it and put it in the SweetFX folder that was created in my WOFF folder.

I don't see a separate CFS3 directory. Where is it?


You did it right. And if your other two folders are similar to what I posted above I'm not sure what to tell you. Everything seems to be in the right place.

Originally Posted By: Robert_Wiggins
...
Is anyone using "D3D9" and "SweetFX" with an AMD 7870 card?

I'm looking for some help to implement these two products with my system. I would certainly appreciate some guidance from anyone else on an AMD 7870...


Hi Robert,

I'm not using a 7870, but a 6950 with no probs. Are you having issues as well?
Posted By: HotTom

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 02:59 AM

I looked at the folders you showed above and everything you have there is in mine although there are several other items in each of mine.

Maybe I need to scrap it and start over?

Well, I'll tinker with it some more tomorrow...thanks for all your patience! yep
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 03:09 AM

No prob! Like to get you set up.

Have you used flightfx/sweetfx before with other stuff (you said you had a ROF profile)?

Maybe when you attack it again tomorrow you can post screenies so we can see what you've got going on.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 03:26 AM

Originally Posted By: Glubber
Originally Posted By: HotTom
I copied it and put it in the SweetFX folder that was created in my WOFF folder.

I don't see a separate CFS3 directory. Where is it?


You did it right. And if your other two folders are similar to what I posted above I'm not sure what to tell you. Everything seems to be in the right place.

Originally Posted By: Robert_Wiggins
...
Is anyone using "D3D9" and "SweetFX" with an AMD 7870 card?

I'm looking for some help to implement these two products with my system. I would certainly appreciate some guidance from anyone else on an AMD 7870...


Hi Robert,

I'm not using a 7870, but a 6950 with no probs. Are you having issues as well?


Hi Glubber. Thanks for responding. I'm not having any problems to speak of. Just not sure how to implement Sweet and D3 on my kind of system. Most people are using FX cards. I could use some guidance here.
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/09/14 03:30 AM

I just followed MajorrMagee's instructions from page 9 to the tee. Haven't had any problems so far.

Originally Posted By: MajorMagee
Here's how I did my SweetFX install:

1. Download the latest converter files from here http://simhq.com/forum/ubbthreads.php/topics/3881675/DirectX_8_to_9_converter_updat#Post3881675 and install the d3d8.dll and d3d8.ini files where your cfs3.exe file is. This can be done for each install of CFS3 you may have.

2. Edit the ini file to NoMultisampling=1 for compatibility with SweetFX.

3. Run CFS3Config.exe and make sure you choose your proper display options selection again (i.e. it may show 800 x 600 x 16).

4. Download FlightFX from here http://riseofflight.com/Forum/viewtopic.php?f=49&t=34103 and install it on your computer.

5. Since version 1.0 of Flight FX does not have latest version (1.5.1) of Sweet FX included you need to download that from here http://forums.guru3d.com/showthread.php?t=381912 and extract all of it to the FX folder where you have Flight FX installed. Let it overwrite any of the files that may have the same names as what FlightFX already had.

6. Now you can run Flight FX and click on Register New Game at the bottom left. It will open a dialog box where you'll navigate it to your cfs3.exe file. That will populate the paths at the top right of Flight FX for you.

7. Click on Enable Sweet FX and it will copy most of the needed files into your CFS3 install. It misses SweetFX_compatibility_settings.txt which is in the Flight FX / FX / SweetFX folder and needs to be manually copied into the matching one Flight FX created in your CFS3 directory.

8. Select the FX Preset you want to use from the pull down list. The files behind this list are located in the Flight FX / FX / SweetFX / Presets folder. They are just text files so you can create new presets manually by cut and past if you like. Make a back-up copy of any of your favorites because it is all too easy to overwrite them by mistake in Flight FX.

That is really all there is to it. At this point you can edit any of the settings under the FX Settings tab and the effect will be immediate.

By default the Scroll Lock key will toggle the shader effects on and off.
The Print Screen Key will place a screenshot in your CFS3 root directory (This overrules CFS3 that normally wants to save screenshots in the CFS3 folder under My Documents).
If you uncheck the Enable SweetFX box in Flight FX it will uninstall SweetFX (but not the D3D8 and SweetFX_compatibility_settings files you did manually) and you're back to normal.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/09/14 04:53 AM

Glubber;

I followed your instructions to a "T" but had some problems.
The D3D9.DLL and ini files would not work and caused the following errors when I run WOFF:




I then removed them from the "OBDWWI Over Flanders Fields" directory and left Sweetfx on and everything ran fine.

Don't know what I am missing with the D3D9 files out of the picture. Do you know what the problem might be.
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/09/14 05:10 AM

Hi Robert,

So you had

d3d8.dll
d3d8.ini
d3d9.dll
d3d9.fx

in your OBDWW1 folder, got the error message above and removed the two d3d9 files and now it works ok (but I assume with Sweetfx not working)? And you have the SweetFX_compatibility_settings.txt in the Sweetfx folder in the OBDWW1 folder? And your other folders look like mine pictured in the posts above?

Beyond that I'm not really sure. I know there were a couple times I did a double take during the instructions, so maybe trying again just to be sure.
Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 01/09/14 05:23 AM

Robert,

1. Reinstall Directx (download from a site like this: http://www.filehippo.com/download_directx/

2. Reinstall Directx web installer from: http://www.microsoft.com/en-us/download/details.aspx?id=35 (extra step which won't hurt if not help)

3. Reinstall Directx from your video card cd. (extra step)

If that fails, then this is a very advanced option which only should be tried if you are comfortable with cleaning your registry and it is what worked for me (CAUTION: will delete your pilot history and any workshop settings):
1. Uninstall WOFF, and remember to delete the C:\Users\<NAME>\AppData\Roaming\OBD_Games\OBDWW1 Over Flanders Fields\ directory.

2. Clean the registry with a SAFE registry cleaner. I used ccleaner and used it three times in a row to get rid of all problems.

3. Reinstall CFS 3

4. Reinstall Directx

5. Reinstall WOFF without patches and check the sweetfx again. If it doesn't work, then keep installing the patches one by one starting from the very first patch v.01, then v.02, then v.03 etc... and keep checking the sweetfx after each patch upgrade. If one of them works, then upgrade to latest patch 1.10.


Eventually after step 5, one of the previous patches worked and I was able to use sweetfx without any problems after that.
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (that actually works) - 01/09/14 05:26 AM

HotTom--
First I followed Ankor's instructions from page 3:

Yes, extract the converter into the "OBDWW1 Over Flander Fields" folder and edit its d3d8.ini to set NoMultisampling=1 so SweetFX can work. I could have made it 1 by default, but I decided that initial config should be clear of any side effects.
Then you can use FlightFX to make a profile for cfs3.exe.


Then I set up FlightFX.
When I set FlightFX up, I just copied my whole folder from RoF, then pasted into WoFF (it has to be in the directory with the CFS3.exe file).
then I started Flight FX, clicked on "Register New Game", then browsed to find the CFS3.exe file.
That was it.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/09/14 05:28 AM

Originally Posted By: Glubber
Hi Robert,

So you had

d3d8.dll
d3d8.ini
d3d9.dll
d3d9.fx

in your OBDWW1 folder, got the error message above and removed the two d3d9 files and now it works ok (but I assume with Sweetfx not working)? And you have the SweetFX_compatibility_settings.txt in the Sweetfx folder in the OBDWW1 folder? And your other folders look like mine pictured in the posts above?

Did that error occur as you were loading a mission?


I gave you incorrect info. I removed the d3d8.dll and d3d8.ini and left the d3d9 files in and everything ran ok.
Don't know if Sweetfx is working or not, but it is set up as specified.
Yes the error occurred loading quick combat. Haven't tried it with missions but suspect it is the same.
Posted By: HotTom

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 05:31 AM

Originally Posted By: Glubber
Originally Posted By: HotTom
I copied it and put it in the SweetFX folder that was created in my WOFF folder.

I don't see a separate CFS3 directory. Where is it?


You did it right. And if your other two folders are similar to what I posted above I'm not sure what to tell you. Everything seems to be in the right place.



Yes. I've been running with RoF for quite some time and it works very well.
Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 01/09/14 05:34 AM

Originally Posted By: Robert_Wiggins

I gave you incorrect info. I removed the d3d8.dll and d3d8.ini and left the d3d9 files in and everything ran ok.
Don't know if Sweetfx is working or not, but it is set up as specified.
Yes the error occurred loading quick combat. Haven't tried it with missions but suspect it is the same.


The game only recognizes Directx 8, so deleting those files means you don't have sweetfx running.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 05:38 AM

Originally Posted By: HotTom


Yes. I've been running with RoF for quite some time and it works very well.


If you really want sweetfx, then you may need to restart from scratch.

I'd suggest to uninstall cfs3 and woff. Then reinstall cfs3, your video card drivers, directx (from link posted above) and last woff without any patches. Then patch the game starting from the first one and testing to see of sweetfx works after each patch upgrade.
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 05:44 AM

Remember that if you press U while SweetFX is installed, it will stop SweetFX from running, and pressing U again will activate it again. That'll tell you right there if you have sweetfx running.
Alternatively, you could put the split screen on...
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (that actually works) - 01/09/14 05:51 AM

Originally Posted By: Broadside_Uda_Barn
HotTom--
First I followed Ankor's instructions from page 3:

Yes, extract the converter into the "OBDWW1 Over Flander Fields" folder and edit its d3d8.ini to set NoMultisampling=1 so SweetFX can work. I could have made it 1 by default, but I decided that initial config should be clear of any side effects.
Then you can use FlightFX to make a profile for cfs3.exe.


Then I set up FlightFX.
When I set FlightFX up, I just copied my whole folder from RoF, then pasted into WoFF (it has to be in the directory with the CFS3.exe file).
then I started Flight FX, clicked on "Register New Game", then browsed to find the CFS3.exe file.
That was it.


Tom, before you reinstall (which isnt as much of a headache as it sounds), try this:

Extract the converter to the "OBDWW1 Over Flander Fields" folder and edit its d3d8.ini to set NoMultisampling=1 so SweetFX can work.
Then copy your flightFX from RoF.
Then paste flightFX into WoFF into the same directory that has CFS3 in it (should be OBDWW1 Over Flander Fields)
so it should look something like this: C:\WoFF\OBDWW1 Over Flanders Fields\FlightFX
Then open flightFX and click on register new game.
Then browse to find the CFS3.exe file.
Then choose whatever presets you want (mine, or your RoF settings, etc).
Then fire up WoFF and start a QC mission.
Pause the mission and press U to see if things get kind of hazy (original WoFF look), or sharp and more deep colors (sweetFX is working).

If you're still crashing, then something got messed up with some of your editing/unzipping ankor's files, and it'd be best to reinstall WoFF and start from there.

SweetFX is INCREDIBLE in WoFF! Worth it completely.
Hope this helps!
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/09/14 06:42 AM

Originally Posted By: Broadside_Uda_Barn
Originally Posted By: Broadside_Uda_Barn
HotTom--
First I followed Ankor's instructions from page 3:

Yes, extract the converter into the "OBDWW1 Over Flander Fields" folder and edit its d3d8.ini to set NoMultisampling=1 so SweetFX can work. I could have made it 1 by default, but I decided that initial config should be clear of any side effects.
Then you can use FlightFX to make a profile for cfs3.exe.


Then I set up FlightFX.
When I set FlightFX up, I just copied my whole folder from RoF, then pasted into WoFF (it has to be in the directory with the CFS3.exe file).
then I started Flight FX, clicked on "Register New Game", then browsed to find the CFS3.exe file.
That was it.


Tom, before you reinstall (which isnt as much of a headache as it sounds), try this:

Extract the converter to the "OBDWW1 Over Flander Fields" folder and edit its d3d8.ini to set NoMultisampling=1 so SweetFX can work.
Then copy your flightFX from RoF.
Then paste flightFX into WoFF into the same directory that has CFS3 in it (should be OBDWW1 Over Flander Fields)
so it should look something like this: C:\WoFF\OBDWW1 Over Flanders Fields\FlightFX
Then open flightFX and click on register new game.
Then browse to find the CFS3.exe file.
Then choose whatever presets you want (mine, or your RoF settings, etc).
Then fire up WoFF and start a QC mission.
Pause the mission and press U to see if things get kind of hazy (original WoFF look), or sharp and more deep colors (sweetFX is working).

If you're still crashing, then something got messed up with some of your editing/unzipping ankor's files, and it'd be best to reinstall WoFF and start from there.

SweetFX is INCREDIBLE in WoFF! Worth it completely.
Hope this helps!


I couldn't get it to work either, so I backed out all of the files that were put into "OBDWW1 Over Flanders Fields", and I'm back to vanilla WOFF. No re-install. It's easy to see what files were added by sorting them by date.
Posted By: HotTom

Re: DirectX 8 to 9 converter (that actually works) - 01/09/14 06:49 AM

Yup, I was thinking about doing what you guys recommend: reinstalling FlightFX but leaving WOFF as it is (minus the FlightFX/SweetFX files). I have some time over the next couple of days. Will give it a go!

Thanks for all the advice and encouragement!
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 02:05 PM

It's not the U key by default. It's actually the Scroll Lock key which enables and disables it. The Pause key reloads all the shaders. Using either Sweetfx Configurator or FlightFX you can remap which key turns it on but freshly installed it is the the Scroll Lock Key.

Madmatt
Posted By: Madmatt

Re: DirectX 8 to 9 converter (that actually works) - 01/09/14 02:16 PM

Robert, do you have an Nvidia card? I ask because I too can replicate the same crash on my 780ti card. It's triggered by a certain combination of Nvidia driver settings and possibly AA levels. I tested this last night and it looks like Sweetfx and the dx8-dx9 converter don't always play nice with the Nvidia drivers (just released ones or older).

I'm still trying to pinpoint which setting seems to trigger a crash but I believe it is related to the level of multisampling you select in the Nvidia control panel. I'll report back what I find when I can do some more testing.

Madmatt
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 02:32 PM

Sorry, just a stupid question. I have tried the converter. What does it do when using it alone? I don't need Sweetfx etc. since IMO the colours of WOFF are spot on. I have the impression that performance is a bit better. Does it have any graphically changes? I think it looks better now but could have been placebo too so not sure. Can someone please tell me if it has any effects when using it alone?
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 02:47 PM

If you haven't changed anything in d3d8.ini (most importantly kept NoMultisampling=0 as it was originally), then graphically it will be exactly the same as original DirectX 8 version.

The improvement in FPS, especially with many aircrafts around, comes from so called hardware vertex processing (there is an option to turn it off in the d3d8.ini, if you want to compare results). This feature offloads more drawing work from CPU to GPU, and since modern GPUs are blazing fast and don't have as many compatiblity issues and missing features as decade old ones it makes very good sense to use it.

Another option which makes game work better (and really required for DirectX 9 compatibility) is "render target" textures. Curiously this option is also available in texture overrides screen of cfs3config.exe (which WOFF doesn't have) - apparently CFS3 devs implemented support for this feature, but didn't enable it by default because it most likely caused issues with too many contemporary GPUs.
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 03:00 PM

Ok, Thanks for the info. You are doing a great job. Really looking forward to the selfshadow and lighting stuff if successful.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/09/14 03:14 PM

Originally Posted By: Madmatt
Robert, do you have an Nvidia card? I ask because I too can replicate the same crash on my 780ti card. It's triggered by a certain combination of Nvidia driver settings and possibly AA levels. I tested this last night and it looks like Sweetfx and the dx8-dx9 converter don't always play nice with the Nvidia drivers (just released ones or older).

I'm still trying to pinpoint which setting seems to trigger a crash but I believe it is related to the level of multisampling you select in the Nvidia control panel. I'll report back what I find when I can do some more testing.

Madmatt


Madmatt, if u look at my previous threads u will see I run an AMD 7870.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 03:17 PM

Originally Posted By: AnKor
If you haven't changed anything in d3d8.ini (most importantly kept NoMultisampling=0 as it was originally), then graphically it will be exactly the same as original DirectX 8 version.

The improvement in FPS, especially with many aircrafts around, comes from so called hardware vertex processing (there is an option to turn it off in the d3d8.ini, if you want to compare results). This feature offloads more drawing work from CPU to GPU, and since modern GPUs are blazing fast and don't have as many compatiblity issues and missing features as decade old ones it makes very good sense to use it.

Another option which makes game work better (and really required for DirectX 9 compatibility) is "render target" textures. Curiously this option is also available in texture overrides screen of cfs3config.exe (which WOFF doesn't have) - apparently CFS3 devs implemented support for this feature, but didn't enable it by default because it most likely caused issues with too many contemporary GPUs.


Ankor, please look at my previous posts in this thread where I am having problems and looking for answers. I run an AMD 7870 with ASUS Maximus VI extreme MB, and Intel I7-4770k (3.5 ghz).
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 03:59 PM

Originally Posted By: AnKor
Another option which makes game work better (and really required for DirectX 9 compatibility) is "render target" textures. Curiously this option is also available in texture overrides screen of cfs3config.exe (which WOFF doesn't have) - apparently CFS3 devs implemented support for this feature, but didn't enable it by default because it most likely caused issues with too many contemporary GPUs.


Ankor,

I don't know if you're already aware, but a configoverrides.xml exists in the users/appdata.... location. I tried adjusting the terrain line from its current value of "0" to d3dusage_rendertarget, but got a woff.dll error when I tried to launch the game.
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 04:38 PM

yaan98, thanks, I've seen that file but haven't really tried editing it. I believe it is overwritten each time the game starts, isn't it? Though perhaps some options are preserved.
I'm not entirely sure if that config option does what I expect, I got it working mostly by coincidence smile

Robert_Wiggins,
it is hard to tell what is wrong. I doubt it is related to your video card at all, converter doesn't do anything special and should work for AMD, NVidia, and perhaps even Intel HD.

You say you tried removing d3d8.dll (my converter) but kept d3d9.dll (sweet fx). Have you tried the other way around - i.e. keep my converter without using sweet fx. If it works this way then perhaps something wrong with you sweet fx config. I once messed it up (not sure how) and the game didn't run until I deleted and reinstalled sweet fx files.

By the way, looking at the 3rd page of this thread it seems that you had my converter working, although with missing aircraft skins (which I was unable to reproduce, but I believe it is already fixed)
What happened since then? Does one of my updates break something for you?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 05:22 PM

Originally Posted By: AnKor
yaan98, thanks, I've seen that file but haven't really tried editing it. I believe it is overwritten each time the game starts, isn't it? Though perhaps some options are preserved.
I'm not entirely sure if that config option does what I expect, I got it working mostly by coincidence smile

Robert_Wiggins,
it is hard to tell what is wrong. I doubt it is related to your video card at all, converter doesn't do anything special and should work for AMD, NVidia, and perhaps even Intel HD.

You say you tried removing d3d8.dll (my converter) but kept d3d9.dll (sweet fx). Have you tried the other way around - i.e. keep my converter without using sweet fx. If it works this way then perhaps something wrong with you sweet fx config. I once messed it up (not sure how) and the game didn't run until I deleted and reinstalled sweet fx files.

By the way, looking at the 3rd page of this thread it seems that you had my converter working, although with missing aircraft skins (which I was unable to reproduce, but I believe it is already fixed)
What happened since then? Does one of my updates break something for you?


I tore my system down and updated with new motherboard and processor so I was unable to test it since then.
I will try your converter again.
Ankor;
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 05:39 PM

Originally Posted By: Robert_Wiggins
Originally Posted By: AnKor
yaan98, thanks, I've seen that file but haven't really tried editing it. I believe it is overwritten each time the game starts, isn't it? Though perhaps some options are preserved.
I'm not entirely sure if that config option does what I expect, I got it working mostly by coincidence smile

Robert_Wiggins,
it is hard to tell what is wrong. I doubt it is related to your video card at all, converter doesn't do anything special and should work for AMD, NVidia, and perhaps even Intel HD.

You say you tried removing d3d8.dll (my converter) but kept d3d9.dll (sweet fx). Have you tried the other way around - i.e. keep my converter without using sweet fx. If it works this way then perhaps something wrong with you sweet fx config. I once messed it up (not sure how) and the game didn't run until I deleted and reinstalled sweet fx files.

By the way, looking at the 3rd page of this thread it seems that you had my converter working, although with missing aircraft skins (which I was unable to reproduce, but I believe it is already fixed)
What happened since then? Does one of my updates break something for you?


I tore my system down and updated with new motherboard and processor so I was unable to test it since then.
I will try your converter again.
Ankor;



Ankor;

Just tried running with only D3D8 ini and dll in the "OBDWW1 Over Flanders Fields" folder but got the same error. As soon as I take the D8 files out everything runs fine again.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 07:44 PM

Hi Folks;

I know many people have posted procedures on the installation of SweetFX, FlightFX, and the D8-D9 files placement. That said there always seems to be room to misinterpret the file placements and directory structure. In order to eliminate any of the instructions from being part of the problem why I can't get WOFF to run after executing them, I am asking for your help to clarify the following instructions I am following.


I would really appreciate if someone would clarify the following for me.

Originally Posted By: MajorMagee

Here's how I did my SweetFX install:

Statement:

1. Download the latest converter files from here http://simhq.com/forum/ubbthreads.php/topics/3881675/DirectX_8_to_9_converter_updat#Post3881675 and install the d3d8.dll and d3d8.ini files where your cfs3.exe file is. This can be done for each install of CFS3 you may have.

Question:

Which cfs3.exe? The one in the "OBDSoftware/CFSWW1 Over Flanders Fields" directory?


Statement:
2. Edit the ini file to NoMultisampling=1 for compatibility with SweetFX.

Question:

No Problem with this it is very clear

Statement:
3. Run CFS3Config.exe and make sure you choose your proper display options selection again (i.e. it may show 800 x 600 x 16).

Question:

CFS3Config only exits in the "Combat Flight Simulator 3" directory. run it from there ?


Statement:
4. Download FlightFX from here http://riseofflight.com/Forum/viewtopic.php?f=49&t=34103 and install it on your computer.

Question:

Any special location to install?


Statement:
5. Since version 1.0 of Flight FX does not have latest version (1.5.1) of Sweet FX included you need to download that from here http://forums.guru3d.com/showthread.php?t=381912 and extract all of it to the FX folder where you have Flight FX installed. Let it overwrite any of the files that may have the same names as what FlightFX already had.

Question:

No problem with this once we are sure where FlightFX is installed.


Statement:
6. Now you can run Flight FX and click on Register New Game at the bottom left. It will open a dialog box where you'll navigate it to your cfs3.exe file. That will populate the paths at the top right of Flight FX for you.

Question:

Which cfs3.exe file in which directory?


Statement:
7. Click on Enable Sweet FX and it will copy most of the needed files into your CFS3 install. It misses SweetFX_compatibility_settings.txt which is in the Flight FX / FX / SweetFX folder and needs to be manually copied into the matching

Question:

it says "it will copy most of the needed files into your CFS3 install" Is this the "Combat Flight Simulator 3" directory?

Further to the above this is the directory structure I get when I install FlightFX:


Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 08:24 PM

Robert,

You don't need to mess with the MS Combat Flight Simulator 3 installation at all. It was only used for the initial setup of WOFF and has nothing to do with the game after that. You can even safely uninstall MS CFS3 from your computer without any adverse effects in WOFF.

I've tried the flightfx, but I don't like that it installs a program on my pc.

Why not give my manual method a try (I even put up pics)? smile
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 08:27 PM

Originally Posted By: yaan98
Robert,

You don't need to mess with the MS Combat Flight Simulator 3 installation at all. It was only used for the initial setup of WOFF and has nothing to do with the game after that. You can even safely uninstall MS CFS3 from your computer without any adverse effects in WOFF.

I've tried the flightfx, but I don't like that it installs a program on my pc.

Why not give my manual method a try (I even put up pics)? smile


Thanks for the reply yann98;

Could you kindly give me a link here. There are so many threads to chase through. Thanks
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 08:39 PM

about halfway down the page

http://simhq.com/forum/ubbthreads.php/topics/3892674/11
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 09:50 PM

Originally Posted By: yaan98


I followed your procedures as outlined in the above link and still failed with the same error.
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 11:46 PM

Robert,

I just installed it using Yann's manual instructions and it works perfectly.

You will need to change back D3DSWAPEFFECT_COPY_VSYNC to the default D3DSWAPEFFECT_DISCARD in the Configoverrides.xml file or you will get a DXInit error when the mission starts.

Now if I could just turn SweetFx on and off so I can see the difference.
Posted By: SkyHigh

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 11:52 PM

Originally Posted By: BirdDogICT
Robert,

I just installed it using Yann's manual instructions and it works perfectly.

You will need to change back D3DSWAPEFFECT_COPY_VSYNC to the default D3DSWAPEFFECT_DISCARD in the Configoverrides.xml file or you will get a DXInit error when the mission starts.

Now if I could just turn SweetFx on and off so I can see the difference.


Scroll Lock toggles SweetFX for me. Bear in mind it also toggles pan-view and snap-view.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/09/14 11:54 PM

Originally Posted By: SkyHigh
Originally Posted By: BirdDogICT
Robert,

I just installed it using Yann's manual instructions and it works perfectly.

You will need to change back D3DSWAPEFFECT_COPY_VSYNC to the default D3DSWAPEFFECT_DISCARD in the Configoverrides.xml file or you will get a DXInit error when the mission starts.

Now if I could just turn SweetFx on and off so I can see the difference.


Scroll Lock toggles SweetFX for me. Bear in mind it also toggles pan-view and snap-view.


SkyHigh;

Thanks for that juice bit of information. Wonder why we have to set DISCARD when everyone says to set it as VSYNC for AMD cards?

SkyHigh; Update: it didn't work. Same error as before. D3D8 just won't work with AMD7870 card for me, or it is something in WOFF. Are u using an AMD card?
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (January 1st) - 01/10/14 12:43 AM

Originally Posted By: Robert_Wiggins
Originally Posted By: SkyHigh
Originally Posted By: BirdDogICT
Robert,

I just installed it using Yann's manual instructions and it works perfectly.

You will need to change back D3DSWAPEFFECT_COPY_VSYNC to the default D3DSWAPEFFECT_DISCARD in the Configoverrides.xml file or you will get a DXInit error when the mission starts.

Now if I could just turn SweetFx on and off so I can see the difference.


Scroll Lock toggles SweetFX for me. Bear in mind it also toggles pan-view and snap-view.


SkyHigh;

Thanks for that juice bit of information. Wonder why we have to set DISCARD when everyone says to set it as VSYNC for AMD cards?

D3DSWAPEFFECT_COPY_VSYNC works fine unless I use the DX8-DX9 converter and SweetFX.

Now that my processor is fast enough, VSync isn't necessary...I only used it to reduce microstuttering, and I'm not seeing any lags or stutters at all anymore. The value of Vsync usually is to match GPU and monitor rates so you don't get screen tearing, and I've never seen that in WOFF yet.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/10/14 01:43 AM

Originally Posted By: BirdDogICT
Originally Posted By: Robert_Wiggins
Originally Posted By: SkyHigh
Originally Posted By: BirdDogICT
Robert,

I just installed it using Yann's manual instructions and it works perfectly.

You will need to change back D3DSWAPEFFECT_COPY_VSYNC to the default D3DSWAPEFFECT_DISCARD in the Configoverrides.xml file or you will get a DXInit error when the mission starts.

Now if I could just turn SweetFx on and off so I can see the difference.


Scroll Lock toggles SweetFX for me. Bear in mind it also toggles pan-view and snap-view.


SkyHigh;

Thanks for that juice bit of information. Wonder why we have to set DISCARD when everyone says to set it as VSYNC for AMD cards?

D3DSWAPEFFECT_COPY_VSYNC works fine unless I use the DX8-DX9 converter and SweetFX.

Now that my processor is fast enough, VSync isn't necessary...I only used it to reduce microstuttering, and I'm not seeing any lags or stutters at all anymore. The value of Vsync usually is to match GPU and monitor rates so you don't get screen tearing, and I've never seen that in WOFF yet.


I can't understand why I can't get it to work. I have tried all the suggestions and even posted my outcome here but so far nobody has nailed it for me. I sent the error logs to the devs in hopes they may be able to give me some leads. I am one of the few with an AMD 7870 so maybe there is a problem in that area.
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/10/14 02:04 AM

Robert, I'm posting pics of each of my folders so you can have one last gander. Your folder above doesn't match mine exactly, but that may not be the issue, so YMMV. Regarding CFS3.exe, as others have pointed out, it's the one in your WOFF directory. Regarding CF3config... I couldn't even find it. I just opened WOFF at that stage and set my resolution right where it was at in the workshop. Probably pointless, but it made me feel good. I didn't even install CFS3 by itself, as when I installed WOFF it just had me insert the CFS3 cd and I guess it took the requisite files from there:

Here's my root Flight FX folder

...
Here's the FX folder in the Flight FX folder:

...
Here's the SweetFX folder in the FX folder:

...
Here's the WOFF folder:

...
Here's the SweetFX folder in the WOFF folder:


Good luck!
Posted By: Geodude

Re: DirectX 8 to 9 converter (January 1st) - 01/10/14 04:42 AM

Robert,

Take a look at this:

http://www.overflandersfields.com/Downloads/FAQ%20WOFF.pdf

...and especially check out page 22, item # 19...

It may not apply, but then again, it might be worth a try...
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/10/14 12:23 PM

Originally Posted By: Geodude
Robert,

Take a look at this:

http://www.overflandersfields.com/Downloads/FAQ%20WOFF.pdf

...and especially check out page 22, item # 19...

It may not apply, but then again, it might be worth a try...


Thanks for responding Geodude. That particular item in the FAQ is not an issue for me. I have the correct settings for my monitor and in WOFF and I know this because WOFF works fine in native mode and only fails when I try to apply D3D8 code.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - 01/10/14 01:12 PM

Try to reinstall directx.

See my post on page 14

http://simhq.com/forum/ubbthreads.php/topics/3881675/14
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/10/14 01:23 PM

Originally Posted By: yaan98
Try to reinstall directx.

See my post on page 14

http://simhq.com/forum/ubbthreads.php/topics/3881675/14


May I ask why I need to re-install Directx when it is working fine with WOFF now? My problem seems to be with the D3D8 files.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - 01/10/14 02:08 PM

It's good practice to restore corrupt files if any. It may not work, but it's worth a try and won't hurt anything.

I had to go through those steps myself.
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/10/14 05:05 PM

All your folders looked like mine above, Robert? Bummed you can't get this thing going.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/10/14 10:17 PM

Originally Posted By: Glubber
All your folders looked like mine above, Robert? Bummed you can't get this thing going.


Yeah! Thanks Glubber! I've reloaded my Direct X drivers as Yaan98 suggested. I will try again to see if I can get the darn thing to work in WOFF. My graphics quality and response in native WOFF is really good so I'm not too concerned. It would just be nice to do a comparison but I'm not going to drive myself crazy with it.
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/11/14 01:28 AM

Yeah, ultimately the goal is just to have a great time with WOFF. And it's plenty beautiful as is.
Posted By: Geodude

Re: DirectX 8 to 9 converter (January 1st) - 01/11/14 05:38 AM

Robert,

There's a number of SweetFX downloads out there. I had a problem initially, but the download file that worked for me had the name "SweetFX-Configurator_standalone_with_SweetFX_1.5.1.7z" (no quotes); I had problems with other files.

Also...you've probably seen the tips, but just in case you haven't, one of the troubleshooting tips from a SweetFX webpage helped (along with Major_Magee's instructions):

Overlay:
SweetFX uses much of the same trick that overlays (like for example fraps, MSI Afterburner, Overwolf and so on), and sometimes they can step on each other’s toes. The result can be crash, instability, or just plain weird stuff. The injector SweetFX use do have some tricks for working with the Steam overlay, but the rest of them can (and probably will) cause problems. Try turning off all the overlay and/or video record programs and see if that makes a difference.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/11/14 11:55 AM

Originally Posted By: Geodude
Robert,

There's a number of SweetFX downloads out there. I had a problem initially, but the download that worked for me (along with MajorMagee's directions) had the name "SweetFX-Configurator_standalone_with_SweetFX_1.5.1.7z" (no quotes).

Also...you've probably seen these items, but just in case you haven't, it's from a SweetFX webpage re: troubleshooting (note that the "Overlay" info helped me get it going):

Try running the game as Administrator (Robert, I realize that you're likely doing this already since it runs without SweetFX):
SweetFX require write access to the folder the game is in, for writing to a log file (called log.log). In later Windows versions, users don’t have write access to the default install area on the disk. You can either change the permissions on the folder so that you have write access there, or run the game as Administrator.

log.log file:
If SweetFX have write permission to the folder, but the game still crash, there should be a file called “log.log” in the game folder. This might provide some information about the crash.

Overlay:
SweetFX uses much of the same trick that overlays (like for example fraps, MSI Afterburner, Overwolf and so on), and sometimes they can step on each other’s toes. The result can be crash, instability, or just plain weird stuff. The injector SweetFX use do have some tricks for working with the Steam overlay, but the rest of them can (and probably will) cause problems. Try turning off all the overlay and/or video record programs and see if that makes a difference.

d3dx9_43.dll missing:
If this comes up, you need to install the latest DirectX version. You can find the latest version here.

Split install:
Some games (mostly the ones using the Unreal Engine) needs to have a split install of SweetFX, where some files are put into the bin or bin32 subfolder. The files to put in the subfolder are: d3d9.dll , dxgi.dll and injector.ini


Geodude,

Thanks for trying to help. Interestingly I did try the install "SweetFX-Configurator_standalone_with_SweetFX_1.5.1.7z" that was on my last attemptas I too was suspicious of my previous sources.

I do in fact run as Administrator priv on my software and I have my OS on one SSD and my game software on a separate SSD so write access is no problem.

The log.log file is always empty for my failures.

I'm not sure if the split install suggestion applies to WOFF.

Overlay programs are not running unless you are suggesting trackIR. It's a minimalist environment in a dual boot scenario so all that I run is MS Security Essentials and TrackIR with WOFF. I have fraps but am not using it currently.

Thanks for all your suggestions.
Posted By: HotTom

Re: DirectX 8 to 9 converter (that actually works) - 01/11/14 07:13 PM

Originally Posted By: yaan98
Pics for an Alternative way to install would be:

1. download SweetFX from publisher's website
http://forums.guru3d.com/showthread.php?t=381912

2. download converter from here:
http://simhq.com/forum/ubbthreads.php/topics/3881675/DirectX_8_to_9_converter_updat#Post3881675

3. open converter zip file and copy into WOFF directory



4. change the d3d8.ini file



5. open the sweetfx zip file and copy to WOFF directory



optional step -
6. copy and overwrite sweetfx settings - I used Fifi's settings.



7. open sweetfx settings and change values to remove bloom




yaan: Thank you! Tossed all the stuff I had installed (including FightX; still using it in RoF but it was creating a conflict in WOFF) and used your method to install SwetFX directly. Input all setting by hand (borrowed from Broadside stirthepot) and WOFF now looks great!

Thank you!!! charge

Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 01/11/14 07:43 PM




thumbsup
Posted By: CrimsonTide

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 12:13 AM

This looks really cool, however I am having trouble doing the downloads and setup. Could someone write up an idiots guide to install this? My expertise is not in computers and I would really appreciate it.

Thanks,
Crimson Tide
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 12:27 AM

Originally Posted By: CrimsonTide
This looks really cool, however I am having trouble doing the downloads and setup. Could someone write up an idiots guide to install this? My expertise is not in computers and I would really appreciate it.

Thanks,
Crimson Tide


Crimson;

read some of the earlier posts in this thread. It has been done a few times here for reference. I think u will find them.
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 01:42 AM

Originally Posted By: HotTom


yaan: Thank you! Tossed all the stuff I had installed (including FightX; still using it in RoF but it was creating a conflict in WOFF) and used your method to install SwetFX directly. Input all setting by hand (borrowed from Broadside stirthepot) and WOFF now looks great!

Thank you!!! charge



Excellent Tom! I was about to write you a pm to see if you got things sorted out.
WoFF looks SO GOOD with Sweet FX, that I dont think I could go back to flying without it. Just seeing the texture on the ground takes this game to a whole new level.
Glad you got it working!
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 02:47 AM

Originally Posted By: HotTom
Originally Posted By: yaan98
Pics for an Alternative way to install would be:

1. download SweetFX from publisher's website
http://forums.guru3d.com/showthread.php?t=381912

2. download converter from here:
http://simhq.com/forum/ubbthreads.php/topics/3881675/DirectX_8_to_9_converter_updat#Post3881675

3. open converter zip file and copy into WOFF directory



4. change the d3d8.ini file



I removed all the sweetFX files as well as all the others I added to the OBD directory and everything ran fine as native WOFF.



















5. open the sweetfx zip file and copy to WOFF directory



optional step -
6. copy and overwrite sweetfx settings - I used Fifi's settings.



7. open sweetfx settings and change values to remove bloom




yaan: Thank you! Tossed all the stuff I had installed (including FightX; still using it in RoF but it was creating a conflict in WOFF) and used your method to install SwetFX directly. Input all setting by hand (borrowed from Broadside stirthepot) and WOFF now looks great!

Thank you!!! charge



OK Yaan;

I tried this all again after fresh downloads just as shown in your screen caps. Remember I run AMD 7870 card.
It was a no go!!
Here is a screen cap of WOFF failing on load with a popup:


Here is the "log.log" file contents up until the crash:


Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 08:27 AM

Robert,


You may need to disable any type of overlay (e.g. ATI Tray Toos, Overclocking Programs) as it may be a problem with an incompatible overlay program.

Another place to look is that you might have an incompatible anti-aliasing mode set in the drivers (or maybe forced by a third-party program). If that is the case, switch that off and try again.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 12:48 PM

yaan98;

do you know what antialiasing modes would be he problem? If so, I can try changing things. I only use ATI's "Catalyst Control Centre" not any third party tray tools, and as I have said before my gaming boot option is very bare bones on running apps. I have no overlay tools running. I will screen cap my tray later and post it here so you can see it.
Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 01:06 PM

I don't use ATI, but I'm guessing that CCC should have an option to force AA to "use application setting" or something similar.

Also, did you test sweetfx in CFS3 and/or OFF? If either of those work, then the problem is probably specific to WOFF.


My only other recommendation would be to backup your pilot information and do a clean uninstall, then reinstall CFS3 then WOFF and test the sweetfx after applying each patch one-by-one in sequence starting from v1.01.

Other than that, I'm out of ideas.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 01:21 PM

Is there anyone elso in this thread who runs an ATI card and has sweetFX running? If so, I would appreciate knowing what your Catalyst Control centre settings are at. A screen capture with snipping tool would be great. Hopefully it will give me a base to work from.
Posted By: Adger

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 05:14 PM

Robert ive got ATI 5770.....latest 13.12 drivers...Anti Aliasing mode=Overide App settings,AA=8,filter=box,Anti-Aliasing method=Multisampling,Morphological Filtering=Off

Anisotropic Filtering=Overide application settings,Anisotropic filtering=8,Texture Filtering quality=standard,surface Format Optimization=on

Wait for vertical Refresh=Always On
OpenGL Triple Buffering =on

Tessellation Mode Override Application Settings
Maximum Tessellation...OFF

Thats my ATI settings with SweetFx and no problems with WOFF at all...Hope it Helps
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 06:52 PM

Originally Posted By: Adger
Robert ive got ATI 5770.....latest 13.12 drivers...Anti Aliasing mode=Overide App settings,AA=8,filter=box,Anti-Aliasing method=Multisampling,Morphological Filtering=Off

Anisotropic Filtering=Overide application settings,Anisotropic filtering=8,Texture Filtering quality=standard,surface Format Optimization=on

Wait for vertical Refresh=Always On
OpenGL Triple Buffering =on

Tessellation Mode Override Application Settings
Maximum Tessellation...OFF

Thats my ATI settings with SweetFx and no problems with WOFF at all...Hope it Helps

Same settings here, with exception of Box filter. Also, Vertical Refresh may not work with WOFF, depending on which ATI card you have. Many ATI users will need to use a third party Vsync program (e.g. D3DOverrider) to actually see vsync applied in-game.
Posted By: Adger

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 07:00 PM

Originally Posted By: BirdDogICT
Same settings here, with exception of Box filter. Also, Vertical Refresh may not work with WOFF, depending on which ATI card you have. Many ATI users will need to use a third party Vsync program (e.g. D3DOverrider) to actually see vsync applied in-game.


Is there much of a difference with Box and your settings BirdDog?Im pretty certain that my 5770 is fine aswell bud using CCC vertical refresh,ive tested it on other games and it caps them at 60fps to reduce tearing etc... But like BirdDog says Robert, different cards may use D3DOverrider
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 08:28 PM

Box filter isn't available on later ATI cards. Your choices are Standard or Edge-Detect filters and Multisampling, Adaptive Multisampling, and Supersampling AA methods.

As for Vsync being on in Catalyst, whether or not it will work depends on whether there is in-game support for Vsync. Even if your game supports Vsync, ATI drivers don't always activate Vsync properly, depending on the version of card, game, and Catalyst driver. It's a well-documented, annoying problem with ATI drivers.

Since WOFF doesn't support Vsync, you have to go with a 3rd party Vsync product if you want Vsync. Since patch 1.11, I haven't been able to tell much difference with Vsync on or off. Running completely smooth without it.
Posted By: Adger

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 09:06 PM

Thanks for the update BirdDog,il have a look at a 3rd party product to check my v-sync settings.. smile2
Posted By: HotTom

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 09:12 PM

Robert, I am using a 6870 and having zero problems.

In AA: AA Mode and AA Samples both use app settings. Filter is standard, AA Method is Multisampling and Morph Filter is Off.

In Textures: AF Mode and level both are set for application settings, Texture Filtering Quality is Standard and Surface Format Opt is on.

In Frame Rate, Vert Refresh is Off unless application specifies; Open GL Triple Buffering is Off.

In tessellation: Tessellation Mode and Max Tessellation: Use application settings.

Don't know if helps but there it is. Based on what Bird Dog posted I may change my Vert Refresh to On but see no need to fool with Open GL Triple Buffering as this is not an Open GL sim.

I have been very impressed with what good FPS I get with rather high app settings.
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 09:26 PM

Adger,

I use D3DOverrider and have never experienced any problems with it. You have the option of turning Vsync and Triple Buffering on or off. Very easy to create a profile for CFS3.exe or other applications.

You basically load it before starting a game, and it resides in memory. You can get it here: http://www.mediafire.com/download/u7li53d4a17d4yp/D3DOverrider.rar
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/12/14 11:57 PM

BirdDog, HotTom, Adger;

Thanks folks for the comeback!! Well I don't know if this will matter but one thing stands out. My vert refresh was set to "on, unless application specifies" and my tessellation mode was set to "AMD Optimized".

I will try one more time to see if the adjustment has any effect.

Best Regards;
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/13/14 04:00 AM

Originally Posted By: Robert_Wiggins
BirdDog, HotTom, Adger;

Thanks folks for the comeback!! Well I don't know if this will matter but one thing stands out. My vert refresh was set to "on, unless application specifies" and my tessellation mode was set to "AMD Optimized".

I will try one more time to see if the adjustment has any effect.

Best Regards;


OK I have discovered what is causing WOFF to fail on load. I have all of the SweetFX files in the WOFF OBD folder as specified. When I remove the "D3D9.dll" file Woff runs fine. If I put it back I get the same crash of WOFF when it loads. I will look for another D3D9.dll to confirm if something is wrong with mine.

I'm getting closer!! Where is the best place to get this file (locations where you have downloaded it from)?
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/13/14 04:31 AM

I'm not convinced that that's the problem, Robert, since so many of us are downloading the same file and using it with no problem. If there's something that's corrupting your download, well that might be an issue, but if you've repeatedly downloaded it and it's still that file give you a problem, I think the problem lies elsewhere. Of course, that's probably the least helpful answer for you right now, since I don't have a solution. Sorry!

edit...

Just throwing this out there... did you have a different video card in your comp before your 7870? And if so, you completely uninstalled all those drivers?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/13/14 04:58 AM

Originally Posted By: Glubber
I'm not convinced that that's the problem, Robert, since so many of us are downloading the same file and using it with no problem. If there's something that's corrupting your download, well that might be an issue, but if you've repeatedly downloaded it and it's still that file give you a problem, I think the problem lies elsewhere. Of course, that's probably the least helpful answer for you right now, since I don't have a solution. Sorry!

edit...

Just throwing this out there... did you have a different video card in your comp before your 7870? And if so, you completely uninstalled all those drivers?


Correction to my last post:
Removal of the D3D9.dll got WOFF up, but as soon as I tried to load a quick combat it failed with a dll error.
I then removed the D3D8.dll, and everything ran fine, but no sweetFX. all the other sweetFX files remained in the WOFF folder

In response to your ?, my vid card has been in for nearly a year with no problems and I haven't changed it.
There is definitely some problem with dll resolution when WOFF runs, but I'm lost at this point as to where to look.

By the way, before this recent test I had uninstalled WOFF, and then re-installed it adding the latest patch V1.11

Thanks for responding
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/13/14 05:23 AM

So, just perusing the net looking for ANYTHING... do you have the latest version of Internet Explorer installed? Some folks last year had issues with sweetfx and ie10, but it's hard to believe those would still be persisting.

Also, what are your graphics settings ingame, resolution and all?
Posted By: Geodude

Re: DirectX 8 to 9 converter (that actually works) - 01/13/14 05:32 AM

Just for troubleshooting purposes...while keeping both the d3d8.dll and d3d9.dll files present (i.e., not removed), have you tried changing the line in the "SweetFX_compatibility_settings.txt" file (in the main WOFF directory) from:

#define SweetFX_shader_model 3

to read:

#define SweetFX_shader_model 2

This should *NOT* be required, but it would be weird if doing so enabled SweetFX to work with your card. It might tell the coders something...but I'm just guessing at this point. You seem to have tried most everything, but I can't help but feel it's some "simple" thing we're all missing.
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/13/14 05:34 AM

Originally Posted By: Geodude
...You seem to have tried most everything, but I can't help but feel it's some "simple" thing we're all missing.


This. I wish we could all sit around Robert's computer and tackle this thing.

So far he's tried a couple different methods, first involving flightfx and then yaan's more straightforward sweetfx install. WoFF has been reinstalled, no wrappers are running in the background, reinstalled directx (?)... it's either something more complicated or as simple as misplaced folders or files, but from all he's said it sounds like it should be good to go.
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (that actually works) - 01/13/14 06:10 AM

Yeah, been stewing over this one.

Robert, if you want, you can try this:
1--Download the newest drivers for your video card (or an older set if you have the newest.
2--Uninstall your video card in device manager.
3--Reboot.
4--Let windows find your video card and load it with the default driver.
5--Install your new set of drivers.
6--Load up WoFF and play a QC
7--Install SweetFX ala the instructions posted earlier
8--Load up WoFF and enjoy SweetFX (hopefully the error is now gone)

Alternatively, after step 2, do this: NUKE your current video drivers with a video card nuker
like this one
This gets rid of any straggler files or contents from previous driver versions.
I use Nvidia only, so I just googled a drive nuker for ATI...someone else might have a better nuker to recommend.

As an additional step, you can then wipe your drive of Woff, and reinstall WoFF in a different directory (like C:\games\Woff)

Then reboot and continue with step 4.

That's a clean sweep of things. Something just isnt right...
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/13/14 01:13 PM

Originally Posted By: Glubber
So, just perusing the net looking for ANYTHING... do you have the latest version of Internet Explorer installed? Some folks last year had issues with sweetfx and ie10, but it's hard to believe those would still be persisting.

Also, what are your graphics settings ingame, resolution and all?


in answer to your ?'s: IE 11, in game graphics res 1920 x 1080
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/13/14 01:23 PM

Originally Posted By: Geodude
Just for troubleshooting purposes...while keeping both the d3d8.dll and d3d9.dll files present (i.e., not removed), have you tried changing the line in the "SweetFX_compatibility_settings.txt" file (in the main WOFF directory) from:

#define SweetFX_shader_model 3

to read:

#define SweetFX_shader_model 2

This should *NOT* be required, but it would be weird if doing so enabled SweetFX to work with your card. It might tell the coders something...but I'm just guessing at this point. You seem to have tried most everything, but I can't help but feel it's some "simple" thing we're all missing.


my log.log file errors with the following:

full path: G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\
redirecting CreateDevice
initialising shader environment
D3DXCreateEffectFromFile failed
G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\d3d9.fx(210,18): error X3004: undeclared identifier 'SweetFX_main'

the contents of my D3D9.fx file looks like this:

/**
* Copyright (C) 2011 Jorge Jimenez (jorge@iryoku.com)
* Copyright (C) 2011 Belen Masia (bmasia@unizar.es)
* Copyright (C) 2011 Jose I. Echevarria (joseignacioechevarria@gmail.com)
* Copyright (C) 2011 Fernando Navarro (fernandn@microsoft.com)
* Copyright (C) 2011 Diego Gutierrez (diegog@unizar.es)
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the following disclaimer
* in the documentation and/or other materials provided with the
* distribution:
*
* "Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria,
* Belen Masia, Fernando Navarro and Diego Gutierrez."
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS
* IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are
* those of the authors and should not be interpreted as representing official
* policies, either expressed or implied, of the copyright holders.
*/

//Include SweetFX settings
#include "SweetFX_preset.txt"
#include "SweetFX/SweetFX_compatibility_settings.txt"

/**
* Setup mandatory defines. Use a real macro here for maximum performance!
*/
#ifndef SMAA_PIXEL_SIZE // It's actually set on runtime, this is for compilation time syntax checking.
#define SMAA_PIXEL_SIZE float2(1.0 / 1920.0, 1.0 / 1080.0)
#endif

/**
* This can be ignored; its purpose is to support interactive custom parameter
* tweaking.
*/

/*
float threshold;
float maxSearchSteps;
float maxSearchStepsDiag;
*/

/*
#ifdef SMAA_PRESET_CUSTOM
#define SMAA_THRESHOLD threshold
#define SMAA_MAX_SEARCH_STEPS maxSearchSteps
#define SMAA_MAX_SEARCH_STEPS_DIAG maxSearchStepsDiag
#define SMAA_FORCE_DIAGONALS 1
#endif
*/

// Set the HLSL version:
#define SMAA_HLSL_3 1

// And include our header!
#include "SweetFX\Shaders\SMAA.h"


/**
* Input vars and textures.
*/

texture2D colorTex2D;
/*texture2D depthTex2D;*/
texture2D edgesTex2D;
texture2D blendTex2D;
texture2D areaTex2D;
texture2D searchTex2D;


/**
* DX9 samplers.
*/
sampler2D colorTex {
Texture = <colorTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Point; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = true;
};

sampler2D colorTexG {
Texture = <colorTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};

/*
sampler2D depthTex {
Texture = <depthTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};
*/

sampler2D edgesTex {
Texture = <edgesTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};

sampler2D blendTex {
Texture = <blendTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};

sampler2D areaTex {
Texture = <areaTex2D>;
AddressU = Clamp; AddressV = Clamp; AddressW = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};

sampler2D searchTex {
Texture = <searchTex2D>;
AddressU = Clamp; AddressV = Clamp; AddressW = Clamp;
MipFilter = Point; MinFilter = Point; MagFilter = Point;
SRGBTexture = false;
};

//Include the main SweetFX control shader
#include "SweetFX/Shaders/Main.h"

#if (USE_SMAA_ANTIALIASING == 1)

/**
* Function wrappers
*/
void DX9_SMAAEdgeDetectionVS(inout float4 position : POSITION,
inout float2 texcoord : TEXCOORD0,
out float4 offset[3] : TEXCOORD1) {
SMAAEdgeDetectionVS(position, position, texcoord, offset);
}

void DX9_SMAABlendWeightCalculationVS(inout float4 position : POSITION,
inout float2 texcoord : TEXCOORD0,
out float2 pixcoord : TEXCOORD1,
out float4 offset[3] : TEXCOORD2) {
SMAABlendWeightCalculationVS(position, position, texcoord, pixcoord, offset);
}

void DX9_SMAANeighborhoodBlendingVS(inout float4 position : POSITION,
inout float2 texcoord : TEXCOORD0,
out float4 offset[2] : TEXCOORD1) {
SMAANeighborhoodBlendingVS(position, position, texcoord, offset);
}


float4 DX9_SMAALumaEdgeDetectionPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float4 offset[3] : TEXCOORD1,
uniform SMAATexture2D colorGammaTex) : COLOR {
return SMAALumaEdgeDetectionPS(texcoord, offset, colorGammaTex);
}

float4 DX9_SMAAColorEdgeDetectionPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float4 offset[3] : TEXCOORD1,
uniform SMAATexture2D colorGammaTex) : COLOR {
return SMAAColorEdgeDetectionPS(texcoord, offset, colorGammaTex);
}

float4 DX9_SMAADepthEdgeDetectionPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float4 offset[3] : TEXCOORD1,
uniform SMAATexture2D depthTex) : COLOR {
return SMAADepthEdgeDetectionPS(texcoord, offset, depthTex);
}

float4 DX9_SMAABlendingWeightCalculationPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float2 pixcoord : TEXCOORD1,
float4 offset[3] : TEXCOORD2,
uniform SMAATexture2D edgesTex,
uniform SMAATexture2D areaTex,
uniform SMAATexture2D searchTex) : COLOR {
return SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edgesTex, areaTex, searchTex, 0);
}

float4 DX9_SMAANeighborhoodBlendingPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float4 offset[2] : TEXCOORD1,
uniform SMAATexture2D colorTex,
uniform SMAATexture2D blendTex) : COLOR {

float4 SMAAoutput = SMAANeighborhoodBlendingPS(texcoord, offset, colorTex, blendTex);

SMAAoutput = SweetFX_main(texcoord,SMAAoutput); // Add the other effects

return SMAAoutput; //Returning the pixel
}


/*----------------------------------------------------------*/

/**
* Time for some techniques!
*/
technique LumaEdgeDetection { // Pass 1A
pass LumaEdgeDetection {
VertexShader = compile vs_3_0 DX9_SMAAEdgeDetectionVS();

#if COLOR_EDGE_DETECTION == 1
PixelShader = compile ps_3_0 DX9_SMAAColorEdgeDetectionPS(colorTexG);
#else
PixelShader = compile ps_3_0 DX9_SMAALumaEdgeDetectionPS(colorTexG);
#endif

ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;

// We will be creating the stencil buffer for later usage.
StencilEnable = true;
StencilPass = REPLACE;
StencilRef = 1;
}
}
/*
technique ColorEdgeDetection { // Pass 1B
pass ColorEdgeDetection {
VertexShader = compile vs_3_0 DX9_SMAAEdgeDetectionVS();
PixelShader = compile ps_3_0 DX9_SMAAColorEdgeDetectionPS(colorTexG);
ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;

// We will be creating the stencil buffer for later usage.
StencilEnable = true;
StencilPass = REPLACE;
StencilRef = 1;
}
}
*/
/*
technique DepthEdgeDetection { // Pass 1C
pass DepthEdgeDetection {
VertexShader = compile vs_3_0 DX9_SMAAEdgeDetectionVS();
PixelShader = compile ps_3_0 DX9_SMAADepthEdgeDetectionPS(depthTex);
ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;

// We will be creating the stencil buffer for later usage.
StencilEnable = true;
StencilPass = REPLACE;
StencilRef = 1;
}
}
*/

technique BlendWeightCalculation { // Pass 2
pass BlendWeightCalculation {
VertexShader = compile vs_3_0 DX9_SMAABlendWeightCalculationVS();
PixelShader = compile ps_3_0 DX9_SMAABlendingWeightCalculationPS(edgesTex, areaTex, searchTex);
ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;

// Here we want to process only marked pixels.
StencilEnable = true;
StencilPass = KEEP;
StencilFunc = EQUAL;
StencilRef = 1;
}
}

technique NeighborhoodBlending { // Pass 3
pass NeighborhoodBlending {
VertexShader = compile vs_3_0 DX9_SMAANeighborhoodBlendingVS();
PixelShader = compile ps_3_0 DX9_SMAANeighborhoodBlendingPS(colorTex, blendTex);
ZEnable = false;
#if (Need_sRGB == 1)
SRGBWriteEnable = false;
#else
SRGBWriteEnable = true;
#endif
AlphaBlendEnable = false;

// Here we want to process all the pixels.
StencilEnable = false;
}
}

#else // if SMAA is off

/*---------------------------------------.
| :: SweetFX - SMAA_off vertex shader :: |
'---------------------------------------*/

void DX9_SMAA_off_VS(inout float4 position : POSITION
,inout float2 texcoord : TEXCOORD0
//,out float4 lumacoord[2] : TEXCOORD1
){

//lumacoord[0] = pixel.xyxy * (float4(0.5, -0.5, -0.5, -0.5) * offset_bias) + texcoord.xyxy;
//lumacoord[1] = pixel.xyxy * (float4(0.5, 0.5, -0.5, 0.5) * offset_bias) + texcoord.xyxy;

}

/*--------------------------------------.
| :: SweetFX - SMAA_off pixel shader :: |
'--------------------------------------*/

float4 main( float2 texcoord : TEXCOORD0
//, float4 lumacoord[2] : TEXCOORD1
) : COLOR {

float4 SMAAoutput = tex2D(s0, texcoord);

//SMAAoutput = SweetFX_main(SMAAoutput,texcoord,lumacoord); // Add the other effects
SMAAoutput = SweetFX_main(texcoord,SMAAoutput); // Add the other effects

return SMAAoutput; //Returning the pixel
}

/*--------------------------.
| :: SweetFX - Technique :: |
'--------------------------*/

//What Shader Model should we use?
#if (SweetFX_shader_model == 0)
#define vertex_shader_model vs_2_0
#define pixel_shader_model ps_2_0

#elif (SweetFX_shader_model == 1)
#define vertex_shader_model vs_2_0
#define pixel_shader_model ps_2_a

#elif (SweetFX_shader_model == 2)
#define vertex_shader_model vs_2_0
#define pixel_shader_model ps_2_b

#else
#define vertex_shader_model vs_3_0
#define pixel_shader_model ps_3_0

#endif

technique SMAA_off { // Not doing SMAA.
pass SMAA_off {

VertexShader = compile vertex_shader_model DX9_SMAA_off_VS();
PixelShader = compile pixel_shader_model main(); //Use this with GPU Shaderanalyzer

ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;

// Here we want to process all the pixels.
StencilEnable = false;
}
}
#endif
Posted By: kaa

Re: DirectX 8 to 9 converter (January 1st) - 01/13/14 01:27 PM

Two silly questions :

1. The d3d8 files (dll and ini) have to be extracted in the directory where the CFS3.exe is : I understand that it is the WOFF\OBDWW1 Over Flanders Fields directory (and then the d3d8.dll coexists with a previous d3d9.dll) am I correct or do I have to intell them to the CFS3 directory, provided that i have a cfs3 install ?

2. How can I check my DXconverter/ FlightFX /SweetFX modification is running well ?

Thaaaaaaaaaaaaank you !
Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - 01/13/14 01:59 PM

CSF3 install has nothing at all to do with WOFF. You can uninstall CFS3 if your WOFF install is working.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/13/14 02:17 PM

Originally Posted By: Robert_Wiggins
Originally Posted By: Geodude
Just for troubleshooting purposes...while keeping both the d3d8.dll and d3d9.dll files present (i.e., not removed), have you tried changing the line in the "SweetFX_compatibility_settings.txt" file (in the main WOFF directory) from:

#define SweetFX_shader_model 3

to read:

#define SweetFX_shader_model 2

This should *NOT* be required, but it would be weird if doing so enabled SweetFX to work with your card. It might tell the coders something...but I'm just guessing at this point. You seem to have tried most everything, but I can't help but feel it's some "simple" thing we're all missing.


I forgot to mention I left the shader at "3"

my log.log file errors with the following:

full path: G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\
redirecting CreateDevice
initialising shader environment
D3DXCreateEffectFromFile failed
G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\d3d9.fx(210,18): error X3004: undeclared identifier 'SweetFX_main'

the contents of my D3D9.fx file looks like this:

/**
* Copyright (C) 2011 Jorge Jimenez (jorge@iryoku.com)
* Copyright (C) 2011 Belen Masia (bmasia@unizar.es)
* Copyright (C) 2011 Jose I. Echevarria (joseignacioechevarria@gmail.com)
* Copyright (C) 2011 Fernando Navarro (fernandn@microsoft.com)
* Copyright (C) 2011 Diego Gutierrez (diegog@unizar.es)
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the following disclaimer
* in the documentation and/or other materials provided with the
* distribution:
*
* "Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria,
* Belen Masia, Fernando Navarro and Diego Gutierrez."
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS
* IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are
* those of the authors and should not be interpreted as representing official
* policies, either expressed or implied, of the copyright holders.
*/

//Include SweetFX settings
#include "SweetFX_preset.txt"
#include "SweetFX/SweetFX_compatibility_settings.txt"

/**
* Setup mandatory defines. Use a real macro here for maximum performance!
*/
#ifndef SMAA_PIXEL_SIZE // It's actually set on runtime, this is for compilation time syntax checking.
#define SMAA_PIXEL_SIZE float2(1.0 / 1920.0, 1.0 / 1080.0)
#endif

/**
* This can be ignored; its purpose is to support interactive custom parameter
* tweaking.
*/

/*
float threshold;
float maxSearchSteps;
float maxSearchStepsDiag;
*/

/*
#ifdef SMAA_PRESET_CUSTOM
#define SMAA_THRESHOLD threshold
#define SMAA_MAX_SEARCH_STEPS maxSearchSteps
#define SMAA_MAX_SEARCH_STEPS_DIAG maxSearchStepsDiag
#define SMAA_FORCE_DIAGONALS 1
#endif
*/

// Set the HLSL version:
#define SMAA_HLSL_3 1

// And include our header!
#include "SweetFX\Shaders\SMAA.h"


/**
* Input vars and textures.
*/

texture2D colorTex2D;
/*texture2D depthTex2D;*/
texture2D edgesTex2D;
texture2D blendTex2D;
texture2D areaTex2D;
texture2D searchTex2D;


/**
* DX9 samplers.
*/
sampler2D colorTex {
Texture = <colorTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Point; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = true;
};

sampler2D colorTexG {
Texture = <colorTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};

/*
sampler2D depthTex {
Texture = <depthTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};
*/

sampler2D edgesTex {
Texture = <edgesTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};

sampler2D blendTex {
Texture = <blendTex2D>;
AddressU = Clamp; AddressV = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};

sampler2D areaTex {
Texture = <areaTex2D>;
AddressU = Clamp; AddressV = Clamp; AddressW = Clamp;
MipFilter = Linear; MinFilter = Linear; MagFilter = Linear;
SRGBTexture = false;
};

sampler2D searchTex {
Texture = <searchTex2D>;
AddressU = Clamp; AddressV = Clamp; AddressW = Clamp;
MipFilter = Point; MinFilter = Point; MagFilter = Point;
SRGBTexture = false;
};

//Include the main SweetFX control shader
#include "SweetFX/Shaders/Main.h"

#if (USE_SMAA_ANTIALIASING == 1)

/**
* Function wrappers
*/
void DX9_SMAAEdgeDetectionVS(inout float4 position : POSITION,
inout float2 texcoord : TEXCOORD0,
out float4 offset[3] : TEXCOORD1) {
SMAAEdgeDetectionVS(position, position, texcoord, offset);
}

void DX9_SMAABlendWeightCalculationVS(inout float4 position : POSITION,
inout float2 texcoord : TEXCOORD0,
out float2 pixcoord : TEXCOORD1,
out float4 offset[3] : TEXCOORD2) {
SMAABlendWeightCalculationVS(position, position, texcoord, pixcoord, offset);
}

void DX9_SMAANeighborhoodBlendingVS(inout float4 position : POSITION,
inout float2 texcoord : TEXCOORD0,
out float4 offset[2] : TEXCOORD1) {
SMAANeighborhoodBlendingVS(position, position, texcoord, offset);
}


float4 DX9_SMAALumaEdgeDetectionPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float4 offset[3] : TEXCOORD1,
uniform SMAATexture2D colorGammaTex) : COLOR {
return SMAALumaEdgeDetectionPS(texcoord, offset, colorGammaTex);
}

float4 DX9_SMAAColorEdgeDetectionPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float4 offset[3] : TEXCOORD1,
uniform SMAATexture2D colorGammaTex) : COLOR {
return SMAAColorEdgeDetectionPS(texcoord, offset, colorGammaTex);
}

float4 DX9_SMAADepthEdgeDetectionPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float4 offset[3] : TEXCOORD1,
uniform SMAATexture2D depthTex) : COLOR {
return SMAADepthEdgeDetectionPS(texcoord, offset, depthTex);
}

float4 DX9_SMAABlendingWeightCalculationPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float2 pixcoord : TEXCOORD1,
float4 offset[3] : TEXCOORD2,
uniform SMAATexture2D edgesTex,
uniform SMAATexture2D areaTex,
uniform SMAATexture2D searchTex) : COLOR {
return SMAABlendingWeightCalculationPS(texcoord, pixcoord, offset, edgesTex, areaTex, searchTex, 0);
}

float4 DX9_SMAANeighborhoodBlendingPS(float4 position : SV_POSITION,
float2 texcoord : TEXCOORD0,
float4 offset[2] : TEXCOORD1,
uniform SMAATexture2D colorTex,
uniform SMAATexture2D blendTex) : COLOR {

float4 SMAAoutput = SMAANeighborhoodBlendingPS(texcoord, offset, colorTex, blendTex);

SMAAoutput = SweetFX_main(texcoord,SMAAoutput); // Add the other effects

return SMAAoutput; //Returning the pixel
}


/*----------------------------------------------------------*/

/**
* Time for some techniques!
*/
technique LumaEdgeDetection { // Pass 1A
pass LumaEdgeDetection {
VertexShader = compile vs_3_0 DX9_SMAAEdgeDetectionVS();

#if COLOR_EDGE_DETECTION == 1
PixelShader = compile ps_3_0 DX9_SMAAColorEdgeDetectionPS(colorTexG);
#else
PixelShader = compile ps_3_0 DX9_SMAALumaEdgeDetectionPS(colorTexG);
#endif

ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;

// We will be creating the stencil buffer for later usage.
StencilEnable = true;
StencilPass = REPLACE;
StencilRef = 1;
}
}
/*
technique ColorEdgeDetection { // Pass 1B
pass ColorEdgeDetection {
VertexShader = compile vs_3_0 DX9_SMAAEdgeDetectionVS();
PixelShader = compile ps_3_0 DX9_SMAAColorEdgeDetectionPS(colorTexG);
ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;

// We will be creating the stencil buffer for later usage.
StencilEnable = true;
StencilPass = REPLACE;
StencilRef = 1;
}
}
*/
/*
technique DepthEdgeDetection { // Pass 1C
pass DepthEdgeDetection {
VertexShader = compile vs_3_0 DX9_SMAAEdgeDetectionVS();
PixelShader = compile ps_3_0 DX9_SMAADepthEdgeDetectionPS(depthTex);
ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;

// We will be creating the stencil buffer for later usage.
StencilEnable = true;
StencilPass = REPLACE;
StencilRef = 1;
}
}
*/

technique BlendWeightCalculation { // Pass 2
pass BlendWeightCalculation {
VertexShader = compile vs_3_0 DX9_SMAABlendWeightCalculationVS();
PixelShader = compile ps_3_0 DX9_SMAABlendingWeightCalculationPS(edgesTex, areaTex, searchTex);
ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;

// Here we want to process only marked pixels.
StencilEnable = true;
StencilPass = KEEP;
StencilFunc = EQUAL;
StencilRef = 1;
}
}

technique NeighborhoodBlending { // Pass 3
pass NeighborhoodBlending {
VertexShader = compile vs_3_0 DX9_SMAANeighborhoodBlendingVS();
PixelShader = compile ps_3_0 DX9_SMAANeighborhoodBlendingPS(colorTex, blendTex);
ZEnable = false;
#if (Need_sRGB == 1)
SRGBWriteEnable = false;
#else
SRGBWriteEnable = true;
#endif
AlphaBlendEnable = false;

// Here we want to process all the pixels.
StencilEnable = false;
}
}

#else // if SMAA is off

/*---------------------------------------.
| :: SweetFX - SMAA_off vertex shader :: |
'---------------------------------------*/

void DX9_SMAA_off_VS(inout float4 position : POSITION
,inout float2 texcoord : TEXCOORD0
//,out float4 lumacoord[2] : TEXCOORD1
){

//lumacoord[0] = pixel.xyxy * (float4(0.5, -0.5, -0.5, -0.5) * offset_bias) + texcoord.xyxy;
//lumacoord[1] = pixel.xyxy * (float4(0.5, 0.5, -0.5, 0.5) * offset_bias) + texcoord.xyxy;

}

/*--------------------------------------.
| :: SweetFX - SMAA_off pixel shader :: |
'--------------------------------------*/

float4 main( float2 texcoord : TEXCOORD0
//, float4 lumacoord[2] : TEXCOORD1
) : COLOR {

float4 SMAAoutput = tex2D(s0, texcoord);

//SMAAoutput = SweetFX_main(SMAAoutput,texcoord,lumacoord); // Add the other effects
SMAAoutput = SweetFX_main(texcoord,SMAAoutput); // Add the other effects

return SMAAoutput; //Returning the pixel
}

/*--------------------------.
| :: SweetFX - Technique :: |
'--------------------------*/

//What Shader Model should we use?
#if (SweetFX_shader_model == 0)
#define vertex_shader_model vs_2_0
#define pixel_shader_model ps_2_0

#elif (SweetFX_shader_model == 1)
#define vertex_shader_model vs_2_0
#define pixel_shader_model ps_2_a

#elif (SweetFX_shader_model == 2)
#define vertex_shader_model vs_2_0
#define pixel_shader_model ps_2_b

#else
#define vertex_shader_model vs_3_0
#define pixel_shader_model ps_3_0

#endif

technique SMAA_off { // Not doing SMAA.
pass SMAA_off {

VertexShader = compile vertex_shader_model DX9_SMAA_off_VS();
PixelShader = compile pixel_shader_model main(); //Use this with GPU Shaderanalyzer

ZEnable = false;
SRGBWriteEnable = false;
AlphaBlendEnable = false;

// Here we want to process all the pixels.
StencilEnable = false;
}
}
#endif
Posted By: kaa

Re: DirectX 8 to 9 converter (January 1st) - 01/13/14 03:42 PM

Originally Posted By: Polovski
CSF3 install has nothing at all to do with WOFF. You can uninstall CFS3 if your WOFF install is working.



NEVER !
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/13/14 03:50 PM

Robert, can you post pics of your Woff folder and sweetfx subfolders?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/13/14 04:08 PM

Originally Posted By: Glubber
Robert, can you post pics of your Woff folder and sweetfx subfolders?


here they are:

Sweetfx folder in the obd folder:


sweetfx presets folder contents:


sweetfx shaders folder contents:


OBD folder showing sweetfx files page 1:


OBD folder showing sweetfx files page 2:

Posted By: HotTom

Re: DirectX 8 to 9 converter (that actually works) - 01/13/14 08:35 PM

Originally Posted By: Robert_Wiggins
Originally Posted By: Robert_Wiggins
BirdDog, HotTom, Adger;

Thanks folks for the comeback!! Well I don't know if this will matter but one thing stands out. My vert refresh was set to "on, unless application specifies" and my tessellation mode was set to "AMD Optimized".

I will try one more time to see if the adjustment has any effect.

Best Regards;


OK I have discovered what is causing WOFF to fail on load. I have all of the SweetFX files in the WOFF OBD folder as specified. When I remove the "D3D9.dll" file Woff runs fine. If I put it back I get the same crash of WOFF when it loads. I will look for another D3D9.dll to confirm if something is wrong with mine.

I'm getting closer!! Where is the best place to get this file (locations where you have downloaded it from)?


This sounds like the problem I was having. WOFF would crash with FlightFX/SweetFX installed.

I threw away all that stuff and started over with Yann's directions (somewhere back in this thread) installing SweetFX directly (and the converter) and NOT using FlightFX. Worked fine and looks great.

You might give that a try.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/13/14 10:24 PM

Originally Posted By: HotTom
Originally Posted By: Robert_Wiggins
Originally Posted By: Robert_Wiggins
BirdDog, HotTom, Adger;

Thanks folks for the comeback!! Well I don't know if this will matter but one thing stands out. My vert refresh was set to "on, unless application specifies" and my tessellation mode was set to "AMD Optimized".

I will try one more time to see if the adjustment has any effect.

Best Regards;


OK I have discovered what is causing WOFF to fail on load. I have all of the SweetFX files in the WOFF OBD folder as specified. When I remove the "D3D9.dll" file Woff runs fine. If I put it back I get the same crash of WOFF when it loads. I will look for another D3D9.dll to confirm if something is wrong with mine.

I'm getting closer!! Where is the best place to get this file (locations where you have downloaded it from)?


This sounds like the problem I was having. WOFF would crash with FlightFX/SweetFX installed.

I threw away all that stuff and started over with Yann's directions (somewhere back in this thread) installing SweetFX directly (and the converter) and NOT using FlightFX. Worked fine and looks great.

You might give that a try.


But that is what I did!
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 01:11 AM

Robert,

When you open up the 'SweetFX_readme.txt' what version does it say you have? Your readme is older than mine by almost a year.

Also, you don't have the file 'shader.fx' which is in the picture of sweetfx files from yaan's instructions. Did you get it from his link or did you use another method?

If you did follow his instruction, try this link and install again: SweetFX download

But if you didn't, where did you download from?

edit...

In fact, I just rechecked and a LOT of your files in the shaders folder are a year older than they should be, and several files are missing. It looks like you somehow downloaded an older version. The link above has files with the same dates as my files.

I'm posting the last half of yaan's instructions below... don't worry about the converter as you've already installed it. These just deal with installing SweetFX, which you should have now from the link above. When you copy over, it should replace all the files that are already there, so just hit "move and replace" if it asks:

Originally Posted By: yaan98
Pics for an Alternative way to install would be:

...

5. open the sweetfx zip file and copy to WOFF directory



optional step -
6. copy and overwrite sweetfx settings - I used Fifi's settings.



7. open sweetfx settings and change values to remove bloom


Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 03:02 AM

Originally Posted By: Glubber
Robert,

When you open up the 'SweetFX_readme.txt' what version does it say you have? Your readme is older than mine by almost a year.

Also, you don't have the file 'shader.fx' which is in the picture of sweetfx files from yaan's instructions. Did you get it from his link or did you use another method?

If you did follow his instruction, try this link and install again: SweetFX download

But if you didn't, where did you download from?

edit...

In fact, I just rechecked and a LOT of your files in the shaders folder are a year older than they should be, and several files are missing. It looks like you somehow downloaded an older version. The link above has files with the same dates as my files.

I'm posting the last half of yaan's instructions below... don't worry about the converter as you've already installed it. These just deal with installing SweetFX, which you should have now from the link above. When you copy over, it should replace all the files that are already there, so just hit "move and replace" if it asks:

Originally Posted By: yaan98
Pics for an Alternative way to install would be:

...

5. open the sweetfx zip file and copy to WOFF directory



optional step -
6. copy and overwrite sweetfx settings - I used Fifi's settings.



7. open sweetfx settings and change values to remove bloom




Glubber;

sweetfx.readme:


shader.fx was there but I had removed it after testing. I followed your procedures and downloaded again and copied in place as you advised. Here is a directory listing of the OBD files:



here is the sweetfx_setting.txt:


Here is the results in the log.log after running another test:


I did not do yaan's "open sweetfx settings and change values to remove bloom"

What am I missing?
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 03:02 AM

Robert,

If you PM me, I can send you a single file that you simply unzip into your WOFF directory. Would save you a lot of headaches...already has settings, etc.
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 03:08 AM

This was your pic of your shaders folder:

Originally Posted By: Robert_Wiggins
...
sweetfx shaders folder contents:



And here's mine:

...

Do you now have all those with those dates?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 03:11 AM

Originally Posted By: Glubber
This was your pic of your shaders folder:

Originally Posted By: Robert_Wiggins
...
sweetfx shaders folder contents:



And here's mine:

...

Do you now have all those with those dates?


here are my shaders as of last download u gave me:
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 03:20 AM

Well, other than trying a fresh reinstall of everything to be sure the sweetfx update didn't go screwie somewhere, I think I've exhausted all my amateur abilities. I thought for sure something was going wonky with all those old and missing files. Where did you get it from before?

In any case, I hope someone with better insight than me will happen along and help you out. You might try other forums, like at Tomsharwdare or Anandtech to see if a more tech savvy crowd can help you out.

Good luck!
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 03:32 AM

Originally Posted By: Glubber
Well, other than trying a fresh reinstall of everything to be sure the sweetfx update didn't go screwie somewhere, I think I've exhausted all my amateur abilities. I thought for sure something was going wonky with all those old and missing files. Where did you get it from before?

In any case, I hope someone with better insight than me will happen along and help you out. You might try other forums, like at Tomsharwdare or Anandtech to see if a more tech savvy crowd can help you out.

Good luck!


Thanks for all your effort. Only one file was missing but that was between tests so not important really. It was always there when testing.

The files I got originally were from Ankor's post [/url]

Then I tried Yaan's [url=ht...th#Post3891977]


I tried so many things my head is spinning sigh banghead

Why is it so damned hard???? I can't count how many hoops I have jumped through.
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 03:35 AM

I mean where did you get your original sweetfx files, the ones that were dated from a year before?

Yeah. Are all the files there new, then? Is there anything that you might have taken out or altered from default other than nomultisampling? Maybe start from scratch and give the flightfx instructions another try?

Definitely frustrating.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 03:41 AM

Originally Posted By: Glubber
Yeah. Are all the files there new, then? Is there anything that you might have taken out or altered from default other than nomultisampling? Maybe start from scratch and give the flightfx instructions another try?

Definitely frustrating.


All the files were there in my last test as per your download instructions. Only the nomultisampling was altered.

I will remove all D3D8, D3D9 and sweetFX directory and files. download one last time for these files and try one last time. After that I say to hell with it. I need to spend some time flying the sim instead of trying to play with the graphics capability.
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 04:28 AM

Robert, did you try this?

Originally Posted By: Broadside_Uda_Barn
Yeah, been stewing over this one.

Robert, if you want, you can try this:
1--Download the newest drivers for your video card (or an older set if you have the newest.
2--Uninstall your video card in device manager.
3--Reboot.
4--Let windows find your video card and load it with the default driver.
5--Install your new set of drivers.
6--Load up WoFF and play a QC
7--Install SweetFX ala the instructions posted earlier
8--Load up WoFF and enjoy SweetFX (hopefully the error is now gone)

Alternatively, after step 2, do this: NUKE your current video drivers with a video card nuker
like this one
This gets rid of any straggler files or contents from previous driver versions.
I use Nvidia only, so I just googled a drive nuker for ATI...someone else might have a better nuker to recommend.

As an additional step, you can then wipe your drive of Woff, and reinstall WoFF in a different directory (like C:\games\Woff)

Then reboot and continue with step 4.

That's a clean sweep of things. Something just isnt right...
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 04:44 AM

I would definitely try that before giving up.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 04:48 AM

Originally Posted By: Robert_Wiggins
Originally Posted By: Glubber
Yeah. Are all the files there new, then? Is there anything that you might have taken out or altered from default other than nomultisampling? Maybe start from scratch and give the flightfx instructions another try?

Definitely frustrating.


All the files were there in my last test as per your download instructions. Only the nomultisampling was altered.

I will remove all D3D8, D3D9 and sweetFX directory and files. download one last time for these files and try one last time. After that I say to hell with it. I need to spend some time flying the sim instead of trying to play with the graphics capability.


Again it is a no go.
WOFF fails without loading and I get the following:


and the Wofflog.txt has the following:
--WOFF Runtime Log Started for Phase 4 V1.11 - 4201 : 1/13/2014 11:42:06 PM
Main Menu Screen Starts to Load!
Attempting to gain access to Windows File System for the First Time........Done!
Getting Aspect Ratios from Registry........Done!
Attempting To Resize Main Menu To Res........Done!
Blank Background Loaded!
Integrity Check :Getting Paths......Done!
Integrity Check :Getting Registry......Done!
Checking Default Files......Done!
Integrity Check :Checking Assets Folders......Done!
Integrity Check :Saving Registry......Done!

WOFF Path read... G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\
File to patch set... G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\CFS3.exe
Assets Path set... G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\assets
Campaign Path set... G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\Campaigns\CampaignData\
Application Data Path set... C:\Users\rwiggins\AppData\Roaming\OBD_Games\OBDWW1 Over Flanders Fields
WOFFScenery Path set... G:\OBDSoftware\WOFF\WOFFScenery
Main Log Path set... G:\OBDSoftware\WOFF\Logs

Main Summary...... Critical Paths:
--File To Patch: G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\CFS3.exe
--Assets Path: G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\assets
--Campaign Path: G:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\Campaigns\CampaignData\
--App Data Path: C:\Users\rwiggins\AppData\Roaming\OBD_Games\OBDWW1 Over Flanders Fields
Data ID Reference...
Aspect ratio 16:9
ScreenRes: 1920 x 1080
OS: Vista/Windows7

Window adjusted.
Validating WOFF GPU Res Modes...
--User Selected Bit Depth: 32
--User Selected Resolution Is Supported: 1920x1080
--User Selected Resolution Mode Number Matches Set Mode Number: 16
800x600 - Mode Value: 17
1024x768 - Mode Value: 18
1152x648 - Mode Value: 19
1152x864 - Mode Value: 20
1280x720 - Mode Value: 21
1280x768 - Mode Value: 22
1280x800 - Mode Value: 23
1280x960 - Mode Value: 24
1280x1024 - Mode Value: 25
1360x768 - Mode Value: 26
1360x1024 - Mode Value: 27
1366x768 - Mode Value: 28
1440x900 - Mode Value: 29
1600x900 - Mode Value: 30
1680x1050 - Mode Value: 31
1776x1000 - Mode Value: 32
1920x1080 - Mode Value: 33
Current Runtime Res Set To: 1920x1080 WOFF Master Mode Value: 33

--Number of WOFFCraft Detected!: 56
Variables Initialisation begins: Settings Will Now Be Read...
First Layer Variables all set:
Aircraft Skin Resolution: Normal
Transfers: Reviewed
Cloud Fog: On
Gun Jams: On
Weather Mode: Historical Weather Gen
Weather: Dynamic
Player Flight Model: Realistic
Player Guns (Effectiveness) : Normal
Player Main Guns Settings : Normal
Player Rear Guns Settings : Normal
Player Overall Game Realism : Normal
Detail Texture Setting : High
Outcomes : Easy
Ground Gunnery : Normal
Wind : On
Historical Mission Types : On
Historical Videos : Off
Aspect Ratio : 16:9
Random Aircraft Failures : On


INI File read...
INI Settings Follow....
GCraftCruiseSpeedModifier : -8
Global Promotion Value : 1500
Global Light Aircraft Activity Value : 2
Global Med Aircraft Activity Value : 3
Global Heavy Aircraft Activity Value : 4
Global Circle the Field Value : 0.04
Global Circle the Target Value : 0.07
Global In Cloud Bumps Light Value : 50
Global Wind Scale Vertical Light Value : 50
Global Wind Scale Horizontal Light Value : 50
Global Wind Turbulance Light Value : 60
Global In Cloud Bumps Medium Value : 50
Global Wind Scale Vertical Medium Value : 50
Global Wind Scale Horizontal Medium Value : 50
Global Wind Turbulance Medium Value : 60
Global In Cloud Bumps Heavy Value : 55
Global Wind Scale Vertical Heavy Value : 55
Global Wind Scale Horizontal Heavy Value : 55
Global Wind Turbulance Heavy Value : 65
AI Max Altitude Safety Factor Fighters (%) : 10
AI Max Altitude Safety Factor Bombers and Recce/Bombers (%) : 10
Map Text RGB : RGB(55,55,255)
Game Start Year : 1915
Wind Safety Margin : 17
Health Visual Effect Red : On
Health Visual Effect : Off

Second Layer Variables all set:
Campaign Air Activity : Medium
Campaign Time Advance : Auto
Always Announce Weather Stats : Off
Player % Stats : Off
Player Log Book Settings : Log Only Campaign
Player Formation Setting : Position By Rank
Terrain Object Density Setting : High
Flight Altitude : Historical
Number of Sorties Per Day : Historical

Initialization Complete.

Manager Initialized!
Attempting To Run Opening Splash Video.....
Posted By: yaan98

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 04:50 AM

I still believe that narrowing the problem down is a good option.

Install sweetfx into CFS3 or OFF (same way as before) and launch either game.

1 - If the mission loads and you are flying, then there's a conflict between the converter and your WOFF.
2 - If it doesn't work, then there is a more general problem with other applications which are running (in the background??) and conflicting with the converter.

If you can narrow it down to either WOFF or other applications, then you can begin to troubleshoot the problem more specifically.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 04:52 AM

Originally Posted By: Broadside_Uda_Barn
Robert, did you try this?

Originally Posted By: Broadside_Uda_Barn
Yeah, been stewing over this one.

Robert, if you want, you can try this:
1--Download the newest drivers for your video card (or an older set if you have the newest.
2--Uninstall your video card in device manager.
3--Reboot.
4--Let windows find your video card and load it with the default driver.
5--Install your new set of drivers.
6--Load up WoFF and play a QC
7--Install SweetFX ala the instructions posted earlier
8--Load up WoFF and enjoy SweetFX (hopefully the error is now gone)

Alternatively, after step 2, do this: NUKE your current video drivers with a video card nuker
like this one
This gets rid of any straggler files or contents from previous driver versions.
I use Nvidia only, so I just googled a drive nuker for ATI...someone else might have a better nuker to recommend.

As an additional step, you can then wipe your drive of Woff, and reinstall WoFF in a different directory (like C:\games\Woff)

Then reboot and continue with step 4.

That's a clean sweep of things. Something just isnt right...


Thanks, but no thanks. I have had enough of this for now. It's time to get back to flying the sim. I doubt it is worth my time.
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 05:00 AM

Enjoy, Robert! If you hadn't heard about SweetFX, it never would have mattered. So put if out of your mind and join the war!
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 05:20 AM

Originally Posted By: Robert_Wiggins


Thanks, but no thanks. I have had enough of this for now. It's time to get back to flying the sim. I doubt it is worth my time.


You're welcome...I guess. sigh
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 04:16 PM

Robert_Wiggins, I will look into compatibility issues a bit later, but until then - if it doesn't want to work, just leave it alone smile

The new version is being worked on and results are promising. I didn't want to post new screenshots - wanted to make it a surprise, but on the other hand... why not? smile
Though screenshots don't convey all aspects anyway, so instead I recorded a short video (720p).


The video is recorded without SweetFX, only my own improvements.
Comments are welcome.
Posted By: SkyHigh

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 04:32 PM

I am unable to comment. My jaw has just dropped down to my knees and will probably need surgery to reset it.
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 04:37 PM

kneeldown
Posted By: 'Wee' Mac

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 05:04 PM

Excellent job Ankor!

Does that include the 'apparently overdone' environmental reflections you posted a pic of a few pages back as they looked fantastic. Looked like proper doped crates.
Posted By: redpiano

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 05:07 PM

WOW!
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 05:40 PM

Fantastic Ankor just....Fantastic salute
Posted By: Rover_27

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 07:12 PM

wait a second.... what was that? and how... oh my... Ohrenet' mozhno! Bravo!
Posted By: elephant

Re: DirectX 8 to 9 converter (January 1st) - 01/14/14 07:28 PM

jawdrop skyisfalling skyisfalling skyisfalling
My only remark would be that from certain angles the doped surfaces look a bit too reflective (mirror like).
If you could tone down just a bit this effect (only on cloth covered surfaces) it would be perfect! winner
Don't know if it's possible to have different reflection per material (RoF does it via alpha channels) or you have to find a sweet spot to balance things up...
Posted By: cptroyce

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 08:02 PM

Perhaps someone can offer further advice?

I have d/l SweetFx..Had DX9 already installed..manually transferred the files into the OBD folders as shown above..used Broadside' settings..installed as shown into the presets file..then put into the file that has the line #include: etc..and I don't see any difference when running WOFF. I checked my Nvidia Inspector and Control Panel and Muti-sampling is disabled.

The d/l is the latest 1.5.1 and it came with a GUI SweetFX configure tool.

Not sure what I am doing wrong?
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 08:17 PM

Did you hit scroll lock while ingame to see if it turns off and on, cptroyce?

And respond in the SweetFX thread, as I just saw you posted in there as well. Unfortunately, this converter thread has become the tech support thread for SweetFX.
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 08:27 PM

AnKor, well, what can I say,.. notworthy
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 08:40 PM

Thanks for responses! smile

Originally Posted By: 'Wee' Mac
Does that include the 'apparently overdone' environmental reflections you posted a pic of a few pages back as they looked fantastic. Looked like proper doped crates.

I changed the way reflections are applied to somewhat more natural but they are still there, more noticeable on bottom side of wings and engine cowling. But I agree that one looked great and I'll try to keep that effect.
Originally Posted By: elephant
My only remark would be that from certain angles the doped surfaces look a bit too reflective (mirror like).
If you could tone down just a bit this effect (only on cloth covered surfaces) it would be perfect!
Don't know if it's possible to have different reflection per material (RoF does it via alpha channels) or you have to find a sweet spot to balance things up...

Good point. For this video I used constant reflectivity but you are right - it should vary by surface.
Of course there is no such layer in current textures, but at least there is "specular power" parameter available for various materials. It defines how sharp and focused the sun highlights are, and I think I can reuse it to define how reflective the material is.
The problem is however, that specular power doesn't seem consistent for models. For example the Pup has highly specular wings, while Camel ones are much less and an Albatros (don't remember which) has different specular power for parts of the lower wing before and after the strut.
I'm not sure whether it is intentional, or maybe it just didn't matter much for devs because original DX8 engine is not good at showing sharp highlights anyway.

Of course I'll look into it more once important issues are fixed.

If anyone has other suggestions about image quality, feel free to post them. I'm a programmer not an artist so I may be missing something smile

Originally Posted By: Rover_27
Ohrenet' mozhno! Bravo!

Da ya sam ofigel smile

Originally Posted By: cptroyce
Perhaps someone can offer further advice?
...I checked my Nvidia Inspector and Control Panel and Muti-sampling is disabled...
Not sure what I am doing wrong?

It is important that you edit d3d8.ini and set NoMultisampling=1 in that file, not just disable it in the inspector. In fact you may try overriding and enabling it in the inspector/control panel after that, though I'm not entirely sure it really works.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 09:09 PM

I don't have an d3d8.ini file. I have a d3d9.dll file..which I can't open. Where would I find the d3d8.ini I've looked everywhere that I ccan think of?

Thnaks
Posted By: Glubber

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 09:17 PM

The very first post. The file contains d3d8.ini and d3d8.dll. SweetFX won't run without those.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 09:57 PM

Thanks very much Got them!
Posted By: Madmatt

Re: DirectX 8 to 9 converter (that actually works) - 01/14/14 11:51 PM

Ankor, The self shadows look great but you seem to be getting a lot of microstutters in your video. Was that a by-product of the video encoding or are you usually getting that type of performance in-game?

Madmatt
Posted By: cptroyce

Re: DirectX 8 to 9 converter (that actually works) - 01/15/14 01:31 AM

I have tried Broadside's settings file and apparently it is causing WOFF to not load up.

However, the default SweetX settings do not cause problems; although the default effects are barely discernible.

Is there other SweetX settings files that I could try that already work with WOFF?

Royce
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - 01/15/14 01:52 AM

Do the self shadows replace the game's ground shadow, or do you have to turn that off to avoid seeing double?
Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - 01/15/14 03:32 AM

Most impressive AnKor. I would have thought that this was impossible. Really, Top Notch work sir. Thank you for all of your efforts. I am looking forward to your release of this with great anticipation whenever you feel it is ready.

woot
Posted By: Madmatt

Re: DirectX 8 to 9 converter (that actually works) - 01/15/14 04:14 AM

I've seen some people report that various SweetFX settings cause WOFF to crash when they load a mission. One thing I have found which helps is that if you get a crash when you "Go to Field", go into the Workshop and change the game resolution, then LEAVE and go back to Workshop and reset resolution to the proper size. For me at least, that seems to do the trick!

Madmatt
Posted By: gecko

Re: DirectX 8 to 9 converter (January 1st) - 01/15/14 04:19 AM

Wow, this is incredible work! I can hardly believe this is still the cfs3 engine. I've done a fair bit of work on shader effects in CFS3, nothing like what you're doing, just edits in the shaders.xml and hex editing aircraft models. A number of the things you are after CFS3 has always done, but for some reason the devs have opted not to use these features in WOFF or P3 from what I could tell.

CFS3 already does reflections and a model can be given an additional texture which determines how reflective each part of the main texture is seen. Check out the stock P-51D in cfs3 for example. Same goes for specular effects. The specular power of any part of a model is determined by both a specular texture (I'm pretty sure not used in WOFF) and by the modeler when he builds the plane.

I suggest you have a look at stock cfs3 and see what features you can find there that may no longer be present in WOFF, it might give you more to work with. Let me know if you have questions about it. What you're doing is way over my head but if anything I've been able to figure out about cfs3 features can be of use, I'd love to help.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (January 1st) - 01/15/14 04:36 AM

MMATT

What or whose settings values do you use? Perhaps I could try those?

Thanks
Royce
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - 01/15/14 04:41 AM

See this post, I listed them all there:

http://simhq.com/forum/ubbthreads.php/topics/3894821/Gratuitously_pretty_pic_thread#Post3894821


Madmatt
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - 01/15/14 10:09 AM

Originally Posted By: Madmatt
Ankor, The self shadows look great but you seem to be getting a lot of microstutters in your video. Was that a by-product of the video encoding or are you usually getting that type of performance in-game?

FPS drop when recoding was about 2-3 times, I had to reduce resolution and it was getting below 30 occasionally anyway. My PC is a bit underspec - 1 GB GTX 285 and I was recording at all settings maxed out.
From my experience these microstutters happen during first few minutes of gameplay, perhaps due to things still loading and settling in the memory. After that it is mostly smooth.
And keep in mind that this is not the final state.

Originally Posted By: MajorMagee
Do the self shadows replace the game's ground shadow, or do you have to turn that off to avoid seeing double?

No, they work together. Check the video for how I fly over hangars and look at my own shadow below. In that scene the shadow which is literally on the ground is game's standard shadow, but the shadow on hangars and houses is part of self shadowing - you won't see it in stock game. I have to note though that I'm not yet sure if this feature will be in the final release.

Originally Posted By: gecko
I've done a fair bit of work on shader effects in CFS3, nothing like what you're doing, just edits in the shaders.xml and hex editing aircraft models. A number of the things you are after CFS3 has always done, but for some reason the devs have opted not to use these features in WOFF or P3 from what I could tell.

And I was sure someone must have looked into it already! smile
Tweaking shaders.xml was where I started: http://simhq.com/forum/ubbthreads.php/topics/3879254/Tweaking_shaders_xml_to_get_be#Post3879254
But I quickly found out that original fixed function rendering (DirectX 7 way, not even DirectX 8) is too limited for what I wanted to see. That was when I decided to try something bigger, though at first I didn't even believe I will be able to pull it off.

Yes, I noticed that original CFS3 has environment reflections on P51-D and a special texture which defines their strength. However, most of original rendering stuff is of no help for me, because I had to rewrite shaders from scratch - moving from fixed function to shader model 3.0 is a huge leap smile
Actually the fact that WOFF devs didn't use original reflections made my life much easier - I didn't have to mimic it, but just created my own in the way I find it easier. This also means that CFS3 is not supported by my converter because it will mess the look of those shiny planes.

I don't know what kind of help I may need, but thanks for your offer!
Posted By: gecko

Re: DirectX 8 to 9 converter (January 1st) - 01/15/14 05:29 PM

Sounds like you won't need much help at all! The stuff I know about is the very stuff you're completely replacing so I doubt it would be of much use. I thought you were still having to work some with the DX8 (and apparently earlier!) shader effects and adding DX9 shaders over top of them, but it sounds like Dx8 will be all but gone when you're done. Very impressive! I'll be looking forward to trying it out in WOFF and hoping I can tweak my CFS3 stuff to keep up or disable any conflicting features. Yeah I know, I still actually enjoy Cfs3, but I like to tinker with things and Cfs3 is very tinker friendly, hence WOFF is still using it I guess.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/16/14 01:15 AM

Well, I have tried to resolve my problem with implementing sweetFX on my ATI 7870 driven system to no avail.
In addition to the following I also have a WOFF dump which I have kept but that is out of my league.

I set up another drive as a boot environment and loaded WOFF to it and of course the catalyst drivers.
I then applied the sweetFX files just as shown below into the "OBDWW1 Over Flanders Fields" folder:



screen capture of "OBDWW1 Over Flanders Fields" Directory:





When I start WOFF, the spash screen (dog looking at record player) is replaced by a yellow animated audio sine wave on a black background and then we carry on to WOFF main screen. At this point I start the "quick Combat" session and when I press the "go to field" button I always end up in an endless loop (see screen capture here):


The sweetFX log.log file is empty so no data to report.

The WOFF logs on the other hand have lots to say:

OFFLog.txt contains:
--WOFF Runtime Log Started for Phase 4 V1.12b - 4204 : 15/01/2014 7:02:16 PM
Main Menu Screen Starts to Load!
Attempting to gain access to Windows File System for the First Time........Done!
Getting Aspect Ratios from Registry........Done!
Attempting To Resize Main Menu To Res........Done!
Blank Background Loaded!
Integrity Check :Getting Paths......Done!
Integrity Check :Getting Registry......Done!
Checking Default Files......Done!
Integrity Check :Checking Assets Folders......Done!
Integrity Check :Saving Registry......Done!

WOFF Path read... C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\
File to patch set... C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\CFS3.exe
Assets Path set... C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\assets
Campaign Path set... C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\Campaigns\CampaignData\
Application Data Path set... C:\Users\Robert Wiggins\AppData\Roaming\OBD_Games\OBDWW1 Over Flanders Fields
WOFFScenery Path set... C:\OBDSoftware\WOFF\WOFFScenery
Main Log Path set... C:\OBDSoftware\WOFF\Logs

Main Summary...... Critical Paths:
--File To Patch: C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\CFS3.exe
--Assets Path: C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\assets
--Campaign Path: C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\Campaigns\CampaignData\
--App Data Path: C:\Users\Robert Wiggins\AppData\Roaming\OBD_Games\OBDWW1 Over Flanders Fields
Data ID Reference...
Aspect ratio 16:9
ScreenRes: 1920 x 1080
OS: Vista/Windows7

Window adjusted.
Validating WOFF GPU Res Modes...
--User Selected Bit Depth: 32
--User Selected Resolution Is Supported: 1920x1080
--User Selected Resolution Mode Number Matches Set Mode Number: 17
800x600 - Mode Value: 18
1024x768 - Mode Value: 19
1152x648 - Mode Value: 20
1152x864 - Mode Value: 21
1280x720 - Mode Value: 22
1280x768 - Mode Value: 23
1280x800 - Mode Value: 24
1280x960 - Mode Value: 25
1280x1024 - Mode Value: 26
1360x768 - Mode Value: 27
1360x1024 - Mode Value: 28
1366x768 - Mode Value: 29
1440x900 - Mode Value: 30
1600x900 - Mode Value: 31
1600x1200 - Mode Value: 32
1680x1050 - Mode Value: 33
1776x1000 - Mode Value: 34
1920x1080 - Mode Value: 35
Current Runtime Res Set To: 1920x1080 WOFF Master Mode Value: 35

--Number of WOFFCraft Detected!: 56
Variables Initialisation begins: Settings Will Now Be Read...
First Layer Variables all set:
Aircraft Skin Resolution: Normal
Transfers: Reviewed
Cloud Fog: On
Gun Jams: On
Weather Mode: Historical Weather Gen
Weather: Dynamic
Player Flight Model: Realistic
Player Guns (Effectiveness) : Normal
Player Main Guns Settings : Normal
Player Rear Guns Settings : Normal
Player Overall Game Realism : Normal
Detail Texture Setting : High
Outcomes : Easy
Ground Gunnery : Normal
Wind : On
Historical Mission Types : On
Historical Videos : On
Aspect Ratio : 16:9
Random Aircraft Failures : On


INI File read...
INI Settings Follow....
GCraftCruiseSpeedModifier : -8
Global Promotion Value : 1500
Global Light Aircraft Activity Value : 2
Global Med Aircraft Activity Value : 3
Global Heavy Aircraft Activity Value : 4
Global Circle the Field Value : 0.04
Global Circle the Target Value : 0.07
Global In Cloud Bumps Light Value : 50
Global Wind Scale Vertical Light Value : 50
Global Wind Scale Horizontal Light Value : 50
Global Wind Turbulance Light Value : 60
Global In Cloud Bumps Medium Value : 50
Global Wind Scale Vertical Medium Value : 50
Global Wind Scale Horizontal Medium Value : 50
Global Wind Turbulance Medium Value : 60
Global In Cloud Bumps Heavy Value : 55
Global Wind Scale Vertical Heavy Value : 55
Global Wind Scale Horizontal Heavy Value : 55
Global Wind Turbulance Heavy Value : 65
AI Max Altitude Safety Factor Fighters (%) : 10
AI Max Altitude Safety Factor Bombers and Recce/Bombers (%) : 10
Map Text RGB : RGB(55,55,255)
Game Start Year : 1915
Wind Safety Margin : 17
Health Visual Effect Red : On
Health Visual Effect Red : On
Map Waypoints : On + vbCrLf
Second Layer Variables all set:
Campaign Air Activity : Medium
Campaign Time Advance : Auto
Always Announce Weather Stats : Off
Player % Stats : Off
Player Log Book Settings : Log Only Campaign
Player Formation Setting : Position By Rank
Terrain Object Density Setting : High
Flight Altitude : Historical
Number of Sorties Per Day : Historical

Initialization Complete.

Manager Initialized!
Attempting To Run Opening Splash Video.....
Opening Splash Video Done!
Attempting to Load WOFF Campaign Manager!
WOFF Campaign Manager Loaded!
Pilot Dossier Loaded: 3
Menu Startup All Done!
--Missions and QC: Entering State
**Opening Player Squadron File: RFC-28
**Player Squadron Service Type : Fighter
**Player Squadron Pilot Service Type : Fighter
**Player Squadron Ace Craft Role : Fighter
**Player Squadron Slot3 Craft Role : Fighter
**Player Squadron Player Rank Number : 3
**Player Squadron Player Craft Slot : Player Ranking sets Slot Used for Player Craft only to Slot 3:camel
**Player Squadron Ace Craft Slot : Player Squadron Status Is Elite or Good - Aces are using Slot 1:camel
**Player Squadron Number Of Ace Craft : 8:camel
**Player Squadron Number Of Reserve Ace Craft : 1:camel
**Player Squadron Active Slots : Slot3:camel
**Player Squadron Number Of Craft Available Slot1 : 0 : IdenticalAsSlot3
**Player Squadron Number Of Craft Available Slot2 : 0 : IdenticalAsSlot3
**Player Squadron Number Of Craft Available Slot3 : 6 : camel
**Player Squadron Number Of Reserve Craft Available Slot1 : 0 : IdenticalAsSlot3
**Player Squadron Number Of Reserve Craft Available Slot2 : 0 : IdenticalAsSlot3
**Player Squadron Number Of Reserve Craft Available Slot3 : 1 : camel
**Player Squadron Dual Role : False
**A Flight Type : Single Seater
**B Flight Type : Single Seater
--CampaignFlight: Gun Setup Data reported as: Lewis ROF:9 Spandau 1917 Vickers ROF:12 --
**Player Squadron AI Pilot1 Lieutenant Jack Nash Rank Num: 3 Craft Slot: 3 Craft: camel
**Player Squadron AI Pilot2 Sergeant Marc Alford Rank Num: 1 Craft Slot: 3 Craft: camel
**Player Squadron AI Pilot3 Sergeant Phillip Cudney Rank Num: 1 Craft Slot: 3 Craft: camel
**Player Squadron AI Pilot4 Lieutenant Kimball Griffith Rank Num: 3 Craft Slot: 3 Craft: camel
**Player Squadron AI Pilot5 Sergeant Jake Salisbury Rank Num: 1 Craft Slot: 3 Craft: camel
**Player Squadron Number Of Craft Required For Slot1 : 0 : IdenticalAsSlot3
**Player Squadron Number Of Craft Required For Slot2 : 0 : IdenticalAsSlot3
**Player Squadron Number Of Craft Required For Slot3 : 6 : camel
--QCFlight: Gun Setup Data reported as: Lewis ROF:12 Vickers ROF:12 Spandau 1917 --
--Dynamic Weather Cloud File: C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\Weather\OFFLightskybox.xml
--QC : Going to Hangar
**QC Player Craft skin setup successfully: C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\Aircraft\camel_Sqd\textures\default_t_1917_Bri.dds Copied To C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\Aircraft\camel_QC1\textures\camel_QC1_t.dds
**QC Player Squadron Craft skin setup successfully: C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\Aircraft\camel_Sqd\textures\default_t_1917_Bri.dds Copied To C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\Aircraft\camel_SQ1\textures\camel_SQ1_t.dds
--Terrain Rolling Sounds: ShortGrass
--A Battle is raging... attempting to copy battle facilities for: 1917Ypres2
**Battle facility: 1917Ypres2_1_.xml copied!! From: C:\OBDSoftware\WOFF\WOFFScenery\Facilities\Battles\Raging\1917Ypres2_1_.xml
**Battle facility: 1917Ypres2_2_.xml copied!! From: C:\OBDSoftware\WOFF\WOFFScenery\Facilities\Battles\Raging\1917Ypres2_2_.xml
**Battle Smoke copied!! From: C:\OBDSoftware\WOFF\WOFFScenery\Facilities\Battles\Smoke\ground_smoke_1.xml
**Facilities Edited and Copied!! From: C:\OBDSoftware\WOFF\WOFFScenery\Facilities\1917+\Day
**SceneryManager SetupConfigOverridesSettings Complete!
File to patch will be... C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\CFS3.exe
15/01/2014 7:02:53 PM ....calling WOFF dll.......
15/01/2014 7:03:01 PM WOFF dll/patcher has exited. Buffer this run is:
--Mission Evaluation....Getting Outcomes Data
!!WOFF DLL did not start or WOFF DLL runtime crash!
!!Send all the log files located in \Logs to OBD Support for assistance in this regard.
!!Mission outcome could therefore not be evaluated!: C:\Users\Robert Wiggins\AppData\Roaming\OBD_Games\OBDWW1 Over Flanders Fields\Outcomes.xml
Also make sure the latest Microsoft C++ runtime DLLs are installed correctly on your PC. These are located in your \toolbox\c++Runtimes Folder.
--Mission Evaluation....Determining Captivity Criteria
--Mission Evaluation....Determining Player Performance
--QC: Returning from WOFF....Getting User Aircraft Data
--QC: Returning from WOFF....Setting Skins
--Missions and QC: Exiting
--WOFF: Exit normally

woff.log looks like this:
2014/01/15 19:02:53 WOFF DLL_PROCESS_ATTACH 4.1.9.2.DEBUG
2014/01/15 19:02:53 Patcher starts...
2014/01/15 19:02:53 Patcher bufferLength 0x000003E8 messageBuffer 0x10C3F2B4
2014/01/15 19:02:53 Patcher: Validate returned ''
2014/01/15 19:02:53 Patcher: options validated. applying patches
2014/01/15 19:02:53 PatchMemorySync: about to CreateEvent(PatchGo)
2014/01/15 19:02:53 PatchMemorySync: PatchGo handle 0x00000364
2014/01/15 19:02:53 WARNING PatchMemorySync: 'PatchGo' already existed. Resetting existing event ...
2014/01/15 19:02:53 PatchMemorySync: about to CreateEvent(PatchDone)
2014/01/15 19:02:53 PatchMemorySync: PatchDone handle 0x0000064C
2014/01/15 19:02:53 WARNING PatchMemorySync: 'PatchDone' already existed. Resetting existing event ...
2014/01/15 19:02:53 PatchMemorySync: Launching game
2014/01/15 19:02:53 EXE 'C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\CFS3.exe'
2014/01/15 19:02:53 DIR 'C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\'
2014/01/15 19:02:53 CMD 'cfs3'
2014/01/15 19:02:53 PatchMemorySync: waiting for sync
2014/01/15 19:02:53 PatchMemorySync: sync obtained
2014/01/15 19:02:54 PatchMemorySync::Done: terminate=0
2014/01/15 19:02:54 PatchMemorySync::Done: SetEvent(PatchDone)
2014/01/15 19:02:54 PatchMemorySync: waiting for game to end
2014/01/15 19:03:01 PatchMemorySync: GameDone
2014/01/15 19:03:01 PatchMemorySync: CloseHandle(process)
2014/01/15 19:03:01 PatchMemorySync: CloseHandle(PatchDone)
2014/01/15 19:03:01 PatchMemorySync: CloseHandle(PatchGo)
2014/01/15 19:03:01 PatchMemorySync: FIN
2014/01/15 19:03:01 Patcher: ApplyPatches complete
2014/01/15 19:03:01 Patcher: returning results
2014/01/15 19:03:01 Patcher: errors.cstring 0x00000000
2014/01/15 19:03:01 Patcher: errors.len 0x00000000
2014/01/15 19:03:01 Patcher: messageBuffer set
2014/01/15 19:03:01 Patcher returns 0



mission.log looks like this:
2014/01/15 19:02:54 SIM OFFDLL_PROCESS_ATTACH 4.2.0.4
2014/01/15 19:02:54 SIM MAIN
2014/01/15 19:02:54 crash collector in place
2014/01/15 19:02:54 Args ok
2014/01/15 19:02:54
2014/01/15 19:02:54
2014/01/15 19:02:54 <Mission>
<Params Date="10/20/1917" Time="11:05" Weather="OFFDynamicMissionWeather.xml" Version="4.0"/>
<Overview>Try to survive...
</Overview>
<AirFormation ID="6000" Country="Britain" SquadName="RFC-28-B" Skill="2" Morale="4" Payload="0" FuelPct="100" AmmoPct="100" FormType="Chevron" OffsetScaleFactor="0.4" Directive="cap">
<Route ID="5000">
<Waypoint Type="Turn" Lat="N49*55'31.3788"" Lon="E3*6'36"" Alt="610" Speed="46" IsWarpable="y"/>
<Waypoint Type="Turn" Lat="N49*55'45.588"" Lon="E2*51'4.9683"" Alt="610" Speed="46" IsWarpable="n"/>
<Waypoint Type="Turn" Lat="N50*13'39.7988"" Lon="E3*6'46.8"" Alt="610" Speed="46" IsWarpable="y"/>
<Waypoint Type="Turn" Lat="N48*58'23.612"" Lon="E2*40'42.3847"" Alt="610" Speed="46" IsWarpable="y"/>
</Route>
<Unit ID="9570" Type="camel_QC1" IsPlayer="y" Skill="2" Morale="4" Payload="0" FuelPct="100" AmmoPct="100"/>
</AirFormation>
<Facilities>
<Facility ID="9550" Type="mission_spawn_facility_6k1" Lat="N49*55'31.3788"" Lon="E3*6'36"" Heading="0" Country="USA" IsOneShot="n" Spawns="FriendlyGround.spawns"/>
<Facility ID="9551" Type="mission_spawn_facility_6k2" Lat="N50*51'0.6212"" Lon="E2*35'2"" Heading="0" Country="USA" IsOneShot="n" Spawns="FriendlyGround2.spawns"/>
<Facility ID="9552" Type="mission_spawn_facility_6k3" Lat="N50*49'58.7875"" Lon="E2*37'47"" Heading="0" Country="USA" IsOneShot="n" Spawns="FriendlyGround3.spawns"/>
<Facility ID="9553" Type="mission_spawn_facility_6k6" Lat="N49*55'31.3788"" Lon="E3*6'36"" Heading="0" Country="USA" IsOneShot="n" Spawns="FriendlyGround4.spawns"/>
<Facility ID="9554" Type="mission_spawn_facility_6k7" Lat="N50*51'0.6212"" Lon="E3*6'36"" Heading="0" Country="USA" IsOneShot="n" Spawns="FriendlyGround5.spawns"/>
<Facility ID="9555" Type="mission_spawn_facility_6k10" Lat="N50*49'58.7875"" Lon="E2*37'47"" Heading="0" Country="USA" IsOneShot="n" Spawns="FriendlyGround5.spawns"/>
<Facility ID="9556" Type="mission_spawn_facility_6k13" Lat="N49*55'31.3788"" Lon="E3*6'36"" Heading="0" Country="USA" IsOneShot="n" Spawns="FriendlyGround7.spawns"/>
<Facility ID="9557" Type="mission_spawn_facility_6k14" Lat="N50*51'0.6212"" Lon="E2*35'2"" Heading="0" Country="USA" IsOneShot="n" Spawns="FriendlyGround8.spawns"/>
<Facility ID="9558" Type="mission_spawn_facility_6k15" Lat="N50*49'58.7875"" Lon="E2*37'47"" Heading="0" Country="USA" IsOneShot="n" Spawns="FriendlyGround9.spawns"/>
</Facilities>
<FrontLine>
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2014/01/15 19:02:54
2014/01/15 19:02:54
2014/01/15 19:02:54 FacilityMasterList done
2014/01/15 19:02:54 GlobalLayerList::LoadData done
2014/01/15 19:02:59 UnitDataMasterList done
2014/01/15 19:02:59 GlobalLayer::LoadGlobalLayer done
2014/01/15 19:03:00 RANDOM START 0x000000011B0DDBAF
2014/01/15 19:03:00 I 0x000000011B0DDBAF
2014/01/15 19:03:00 desktopRect L R T B 0 1920 0 1080




Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/16/14 02:05 AM

Robert, did you try this:

Originally Posted By: Madmatt
I've seen some people report that various SweetFX settings cause WOFF to crash when they load a mission. One thing I have found which helps is that if you get a crash when you "Go to Field", go into the Workshop and change the game resolution, then LEAVE and go back to Workshop and reset resolution to the proper size. For me at least, that seems to do the trick!


So just to be clear, he's saying set your resolution to something else in workshop, return to main menu (DON'T start a mission), and then go back into workshop and reset your res to your native setting.
Posted By: chrispdm1

Re: DirectX 8 to 9 converter (January 1st) - 01/16/14 03:28 AM

So after Ankor is done, ROF has what? More realistic crashes and DM and that's about it...?


Very impressive!!
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/16/14 04:41 AM

Well Glubber....I've tried just about everything else, so I guess I should give this a try. Can't see why that should work though. Upon initial setup of workshop it was set to 1920 x 1080 same as my graphics card and native windows mode. All the same so to speak.

I will give it a try and report back but it seems like a long shot to me.

Best Regards
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/16/14 05:38 AM

I hear ya, Robert. I think we've exhausted the short shots.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - 01/16/14 03:16 PM

By going into Workshop and selecting a new resolution you are causing some changes to various configuration files to be made. Then exit workshop, re-enter workshop and put your resolution back to what you want.

I can't fully explain exactly why this works, but for me it does. I have found often that after I make changes to either my Nvidia settings or even SweetFX and I then go to launch a mission, it will not work and upon "entering field" the CFS3 game engine will crash immediately and take me back into the WOFF campaign manager.

However, if i first go to WORKSHOP, then leave and then launch the mission, it will work from that point on. I dont have to go to Workshop before every mission, only if I start playing with SweetFX settings like SMAA or FXAA.

In fact, I tested this last night and found that just opening workshop and then exiting, not even making any changes, seemed to do the trick. YMMV but good luck and give it a try, takes just a second to do.

I believe it essentially re-initializes the DirectX settings each time you open the Workshop. In the past with OFF you did this by running CFS3config.exe. Well, we no longer have that in WOFF, but the workshop allows access to those same types of settings and SweetFX seems to like that.

Madmatt
Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - 01/16/14 03:37 PM

Originally Posted By: chrispdm1
So after Ankor is done, ROF has what? More realistic crashes and DM and that's about it...?


Very impressive!!


ROF is fine WWI sim, especially for those wishing for multiplayer options. There are many people who enjoy it and have plenty of reasons to continue do so. Our enthusiasm for WOFF and what the modders are accomplishing is greatly appreciated by the Devs, however I am also pretty certain they don't want to start an "us vs them" thread, even if entirely unintentionally.

I would also like a take a moment and thank the moderators over at the ROF forum for having allowed an on-going thread for WOFF in their free subject area. Many ROF'ers learned about WOFF through that thread and I would like them to feel just as completely at home here as they do over there. I'm sure all of us do.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/17/14 12:15 AM

Originally Posted By: Madmatt
By going into Workshop and selecting a new resolution you are causing some changes to various configuration files to be made. Then exit workshop, re-enter workshop and put your resolution back to what you want.

I can't fully explain exactly why this works, but for me it does. I have found often that after I make changes to either my Nvidia settings or even SweetFX and I then go to launch a mission, it will not work and upon "entering field" the CFS3 game engine will crash immediately and take me back into the WOFF campaign manager.

However, if i first go to WORKSHOP, then leave and then launch the mission, it will work from that point on. I dont have to go to Workshop before every mission, only if I start playing with SweetFX settings like SMAA or FXAA.

In fact, I tested this last night and found that just opening workshop and then exiting, not even making any changes, seemed to do the trick. YMMV but good luck and give it a try, takes just a second to do.

I believe it essentially re-initializes the DirectX settings each time you open the Workshop. In the past with OFF you did this by running CFS3config.exe. Well, we no longer have that in WOFF, but the workshop allows access to those same types of settings and SweetFX seems to like that.

Madmatt


Madmatt;

Tried you suggestion but it doesn't work for me. I still get WOFF hanging. See excerpt from WOFFlog:

File to patch will be... C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\CFS3.exe
16/01/2014 7:09:23 PM ....calling WOFF dll.......
16/01/2014 7:10:52 PM WOFF dll/patcher has exited. Buffer this run is:
--Mission Evaluation....Getting Outcomes Data
!!WOFF DLL did not start or WOFF DLL runtime crash!
!!Send all the log files located in \Logs to OBD Support for assistance in this regard.
!!Mission outcome could therefore not be evaluated!: C:\Users\Robert Wiggins\AppData\Roaming\OBD_Games\OBDWW1 Over Flanders Fields\Outcomes.xml
Also make sure the latest Microsoft C++ runtime DLLs are installed correctly on your PC. These are located in your \toolbox\c++Runtimes Folder.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/17/14 12:18 AM

Originally Posted By: Glubber
I hear ya, Robert. I think we've exhausted the short shots.


Glubber;

I agree, but it's like an itch you can't seem to reach to scratch. It's subliminally driving me crazy. I would like to get it to work, if for no other reason than discovering what the problem is.
Posted By: Herr_Prop_Wasche

Re: DirectX 8 to 9 converter (January 1st) - 01/17/14 05:30 AM

RJW,

Do you have all the latest Microsoft Service Packs for your OS? Latest DirectX?

Have you used the Administrator Tools, Event Viewer tool to rule out some kind of hardware or OS errors that might be causing application (WOFF) errors?

My apologies if you have already tried these suggestions. Good luck and I hope you track down the problem.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/17/14 01:46 PM

Originally Posted By: Herr_Prop_Wasche
RJW,

Do you have all the latest Microsoft Service Packs for your OS? Latest DirectX?
SSD's
Have you used the Administrator Tools, Event Viewer tool to rule out some kind of hardware or OS errors that might be causing application (WOFF) errors?

My apologies if you have already tried these suggestions. Good luck and I hope you track down the problem.


Herr_Prop_Wasche;

Good to see you on the board. It's been a long time since!

Yes I have been there and done that!.

It's really too bad I can't experience SweetFX, since I have a really high end system now.
I'm running an Intel I7-4770K cpu on an ASUS Maximus VI Extreme MB, ATI 7870, two Samsung SSD's (one for sys and one for games), Samsung BX2450L.
Posted By: 'Wee' Mac

Re: DirectX 8 to 9 converter (January 1st) - 01/17/14 04:47 PM

Your not using a no cd crack are you (obviously to preserve the life of your cfs3 cdrom)?

I was using one initially before I realised it was a casue of crashes.
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/17/14 05:11 PM

Originally Posted By: 'Wee' Mac
Your not using a no cd crack are you (obviously to preserve the life of your cfs3 cdrom)?

I was using one initially before I realised it was a casue of crashes.


No cd crack?

WOFF doesn't need a cd once it's installed. At least mine doesn't.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - 01/17/14 06:05 PM

Glubber;

The No CD crack was useful when running OFF so you didn't have to have the CFS3 disk in your drive each time you ran OFF. It is not required for WOFF and according to the devs can cause problems if you use it.

Best Regards;
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - 01/20/14 08:12 AM

Small status update.

I still work to solve some issues which I initially believed to be minor -- they consume much more time than I expected (and it is really tiresome process: start the game, look what is wrong, turn on logs to capture the issue, study logs to figure out the cause, try to implement the fix, test to see if it helped, rinse and repeat).

After those are solved the shadows will still require some work to make sure they look good and don't eat too much FPS.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (January 1st) - 01/20/14 08:27 AM

Great, Ankor. Thanks for the update! May you have strength and will to finish this task.
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - 01/20/14 08:35 AM

Thanks for the update, AnKor. Sorry it's turning out to be more challenging (and/or tedious) than you thought. What little we've seen already of the shadows looks pretty impressive, and I can't imagine what must be involved in getting it to work as desired. Hope it isn't causing you too much frustration.

Of course, we're certainly grateful for you effort! What you're single-handedly bringing to this sim is another level of immersion that really puts the icing on the cake.

So, thanks!

salute
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - 01/20/14 10:17 AM

Originally Posted By: Glubber
Thanks for the update, AnKor. Sorry it's turning out to be more challenging (and/or tedious) than you thought. What little we've seen already of the shadows looks pretty impressive, and I can't imagine what must be involved in getting it to work as desired. Hope it isn't causing you too much frustration.

Of course, we're certainly grateful for you effort! What you're single-handedly bringing to this sim is another level of immersion that really puts the icing on the cake.

So, thanks!

salute


+1
Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - 01/20/14 10:46 AM

Thanks AnKor, sounds like you are getting nearer to completion quickly - keep going nearly there.

(We know exactly how you feel over the last few years of WOFF!).

Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - 01/20/14 12:21 PM

We'll have to start calling you AnKor HA. salute
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - 01/27/14 10:53 PM

Another week has passed. I didn't have much time, but sill made some good progress.


Looks like I may need some beta-testers quite soon smile
Posted By: SkyHigh

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/27/14 11:02 PM

Looks splendid. My eye wouldn't be reliable enough for beta-testing, but somehow I can't foresee a shortage of volunteers!
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/27/14 11:06 PM

That looks amazing!
Posted By: elephant

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 12:02 AM

Originally Posted By: AnKor
...Looks like I may need some beta-testers quite soon smile


yeah Fantastic!

Reporting for duty... salute
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 12:04 AM

Wow AnKor,its looking great beercheers
Posted By: chrispdm1

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 12:21 AM

That's looking great Ankor. I also will volunteer to beta test it as well.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 01:42 AM

I'd happily donate some time on my GeForce GTX 780 Ti Superclock card for testing if you need it. smile

Madmatt
Posted By: Rover_27

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 03:49 AM

Alright, count me in, Ankor. I have a couple of hours to invest daily.
Posted By: gecko

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 04:13 AM

Happy to help if I can!
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 08:23 AM

I'm in too, I think....
I'm not sure what I would need to look for while testing or under what conditions....I'm new to beta testing.
Posted By: Olham

Re: DirectX 8 to 9 converter (that actually works) - 01/28/14 10:08 AM

Originally Posted By: AnKor
Though screenshots don't convey all aspects anyway, so instead I recorded a short video (720p).


The video is recorded without SweetFX, only my own improvements.
Comments are welcome.


Missed this thread until now, sorry.
Is this only the "DX8 to DX9 Converter" working in this video?
Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 10:08 AM

Those shadows don't quite look right....

they need to be displayed on my monitor. biggrin

Great work sir. Thank you for all of your efforts.
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 10:31 AM

Originally Posted By: yaan98
I'm in too, I think....
I'm not sure what I would need to look for while testing or under what conditions....I'm new to beta testing.

Nothing too difficult smile

Thanks everyone! I will explain details later, when the tool will be ready for testing.
It will be good if someone with AMD GPU will be able to help with testing. It seems that the minimum requirement for AMD will be HD 4xxx series, but hopefully it is not a problem since they are around for many years.

Originally Posted By: Olham
Missed this thread until now, sorry.
Is this only the "DX8 to DX9 Converter" working in this video?

Yes, nothing else, but this version is not yet available.
The latest one published on January, 1st (available in the first post) doesn't have any visual enhancements.
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 10:59 AM

Originally Posted By: AnKor
The latest one published on January, 1st (available in the first post)
doesn't have any visual enhancements.


Ah, okay, I see - that first version is the one I used so far.
The new one with the enhancements makes me curious - looks like
lighting effects working there on the wings - looks great!
Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 02:48 PM

There are all sorts working on there Olham, self-shadowing, reflections, bump mapping etc.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 03:31 PM

Originally Posted By: Polovski
There are all sorts working on there Olham, self-shadowing, reflections, bump mapping etc.


Stop teasing me Pol, I can't get it to work on my system. nope
No big deal though. The stock WOFF is still great to me thumbsup
Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 03:53 PM

No they are only in AnKor's version Robert wink
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 04:23 PM

Originally Posted By: AnKor
...
Thanks everyone! I will explain details later, when the tool will be ready for testing.
It will be good if someone with AMD GPU will be able to help with testing. It seems that the minimum requirement for AMD will be HD 4xxx series, but hopefully it is not a problem since they are around for many years...


6950 at the ready!
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/28/14 04:51 PM

Originally Posted By: Polovski
There are all sorts working on there Olham, self-shadowing, reflections, bump mapping etc.

How "hungry" would that new version be, for CPU, GPU and memory?
Posted By: Octavious

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/29/14 12:40 AM

Originally Posted By: Glubber
Originally Posted By: AnKor
...
Thanks everyone! I will explain details later, when the tool will be ready for testing.
It will be good if someone with AMD GPU will be able to help with testing. It seems that the minimum requirement for AMD will be HD 4xxx series, but hopefully it is not a problem since they are around for many years...


6950 at the ready!

I'm running a HD 4890 currently and would be willing to help test. Planning on upgrading cards soon, but they certainly last a lot longer then in the old days.
Posted By: epower

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/29/14 12:55 AM

Glad to help out any way I can, Ankor.

Thanks again for all your efforts here. They are much appreciated.

System specs:
e8400 OC to 3.8ghz
8 GB DDR2 RAM
Gigabyte GTX 760 2GB

Attached picture Aisla Craig.jpg
Attached picture Yikes.jpg
Attached picture 2 vs Rumpler.jpg
Attached picture Rail jct.jpg
Attached picture Masny damage.jpg
Attached picture Brave Sir Robin.jpg
Attached picture Alb.jpg
Attached picture Dead camel pilot landed.jpg
Attached picture Wing yikes.jpg
Attached picture AAA.jpg
Attached picture 3 Albs.jpg
Attached picture Strafing.jpg
Attached picture Alb 1 cross and sights.jpg
Attached picture Alb2.jpg
Attached picture Alb2 close.jpg
Posted By: KodiakJac

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/29/14 05:48 AM

Count me in AnKor if you need another beta tester. I'm running a Radeon 7850.
Posted By: RamblingSid

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/30/14 09:43 PM

Kudos to you, AnKor for your work,

I didn't think it possible but you have
made WOFF look even better.

Can I make one small request though?
As a er... "technically challenged" type of
bloke, and once any probs have been ironed out,
is it possible to have an idiot-proof step by
step guide - you know, step 1) turn on computer,
sort of thing?

Many thanks.
RS
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/30/14 10:15 PM

Originally Posted By: RamblingSid
Kudos to you, AnKor for your work,

I didn't think it possible but you have
made WOFF look even better.

Can I make one small request though?
As a er... "technically challenged" type of
bloke, and once any probs have been ironed out,
is it possible to have an idiot-proof step by
step guide - you know, step 1) turn on computer,
sort of thing?

Many thanks.
RS


I'm with you on that point also RamblingSid!!
It would be nice to have a download package that would install all the necessary parts as mods that could be installed with JSGME. That would make it easy to uninstall at any time. Don't know if this is possible but would be a great advantage.

Best Regards
Posted By: elephant

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/30/14 11:23 PM

It is possible and I have done it.
Depends on where you have your JSGME installed...
I have mine in C:/OBDSoftware/WOFF
So you create a folder named: whatever you want actually, I have named it SweetFX.
Then within that folder create another one named: OBDWW1 Over Flanders Fields
Put in that last folder both SweetFX and AnKor's Converter files.
This is your Mod folder (SweetFX).
Do the nessecary changes at the ini files, drop the new Mod (SweetFX) into your MODS folder and enable.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/30/14 11:29 PM

Originally Posted By: elephant
It is possible and I have done it.
Depends on where you have your JSGME installed...
I have mine in C:/OBDSoftware/WOFF
So you create a folder named: whatever you want actually, I have named it SweetFX.
Then within that folder create another one named: OBDWW1 Over Flanders Fields
Put in that last folder both SweetFX and AnKor's Converter files.
This is your Mod folder (SweetFX).
Do the nessecary changes at the ini files, drop the new Mod (SweetFX) into your MODS folder and enable.



Great to hear. Now what would make it easier is if all the necessary files (SweetFX, D8, etc) were packaged up in one bundle so people wouldn't have to go out to various locations to get the files. Make it a one-stop-shop so to speak.
Posted By: Rote_Adler

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 01/31/14 04:05 PM

Great to hear. Now what would make it easier is if all the necessary files (SweetFX, D8, etc) were packaged up in one bundle so people wouldn't have to go out to various locations to get the files. Make it a one-stop-shop so to speak.

True, some sort of all-in-one guide (A stickie perhaps) where people can go to get the latest and greatest, with a simple outline would be helpfull, as well as links to download the latest versions of all items, or even a quick install deal where you download one item and it gives you all you need would be vunderbar. In the meantime I'd like to ask if any progress has been made with the most excellent bump mapping and light effects that AnKor most recently tantalized us with? Guess I'm waiting for all of these things to "gel" before commiting to upgrading with them, but it seems very close.

RA.
Posted By: manitouguy

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 07:58 AM

hi all, i am new to all of this stuff but am loving woff!! thanks so much to all of you!

baby steps, tonight i decided to do the 'first step' and did the direct x 'upgrade'

all went well and smooth but i found a couple of interesting items on my rig (a laptop running an a8 amd, quad core radeon dual graphics ... a few years old now)

frame rate increase was quite significant .. from about 23 fps to 31 or so

strangely though .. my screenshot key - which has always stayed as default 'k' assignment, would not work, nor work when reset or remapped to any other ... and

i could not get my graphics to look as nice as with the 'older' direct x settings, just the fine lines .. the ''rigging' on the planes was much more pixelated than in the older set up views

i tried all kinds of adjustments to my graphics card settings but could not get them nice and crisp and smooth with the direct x upgrade ...??

went back to pull out the two files for the upgrade, et voila, fps dropped back, but the screenshot k key working again and the rigging looking really nice and purdy again too

angkor or others ... any thoughts or advice to keep my rigging quality and screenshot capability with the direct x 'upgrade' and fps improve??

wondering if it can be handled with one of the 'ini' settings?

great stuff and can't wait to see how it all evolves!!

thanks, Ron
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 02:37 PM

SweetFX reassigns your screenshot key to printscreen by default, and the value can be reset in the injector.ini file.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 02:42 PM

Pixelated rigging indicates a conflict with your anti-aliasing settings. Try changing your SweetFX preset to
#define USE_SMAA_ANTIALIASING 0 and let your regular video card settings take over.
Posted By: manitouguy

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 04:48 PM

thanks major, these are just findings with the direct x conversion .. have not yet built up the courage to attempt the sweetfx install!! smile
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 04:54 PM

Change of plans.
I wanted to do a kind of "closed beta", but really don't have time for that. Instead I will just publish development version in its current state.

Disclaimer:
This is unstable development version.
Do not use if you just want to play the game. Download only if you know what you are doing!
May contain nuts bugs.


https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140201.Beta.zip

This version doesn't include d3d8.ini, you can just use your existing one.

Special feature:
You can use numpad 0 to switch between original and new renderer ingame. It is an useful feature to compare FPS and to look for visual glitches.

Known issues:
- ALT-TAB is not supported yet. The game will hang and crash after alt-tabbing.
- Only WOFF is supported now (you may try running it with CFS3 or OFF, but no guarantees).
- Fog/mist may not work properly. Sometimes you will see distant building pop through fog or appear too bright.
- Bump-mapping is there but it is not correct and toned down.
- Reflections are not entirely correct as well.
- Shadow quality... varies. That's where all my work is focused now and that's what I need some feedback on. Note that such glitches like upper wings/aileron's shadow disappearing when looking down is also a known issue.

I am also very interested in how this mod affects FPS.

Leave feedback here. You may create and publish videos and screenshots anywhere of course, but please make it clear that this is work in progress to avoid confusion.

Please do NOT contact devs for any support on this stuff.
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 05:26 PM

Would like to try it and downloaded it. But how do I activate it? Is there a guide what to throw in where or what to do to get the shadows etc.?
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 05:31 PM

Just unpack the archive into "OBDWW1 Over Flanders Fields" folder (that one where cfs3.exe resides). The archive contains d3d8.dll and "shaders30" folder with some files.
It should work out of the box. Though you may need to reset screen resolution in workshops.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 05:47 PM

I lose about 10 FPS. If I use the 0 key toggle more than a few times the shadow rendering stops working fully. I can still see an overall change in the scene rendering, but the shadows don't show up (the light/dark contrast gets too low perhaps?). If I exit back to the user interface, and than fly again the shading is restored.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 06:00 PM

Thanks for your trust. I tried it in Quick Mission and the first thing to report is - my fps is the same as before (have to try in campaign mode).
Funny thing is to listen to the GPU fan when enabling and disabling the new renderer. My musical ear registers instant change of fan speed tone pitching up several cents and then down again when pressing numpad 0. I can even play some primitive melodies this way! Haha!
Btw, it looks and feels gorgeous. Man, I'm so proud to be a witness to this miracle.

Update:

Everything looks fine except for the yellow bridges and strangely colored hangars:



Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 06:09 PM

Really brings things to life AnKor. Fantastic work.

Posted By: SkyHigh

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 06:14 PM

Ankor, thanks for this mod. I just gave it a quick run. I use your dx8 to dx9 conversion mod, combined with SweetFx. I have all settings in WOFF maxed out, and generally get about 50-60 fps. When I use your new mod, I get a drop in fps from 50-60 down to about 35-40 in cockpit view. However, fps remains normal in the outside views. I am also finding a slight choppiness or micro-stuttering(is that the correct term?)when I look down on the terrain from the cockpit. Incidentally, this choppiness gets much worse when I press number-pad zero and remove the effects. The actual shadow effects look superb. I would be very happy if the choppiness could be eliminated and perhaps with a somewhat higher fps.

Intel(R) Core i5-3570K CPU @3.40GHz, overclocked to 4.0 GHz
8.00GB RAM
GeForce 660TI with 2GB memory
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 07:29 PM

It looks so good that going back to standard rendering is almost too much to bear. salute

Unfortunately, I'm seeing a weird double display of the cockpit, one normal, and one that moves as I turn my head with TrackIR, so for now it's not really usable.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 07:31 PM

Forts of Verdun. Not an easy-to-miss target now)
Note the strange meshy shadow on the side of my Camel's hump




And some strange shadow on the Camel's wing that I believe to be an upper wind cutout shadow, although inverted.



Just have a look at that fps! (ok, ok, just bragging...)

Anyway, I can't imagine my flying without this mod anymore. It's a life-changer
Posted By: manitouguy

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 07:43 PM

great stuff guys

question, does the default k screen capture key work for either of you or are you using your own assigned through sweet fx or other

i like having the capture option but mine is still awol with the dxf convert mod ... and it seems to be kicking my resolution down too?

maybe i will have to layer in sweetfx and see if that helps ???

regards, Ron
Posted By: Rover_27

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 07:49 PM

Try SweetFX and use Printscreen button. In my case the K button stopped working for screenshots at some point although I didn't unbind it.
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 07:51 PM

Very good job AnKor.

Haven't tested much yet. So far I've seen everything FPS-wise from 60 down to 15, depending of where looking and how manouvering etc. Also TrackIr seems to get somewhat slower, but obviously depending on the FPS rollercoaster. If the shadows might have a bit less impact to FPS it would be great. OTOH you get nothing for nothing, so hard to impossible to have those great shadows and having stable and high FPS I suppose. Will test later more. Very good so far thumbsup
Posted By: Rover_27

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 07:51 PM

I imagine Gothas will be pure masterpieces with self-shadows thumbsup
Posted By: SkyHigh

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 07:58 PM

I wish to correct my above post. The 'terrain choppiness' I reported has nothing whatsoever to do with your mod, but had another cause. I can confirm the reduced fps (an acceptable trade-off in my case) and I also have seen the unusual-coloured hangars.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 08:02 PM

Thanks AnKor,

Just tested it out on some Camel QC flights and for the first public version I think you are off to a good start.

Here are my initial observations.

First my system specs:
CPU: i5 3570K overclocked to 4.3Ghz
System RAM: 16GB Corsair Vengeance DDR3
Video: GeForce GTX 780 TI Superclock edition w/3GB GDDR5 RAM
OS: Windows 7 (x64)
Storage: 2 x Samsung 840 Pro SSD drives + 2 Western Digital Velociraptor 10k RPM drives running in RAID 0+1
Monitor: ASUS VG278HE (144Hz)
Resolution: 1920x1080

Workshop settings: All 5's, all other settings (textures, density, etc...) set to high
Test run on WOFF v1.15b with SweetFX and cloud mod installed.

Nvidia Inspector Settings:




I am seeing as much as a 50% or more impact on framerate with the new render enabled from the cockpit view. I tested with SweetFX on and off and it made no difference. Here are some test numbers I just pulled from a QC. With external views, I often see slight improvement on base framerate with render enabled, but that might make sense since there are less shadows being rendered.

Frame rate, Camel QC, no enemy units

From cockpit, Looking straight ahead, default zoom without new render code:
92 FPS

With new render code enabled:
42 FPS

Looking over right shoulder at wing
Render code disabled:
60 FPS

Render Code Enabled
34 FPS




External View
Without Render:

90 FPS

With Render enabled:
92 FPS



Shadow Bug. In the Camel I am also getting the following shadow bug. The shadow from the top wing and cutout is being displayed directly above the windscreen.



If you can get the framerate penalty to be reduced and continue to improve the shadow quality, I think you will have a real winner here. The effect of having self shadowing in the cockpit as you fly around is very cool. For those that havent seen it in action, its similar to how it works in other current sims like ROF or the new IL2-BOS.

Madmatt
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 08:09 PM

Originally Posted By: MajorMagee
It looks so good that going back to standard rendering is almost too much to bear. salute

Unfortunately, I'm seeing a weird double display of the cockpit, one normal, and one that moves as I turn my head with TrackIR, so for now it's not really usable.

Do you get this double-cockpit issue with WOFF?
If it is what I think it is (a screenshot could really help smile ), then I've only seen it original CFS3 and actually know the reason - this only happens when there are any labels on screen. I will eventually fix it, but it is low on my priority list because it didn't happen in WOFF for me.

I will comment on other issues later. So far they are all already known to me, but I appreciate reports anyway.

When speaking about FPS it will be useful to tell CPU/GPU model and memory and screen resolution. Small FPS drop is expected (as well as additional GPU load to spin up its fans, I also use my hearing to measure it smile ), but 10 is really a lot.
I still have some optimizations up my sleeve though, so it may improve later.

Madmatt, thanks for great report! So the framerate drop in cockpit is quite heavy. Will have to investigate banghead
Originally Posted By: Madmatt
Shadow Bug. In the Camel I am also getting the following shadow bug. The shadow from the top wing and cutout is being displayed directly above the windscreen.

Ha! I waited for someone to notice it. There is something directly above the windscreen... a propeller! smile
Though it looks odd indeed and I'm still unsure whether it may look like this IRL. Can anyone comment on this?

PS: Hellshade, that shot looks awesome! smile
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 08:38 PM

I've updated my post to include my full system memory in case that helps. Also updated my sig to show my system specs.

Madmatt
Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 09:32 PM

Originally Posted By: Madmatt
Shadow Bug. In the Camel I am also getting the following shadow bug. The shadow from the top wing and cutout is being displayed directly above the windscreen.


I believe it's making the shadows across the prop. I noticed this in my Pup.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 09:41 PM

First group of tests in daylight with no fog or mist. I apologize in advance for the numerous screenshots, but I love to take pics and I don't know of another way to convey my testing results. If you have another suggestion, I would gladly do it.

System specs
i5 2500K @ 4.2
16 GB Memory
120 SSD
EVGA 680 GTX 2 GB
Gigabyte Motherboard
Windows 7 Pro x64
Monitor Asus 24in
USB headphones

My Inspector Settings:





All Shots are ENABLED except where otherwise noted. FPS is displayed in upper left hand corner of screen.

Cockpit Front



Cockpit Right



Cockpit Left



Cockpit Back



Chase View



Target View



Spot View



Engine Start



Engine Start looking right



Engine Start looking left



Takeoff



Takeoff looking right



Takeoff looking left



Red Area shows no shadow in corner of cockpit. Notice the gun's left side on both images.



Red Area shows shadow in same area when turning head slightly to right



After 2 minutes, a reflection appears



Another view of a reflection



Another reflection



This screen is to show the FPS drop when looking down at the instruments



Same as above




These next group of pics show the FPS comparison between enabled and disabled

DISABLED



DISABLED



ENABLED



ENABLED
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 09:46 PM

Originally Posted By: Hellshade

I believe it's making the shadows across the prop. I noticed this in my Pup.


I agree that is probably what it was, but I think in reality that's an almost impossible surface angle for which to cast a shadow upon. The sun would have to be just above the wing and directly behind but even so the resulting shadow would not look as it does I do not think.

Madmatt
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 10:10 PM

AnKor, I have some good news. Don't smack your head on that wall too hard as I think I know where the heavy FPS hit is coming from.

Ambient Occlusion!

I had that set to Enabled and at High Quality in my first round of tests. Now on your original DX8 to DX9 renderer it did not cause much of an impact, which makes sense because the shadows were still very basic and not self-casting.

However, with this new renderer the shadows are more advanced so any AO setting is going to have more heavy of an impact.

Here are my new results with changing only the Occlusion setting in Nvidia Inspector.

With Ambient Occlusion Enabled (High Quality)
Cockpit view front:
39 FPS




With Ambient Occlusion Disabled
Cockpit view front:
76 FPS


With renderer disabled
Cockpit view front:
79 FPS



So now I am only getting a few frames hit. The frame loss does get worse if I look down into the cockpit, which again makes sense due to the more complex geometry the shadows are being rendered upon.


Hope this info helps!

Madmatt
Posted By: Panama Red

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 10:11 PM

I have a 3970x OC'ed, MSI GTX 780 Ti, NOT using SWEET FX, and still using your original d3d8.ini file with your new beta rendering, and it has IMPROVED my FPS by 5 to 15 FPS depending on Internal or External view versus non-rendering . Also I have not gotten the strange front Camel reflection (yet), nore do I have any strange colors other people are complaining about. cheers

As a side note: It did up my GPU temperatures from 45 degrees C, to 65 degrees C and it upped my D3D usage from 60% to 100% using the shadow render. So there is a price to pay for the additional "goodies" even on my PC.
Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 11:18 PM

I don't get much stick time lately, but here's a quick campaign video showing what it looks like using AnKors Shadows. Great stuff AnKor. Thanks a ton for this!

AnKors Shadows (beta) + Vanilla WOFF (except for Aris's Cloud Mod) 720P) No SweetFX

Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/01/14 11:40 PM

Yes, the double cockpit was in the original OFF, and not WOFF (I know you warned us not to try it but I'm just a tinkerer at heart rolleyes ).

I'm not sure if the reflective prop circle is a problem that should be fixed or is actually more true to life. I wish one of us had a real Camel to go check it out with.

I can confirm that the FPS hit drops to 4 from 10 if I turn off Nvidia's Ambient Occlusion.

The label off trick works to prevent the double cockpit issue in OFF but if you hit Tab to assign the next target the problem comes back even with the labels turned off.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 01:59 AM

After further testing, I do see the "yellow" bridges and hanger tents with the render on, but they turn the correct colors when the render is turned off (this is without using SWEET FX).
Posted By: gecko

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 02:08 AM

I think the shadow on the prop is probably not too far off. A propeller will reflect light into the pilots eyes (which is why most are painted flat black on the face nowadays), so it doesn't seem unreasonable to see shadows cast on it.

In regards to testing, I've only had time for a little and confirm about a 50% drop in fps whenever I'm in the cockpit, little to none in external view. Also tested in CFS3, where it also worked (though the reflective planes are messed up as expected). It did seem to crash the game a lot, particularly when sweetfx was enabled. More details as I have time.
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 02:19 AM

Is this what you mean by the double cockpit? The image below alternates with the normal cockpit image as I turn my head with TrackIR. BTW, using an ATI 7870 with Catalyst 13.12 drivers.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 03:50 AM

My problem with a shadow being cast upon the prop isnt with if it could happen or not, its how its rendered in game. The shadow, to me at least, appears to be drawn as if the prop surface is horizontally flat like the lower wing, not vertical like the gauge panel in the cockpit. It also looks like its rendered just beyond the cockpit glass and not the few feet in front where the prop is located.. Maybe it's just me though...

Madmatt
Posted By: chrispdm1

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 04:22 AM

So I tested it out and while it does have the odd rendering gltch,(when zoomed away from the plane, it sometimes does not render the shadow right next to the fuselage on my E.1, zoom it in and its fine) seems to work quite well! I get the prop shadows as well. I do not have the oddly colored bridges and hangars, I am running sweetFX.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 05:16 AM

2nd Batch of pics. All are done during campaign play (test pilot).

Notice also that there is a slight discoloration on the underside of the wings.

With the sun at my 2 c'clock, there is no shadow above the windscreen



Still going counterclockwise, with the sun at my 3 o'clock the shadow starts to appear.





Still turning the plane to show the shadow



Now, the sun is directly behind me and the full shadow of my cockpit view is there.



Another thing that I noticed was the shadow on wings anomaly. Here it is normally.



When I lower my head slightly down, parts of the shadow are missing. Almost seems similar to the instrument shadow anomaly I noticed in my previous post.






These pics as well as the previous ones were all taken with SweetFX enabled. The FPS drop and variability with it disabled was too noticeable.
Posted By: speck01

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 06:20 AM

Thanks for your work on this, just tried it out and it's pretty great! Only issue is the way certain bridges and buildings stick out now with that brown/yellowish color that's been reported by others.

Not running any mods besides aris cloud mod.
Posted By: KodiakJac

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 10:13 AM

Hi Ankor,

Just downloaded your beta and here is what I've got:













As you can see, most detail has been lost on my plane but the outside world looks fine other than the clouds. The white rectangles are the Aris cloud mod clouds. FPS looking back over my left shoulder is normally mid 50's and is showing mid 30's. Other 2 views are low 50's FPS which is just 3 or 4 FPS low (if at all). My normal FPS is mid 50's most of the time unless very close to ground or other high load conditions. Also, the center message display stopped working. Double checked that it is on, as it notifies you of that, but then as you switch views or labels no message displays.

My system:

AMD Radeon 7850 2 GB
i5 2320 3.0GHz 12 GB RAM

Edit: Just to make sure that something else hadn't gone wrong with my WOFF installation unrelated to this Shaders beta test I removed the Shaders30 folder and replaced the d3d8.dll file with your original d3d8.dll file from your DirectX 8 to 9 Converter package and everything worked perfectly again.
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 12:50 PM

Thanks for such detailed reports!
I will try to publish updates for the converter as I will be making progress in improvements and bugfixes.
Now I'll try to briefly explain all issues and what I'm going to do about them.

1. Hangars and distant objects appearing yellow-red. Long-standing and annoying issue, but I finally found the cause which had been even more trivial than expected: I just messed the order of color components - RGB vs BGR, so instead of blueish tint the fogged objects were getting reddish one smile

2. "the strange meshy shadow on the side of my Camel's hump" (Rover_27) - good catch, I believed it was fixed already. It is a matter of fine-tuning some coefficients. Too much and shadows become disconnected from objects, too less and you get this. The former is generally more acceptable than the latter.

3. "some strange shadow on the Camel's wing that I believe to be an upper wind cutout shadow, although inverted." (Rover_27 and yaan98) - the game tries to avoid drawing objects which are completely out of sight, and when you look down the central section of upper wing is not fully drawn and thus it can't cast correct shadow. Very noticeable in some planes at certain angles. Will work with devs to fix this.

4. FPS drop in the cockpit, especially when looking at the instruments. This one bothers me, good thing that disabling AO helps, but there is definitely something wrong. Good chance that my shaders are not optimal, but I can also tell that CFS3 engine is awful when it comes to drawing the cockpit (no blame on OBD here), and it may require some serious rework to improve the performance.

5. Shadow on the propeller. I agree it looks weird and I'm not sure whether it is correctly projected, but there is a problem: it not easy to get rid of. Will get back to it later.

6. "Red Area shows no shadow in corner of cockpit... shadow in same area when turning head slightly to right". Yep, quite annoying clipping issue, there are more weird issues of the same nature when zooming in/out. Looks like something is wrong in my math, but can't yet figure out what.

7. Increased GPU temps/usage. Obviously improved graphics doesn't come for free and additionally I streamlined the rendering to utilize GPU more efficiently (previously it was too limited by CPU). However as I said there is a very good chance that my shaders can be optimized further to reduce the load - 100% on GTX 780 is too much.

8. "Double cockpit" in OFF/CFS3. Will look into it a bit later, but I'm going to solve it even if it doesn't happen in WOFF.

9. "Notice also that there is a slight discoloration on the underside of the wings." (yaan98) - will look into it, I've seen it before, not sure about the cause (might be fog related). Though I might have seen it without my renderer as well.

10. BirdDogICT, Bucksnort. Hmmm, this is something new and very unusual. Apparently AMD related (their drivers are generally more strict and don't forgive mistakes as NVidia ones do) and obviously I will have to find a way to solve it. I think I should even make it my current priority.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 01:12 PM

Thanks for the feedback. Strange that I don't have shadows on propeller at all
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 02:37 PM

Small update.

https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140202.Beta.zip

First, it has correct fog color and second, more important, it might fix AMD rendering issue. Or not. I have no way to test it here and that's why I need your help smile


Forgot to mention:
chrispdm1, shadow distance is not properly tuned yet. I have to find balance between quality and maximum distance.
If you see any obvious issues like that - post a screenshot.

yaan98, I think it may be better if you put large groups of screenshots into spoiler tags: [ spoiler][ /spoiler]
Otherwise it becomes more difficult to find other information smile
Posted By: chrispdm1

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 04:01 PM

It just so happens, I took some screenshots and forgot to post them, my bad!!


Posted By: Rover_27

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 04:32 PM

Dear Ankor. One song comes to mind after this update
And the song is: "Goodbye yellow brick roooooaaad...." (bridge?)
Thanks, this is a good one
Posted By: gecko

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 04:58 PM

Bucksnort's issue looks like it could be a GPU that can't keep up. I've had it happen before in CFS3 quite a bit when I was playing from a laptop with just an intell chip. If there was too much going on, the texture sheets stopped being displayed on different objects and produced results similar to those. Adding the shadows may have been too much. Try removing the aris clouds or turn down some settings and see if that changes anything.
Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 05:30 PM

Lowering things that GPU memory like lower AA filtering or quality may help Bucksnort, or reduce terrain and scenery a notch.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 05:32 PM

Since installing the beta I am getting pretty consistent runtime crashes in CFS3 a few minutes into every flight. I turned on your internal debug logging but in a 60 second flight it created a whopping 800 meg log file (and also killed the framerate). I can't open the log since most editors have a 512 meg file size limit. Here is the Windows APPCRASH log in case it may help.

Problem signature:
Problem Event Name: APPCRASH
Application Name: CFS3.exe
Application Version: 3.1.0.30203
Application Timestamp: 3e3ebe85
Fault Module Name: d3d9.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4ee53333
Exception Code: c0000005
Exception Offset: 0000781d
OS Version: 6.1.7601.2.1.0.256.28
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Read our privacy statement online:
http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

If the online privacy statement is not available, please read our privacy statement offline:
C:\Windows\system32\en-US\erofflps.txt


Madmatt
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 06:54 PM

Originally Posted By: AnKor
Small update.

it might fix AMD rendering issue. Or not.


Sorry, didn't make a difference with AMD rendering. It's worse when tagential to the sun, disappears when sun is directly behind. Different AA, terrain/scenery slider, label settings don't help.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 07:24 PM

Campaign with same settings as before.

Some noticeable drop in frame rate only when engine start looking right, left and behind. No noticeable Frame Rate drop anywhere else.


No more discoloration. smile2

I know you haven't worked on these, but I'll report them for consistency sake:
Shadow in front of windscreen still there and appears when the sun is from 4 o'clock to 6 o'clock.

Missing wing is still there.

Click to reveal..


FRONT 60FPS



RIGHT 60FPS



LEFT 60FPS



BEHIND 60FPS



INSTRUMENT PANEL 24FPS



ENGINE START 44FPS



ENGINE START 50FPS



ENGINE START 15FPS



TAKEOFF 47FPS



SHADOW 53FPS



NO MISSING WING 60FPS



MISSING WING 59FPS

Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/02/14 11:05 PM

Yaan98, That shadow is being cast upon the planes prop. Others here have reported the same thing.

Madmatt
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/03/14 12:22 AM

Originally Posted By: Madmatt
Yaan98, That shadow is being cast upon the planes prop. Others here have reported the same thing.

Madmatt


Yep, I saw that. Just thought to reinforce the finding would help.

This is my first time beta testing, so I'm open to suggestions on what findings I should be reporting.
Posted By: KodiakJac

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/03/14 12:35 AM

Originally Posted By: AnKor
Small update.

https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140202.Beta.zip

First, it has correct fog color and second, more important, it might fix AMD rendering issue. Or not. I have no way to test it here and that's why I need your help smile


Forgot to mention:
chrispdm1, shadow distance is not properly tuned yet. I have to find balance between quality and maximum distance.
If you see any obvious issues like that - post a screenshot.

yaan98, I think it may be better if you put large groups of screenshots into spoiler tags: [ spoiler][ /spoiler]
Otherwise it becomes more difficult to find other information smile


Hi Ankor,

Did 2 more tests with your new revision above and got the same results as in my first posting:

Test 1: Aris Cloud Mod, 53355, Terrain Detail - High, Woods - Medium, Aircraft Skins - High Res, Catalyst 8x AA
These are my normal settings where I run mid 50's FPS (37-42 at ground level when taking off), no micro-stuttering...very happy with it. I use your DirectX 8 to 9 Converter.
Results: No plane detail from cockpit, Aris clouds are white boxes, no center display message, outside world looks great other than clouds.


Test 2: OBD Clouds, 11111, Terrain Detail - Normal, Woods - Low, Aircraft Skins - Low Res, Catalyst - Use Application Settings.
Results: No plane detail from cockpit, OBD clouds are white boxes, no center display message, outside world looks great other than clouds.


Thanks for all your hard work. Hopefully you can get this mod running on AMD but would understand if not smile2

AMD Radeon 7850 2GB
i5 2320 3.0GHz 12GB RAM
Posted By: manitouguy

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/03/14 04:03 AM

hi all, i am on amd too, but nothing quite as powerful .. i don't think - i will look up and post my specs info

mine is working 'ok' with the direct x upgrade and the shadows

i cannot sort out the 'resolution' as i mentioned before, and other than that, the 'smoke' puffs when guns are fired revert from nice graphics to transparent white shapes that float past (maybe just a memory card thing?? as the gun 'flash' often simplifies the texture in cockpit momentarily too...

more later

cheers, Ron
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/03/14 08:15 AM

BirdDogICT, Bucksnort, manitouguy,
thanks, I think I'm onto something. As I said it is most likely a programming error which is ignored by NVidia, but AMD doesn't like it. I doubt it has anything to do with the lack of memory or power as 7850/70 should be able to handle anything.
Also I think I reproduced a similar issue on my notebook with integrated Intel GPU, so hopefully I will be able to debug it without bothering you too much.

Originally Posted By: yaan98
This is my first time beta testing, so I'm open to suggestions on what findings I should be reporting.

Well, generally there is no need to repeat already known and confirmed issues smile
Your screenshots may be helpful as it is sometimes good to know exact scene which caused FPS drop (though I believe 15 FPS when looking back was a momentary fluke), but on the other hand there is no need to post screenshots showing "60 FPS and all is good". Things are supposed to be good.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/03/14 01:32 PM

I have been trying to use Sweet FX as follows :

- download and install last version of Ankor converter (2 files in WOFF/OBDWW1OverFlandersFields)
- set no multisampling to 1 in dx8dl.ini
- download last version of Sweet FX (15.1)
- copy this version of Sweet FX to Flight FX 1.0 that I use for Rof and other games
- register a new game and point to CFS3.exe in WOFF/OBDWW1OverFlandersFields
- tick the box "enable Sweet FX" and choose "Sweet FX settings for CFS3"

WOFF crashes right on start

What am I doing wrong ? or am I ? (PC specs hereunder)
I use Sweet FX for RoF and FSX and have no problems.

EDIT : in the meantime I am using the ENB (enabled with JSGME) I was using for OFF. Looks good also and no problem for screenshots.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/03/14 02:42 PM

Originally Posted By: corsaire31
I have been trying to use Sweet FX as follows :

- download and install last version of Ankor converter (2 files in WOFF/OBDWW1OverFlandersFields)
- set no multisampling to 1 in dx8dl.ini
- download last version of Sweet FX (15.1)
- copy this version of Sweet FX to Flight FX 1.0 that I use for Rof and other games
- register a new game and point to CFS3.exe in WOFF/OBDWW1OverFlandersFields
- tick the box "enable Sweet FX" and choose "Sweet FX settings for CFS3"

WOFF crashes right on start

What am I doing wrong ? or am I ? (PC specs hereunder)
I use Sweet FX for RoF and FSX and have no problems.

EDIT : in the meantime I am using the ENB (enabled with JSGME) I was using for OFF. Looks good also and no problem for screenshots.


Just like me!! I tried all suggestions but nothing worked. I also use AND 7870.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/03/14 05:50 PM

Double check step 7 from my step by step instructions on page 9 of this thread:

7. Click on Enable Sweet FX and it will copy most of the needed files into your CFS3 install. It misses SweetFX_compatibility_settings.txt which is in the Flight FX / FX / SweetFX folder and needs to be manually copied into the matching one Flight FX created in your CFS3 directory.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/03/14 05:59 PM

Originally Posted By: MajorMagee
Double check step 7 from my step by step instructions on page 9 of this thread:

7. Click on Enable Sweet FX and it will copy most of the needed files into your CFS3 install. It misses SweetFX_compatibility_settings.txt which is in the Flight FX / FX / SweetFX folder and needs to be manually copied into the matching one Flight FX created in your CFS3 directory.


Forgot to write that in my post but I did it...
Posted By: nibbio

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/03/14 07:22 PM

AnKor, just installed your latest converter and shaders (but no SweetFX, I like the original colors), made a quick test and it works flawlessly. No perceptible cost in frame rate, always within 45-60 fps.
System is Alienware Aurora R4 with I7-3820 3.60 Ghz (but at least the first core should boost up to 4.3 by factory OC IIRC), 16 Gb RAM, Windows 7 Home Premium 64 bit (Italian version), and a NVIDIA GeForce GTX 680 with latest drivers.
IMHO the shade on the propeller disk is fine, reflections also are beautiful. Thank you very much for your excellent work!
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/03/14 08:20 PM

Originally Posted By: corsaire31
Originally Posted By: MajorMagee
Double check step 7 from my step by step instructions on page 9 of this thread:

7. Click on Enable Sweet FX and it will copy most of the needed files into your CFS3 install. It misses SweetFX_compatibility_settings.txt which is in the Flight FX / FX / SweetFX folder and needs to be manually copied into the matching one Flight FX created in your CFS3 directory.


Forgot to write that in my post but I did it...


same here!
Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/04/14 09:08 AM

I think it's GPU driver settings, as I had similar then installed a new Nvidia video card and drivers and bingo worked. Try completely removing the drivers and installing the latest.
If you have ATI maybe same..
Posted By: corsaire31

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/04/14 01:22 PM

I have up to date drivers so that's not the problem.
Was just wondering why it doesn't work for WOFF as it works nicely for other sims (RoF and FSX), but am happy anyway with my old OFF ENB settings smile2
Posted By: KodiakJac

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/04/14 02:01 PM

I just checked and I'm on the latest drivers here. I had updated my drivers when WOFF came out.
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/04/14 04:08 PM

Just a few screenshots showing a few issues Ankor....The thing is everything was normal on take off,Fps didnt change,about 30 secs into my flight was when things started to happen,im on a ATI card,im going have to take your Mod off for now but it really does look excellent when working correctly on my PC,hope you can iron the few issues out...much appreciated..Adger

Edit:Sorry just saw your reply regarding ATI drivers on page 35...my apologies






Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/04/14 11:05 PM

By the look of those clouds the scene rendering is ignoring the Alpha layer in the cloud dds files.
Posted By: Wodin

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/06/14 12:41 PM

Quick question. Does this work with AMD cards or not? Shadows is what I'm after.

Thanks
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/06/14 12:53 PM

As you can see on Adger's screenshots - shadows do work... while cockpit and cloud textures don't smile
So it is not really playable on AMD right now. Good news are I already found and fixed this bug, just haven't published the new version yet - want to add more fixes and improvements. Hopefully it will be ready in a few days.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/06/14 01:40 PM

AnKor:
Did you ever fix the "yellow" bridge/hanger bug ??? I can not really tell the difference between your beta 1 and beta 2 when it comes to this problem (using an nVidia 780 Ti).

The best part is that your beta's actually give me a better FPS than your original you put out in December.

Panama Red
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/06/14 02:24 PM

Originally Posted By: AnKor
As you can see on Adger's screenshots - shadows do work... while cockpit and cloud textures don't smile
So it is not really playable on AMD right now. Good news are I already found and fixed this bug, just haven't published the new version yet - want to add more fixes and improvements. Hopefully it will be ready in a few days.


You my friend are a genius,the bit of time i spent with your mod when it did work was exceptional,really looking forward to the finished product AnKor thumbsup
Posted By: Wodin

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/06/14 03:07 PM

Superb!! I've just read it's being put into WOFF officially..so I will wait until hen..amazing work my friend!
Posted By: Mr. Lucky

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/07/14 04:31 PM

Can you post the exact steps to install this mod or add it to the first page? I've read all 37 pages and now I'm confused as what I need to do or have.
Thanks
Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/07/14 04:53 PM

Very simple.
Unzip the first download from post 1.
Put both files into C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields (default place)

You only need the d3d8.ini file actually.

Get the last update (sorry just go backwards until you find it)
Unzip the latest into the woff installed folder. Overwrite.

Should be it. Note screenshot key K won't work after that, but that's another story.


If you get chance AnKor maybe put the ini on page one, and the latest version and info?

update: I added it into the zip on the User Mods page on our website to make it easier if thats Ok.

http://www.overflandersfields.com/User.html
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/07/14 05:22 PM

Hi Pol is the one thats on the Mods page still the version thats buggy with ATI cards? Many thanks
Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/07/14 05:27 PM

It's the same one available here.
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/07/14 05:28 PM

Ok cheers Pol.
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/07/14 05:36 PM

I haven't included the ini on purpose actually. It was the first beta test and I didn't want to frustrate new users if something went wrong smile

However as it seems to be getting stable enough I will update the first page when I publish a new version. Need a few more days though because I haven't had enough time to work on it recently.
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/07/14 05:39 PM

Thanks Ankor and once again cheers for your work thumbsup
Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/07/14 05:53 PM

Thanks AnKor, sounds good. I thought so on the ini - if you want me to remove the file on the website let me know. Just thought it may help fend off some questions.
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/08/14 09:56 AM

Already a user of Ankor latest shaders myself, all I can say, is , simply, WOW! No noticeable performance loss, and amazing shadow effects awhich help add a 3D effect to all the textures. This deserves to be polished and included as stock if possible. THANKS.

Ed: Well...spoke too early, in NoMans land or heavy populated zones my Frames drop from 50-60 to 30-40...
Posted By: Mr. Lucky

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/08/14 05:32 PM

Thanks for doing that and the explanation Pol. Ankor this is wonderful the textures are so rich now. The planes look wonderful. This just goes to show what the devs could've done with a newer engine.
I have Nvidia and am getting the reflections in the prop disc. I got them outside the plane with labels or tac on but not with them off. I'm going to try some Nvidia settings to see the effect.
Posted By: manitouguy

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/09/14 12:32 AM

hi all, i know the 'k' screen shot button isn't working with the mod for self shadows ...

has anyone successfully remapped that to another key - i cannot seem to do so but need to have the ability to take my beloved screen shots!!!

advice please and thanks,

regards, Ron
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/09/14 12:40 AM

So far as i know Ron,you cannot take screenshots using Ankors Self shadowing mod...default WOFF = "K" Key
SweetFx = "Printscreen" key...Link to what Pol said here,hope that helps

http://simhq.com/forum/ubbthreads.php/topics/3908345/Screenshot_Key#Post3908345
Posted By: manitouguy

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/09/14 01:03 AM

thanks Adger, but i am not running sweetfx ...

i tried running fraps so i could take shots, will try that again here

or maybe revisit the 'print screen key' on the standard key board too?

regards, Ron
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/09/14 01:06 AM

Are you running Ankors Shadowing mod Ron?..If so you Cannot take shots (unsure about Fraps) though bud.That might be worth a try thumbsup
Posted By: manitouguy

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/09/14 01:38 AM

yes i am running his latest version and it is working great on my amd laptop too smile

and yes fraps just tooks some great shots for me so .. figured out for now

look out, now i can start posting some shots and 'combat reports' .. but man i am a crap flier!!

lots to learn

'early' battles seem more manageable right now .. say dh2 vs eiiis

camel vs ev is a bit quick and harder for me to keep 'in check' but man so much fun!

more to come

look out

regards, Ron
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/09/14 01:39 AM

I've noticed that the shadows tend to have stair-step edges on diagonal lines. Is there something inherent in the rendering code that makes shadows immune to anti-aliasing?
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/09/14 07:00 AM

Screenshots will work in the next version of the converter.

MajorMagee, yes antialiasing is not applied to shadows in the same way as to other objects.
I noticed it is quite apparent in some CFS bombers because they have large cockpits and shadows resolution is tuned for smaller ones. Plus there is a bug which causes switch to lower res earlier than needed
Posted By: UK_Widowmaker

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/09/14 11:35 PM

Really works well...love it!
Posted By: Mr. Lucky

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/10/14 01:19 AM

So far.....
E8500 3.16ghz CPU, 4 GB Ram, GeForce GTS 250 1GB Vram, 32 bit Win XP SP1.....just about recommended minimums.
Flying N11 in Laf Esc in the Vosges near Verdun, June 1916.
Convertor with SweetFX
Settings all 5's, Tree density high, terrain detail on high.
Getting very good framerates compared to before. Some microstuttering but not sure how much of that is affected by TrackIR.
Shadows on the prop disc.
Used UdaBarns sweetfx settings so need to tweek that.
So far very impressive even on low end systems.
Will post FPS rates as soon as I figure out how to turn it on
Thanks for working on this.
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/11/14 09:23 AM

I'm still working on solving the performance drop when looking at instruments.
For me it is very noticeable in D7F - if I zoom-in on RPM gauge to make it cover the whole screen FPS drops from 90 to 50 (v-sync off).

I suspect it may be caused by heavy overdraw - although the gauge is really a trivial object, the game actually draws all the stuff behind it as well - propeller, engine, firewall, etc, and since CFS3 sorts the geometry back to front (which is stupid, unless you are drawing semi-transparent objects) it causes redundant shadow computations for all those invisible parts of the model.

There may be other reasons as well, but I already spent several days trying different shader optimizations without much success, so my current goal is to reduce the overdraw to see if it helps.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/11/14 12:39 PM

Originally Posted By: AnKor
I'm still working on solving the performance drop when looking at instruments.
For me it is very noticeable in D7F - if I zoom-in on RPM gauge to make it cover the whole screen FPS drops from 90 to 50 (v-sync off).

I suspect it may be caused by heavy overdraw - although the gauge is really a trivial object, the game actually draws all the stuff behind it as well - propeller, engine, firewall, etc, and since CFS3 sorts the geometry back to front (which is stupid, unless you are drawing semi-transparent objects) it causes redundant shadow computations for all those invisible parts of the model.

There may be other reasons as well, but I already spent several days trying different shader optimizations without much success, so my current goal is to reduce the overdraw to see if it helps.


Thanks for staying withit, and thanks for the techy explanations as it gives us some basic understanding.
It is much appreciated Ankor. I'm waiting patiently for your final
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 12:06 AM

When I'm getting tired of looking for bugs I entertain myself with some eye candy...
What about some glint?


It is not just an eye candy though, it can be useful in spotting enemy aircrafts.
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 12:15 AM

I am really looking forward to this on my ATI system Ankor..looks fantastic thumbsup
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 12:49 AM

Originally Posted By: AnKor
When I'm getting tired of looking for bugs I entertain myself with some eye candy...
What about some glint?


It is not just an eye candy though, it can be useful in spotting enemy aircrafts.



Stop teasing Ankor!!! Gimme, Gimme, Gimme!! Please, Please, Please!!!
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 05:17 AM

That looks super pretty.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 08:52 AM

clapping clapping
Posted By: nibbio

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 09:42 AM

Originally Posted By: AnKor
When I'm getting tired of looking for bugs I entertain myself with some eye candy...
What about some glint?
It is not just an eye candy though, it can be useful in spotting enemy aircrafts.


That sounds fantastic AnKor! You're the man! clapping
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 09:44 AM

It seems nobody noticed it yet, but both available beta versions have a bug in lighting code, which causes misplaced highlights in some cases. It is barely noticeable until you know where to look, but you will be surprised how much better it looks with correct highlights, even without additional glint.

I hope to release the new version in next few days. Need more polish for some visual and stability issues. No exact dates as always.

AMD issues should be fully fixed, including the missing labels. At least they are for my Intel notebook smile
Robert_Wiggins, I'm still not sure it will work for you right out of the box, because I haven't found or fixed any breaking bugs, we'll see what can be done.

The FPS drop in the cockpit is still noticeable, but I made things a bit better there. Proper fix is going to take a lot of work and time, so instead of delaying the release for too long, I'd better publish it as is for you to enjoy.

Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 09:58 AM

It's looking great AnKor - immersion up another notch biggrin. Looking forward to it.
Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 11:37 AM

Very impressive AnKor. It truly looks fantastic. Spotting planes by glint? That's just awesome sir.
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 09:14 PM

Let's try another beta - it is still not ready to be put on the first page as I wanted, but I need some feedback.

https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140213.Beta.zip


Includes the ini file (which actually is not even necessary), just unpack to the folder with CFS3.exe, i.e. WOFF\OBDWW1 Over Flanders Fields. But if you used previous version - delete "shaders30" folder there before installing this one.

Changelist:
- Ingame screenshots ('K' by default) now work, of course unless you are using SweetFX
- Full AMD compatibility. As a good side effect CFS3-specific bug "double-cockpit with labels" is gone.
- Corrected specular highlights. You will like them, even if you didn't mind previous ones.
- Bright sun glint on plane surfaces. Probably too bright, and sometimes misplaced or missing instead. Suggestions are welcome - I'm a programmer, not an artist.
- Greatly improved bump-mapping. This is most likely the best I can get out of it without using additional texture.
- Reworked environment reflections. I'm curious how you like them now. Still has some issues.
- Changed some formulas for shadows in cockpit mode, but it seems the change is for the worse. Will have to do more research.

Known issues:
- Alt-Tab hangs the game.
- Excessive shadow on the propeller. Will be reduced in the next version (it was already done, but conflicted with the glint).
- Cockpit performance drop. This version has some improvements in some areas, but may be unoptimized in others.
- Maybe something else, don't want to browse previous pages right now smile
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 09:17 PM

Nice one Ankor ive been waiting for this,downloading...now thumbsup
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 09:46 PM

AnKor, I dont think something is right because now I get NO shadows at all. Plane and wings are darkened as if shadowed a bit but even in direct sunlight I see no self-casted shadows now.

I am going to remove the whole shaders30 folder and reinstall to make sure some old file isnt conflicting.

Madmatt
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 09:50 PM

Yup, deleting my old shaders30 folder and reinstalling with the new one seems to have fixed it.

Not sure if there were old files that caused a conflict or not but something to keep an eye on.

Now to test some more!

Madmatt
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 09:53 PM

Hmm... This is something new.
I'm going to bed now (it is almost 2 AM here), but if the issue persists or anyone gets it too - post a screenshot, I will take a look tomorrow.

That's why we need this betas smile

--

Ah, ok. I will add a note into previous post.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 09:55 PM

I get a exterior 10 to 15 FPS increase using shadows versus non-shadows, but by the same results, I get a interior 15 to 20 FPS decrease using shadows in the cockpit versus non-shadows using the beta above (NVidia 780 TI).

I wonder if you could do the same thing as FE2 where you can set the level of shadows in the game (for instance all exterior shadows, but no interior shadows for maximum FPS selection)
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 10:09 PM

I just posted some new comparison pics:
http://simhq.com/forum/ubbthreads.php/topics/3911464#Post3911464
Posted By: SkyHigh

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 11:00 PM

Increase of 3-5 fps in-cockpit for me with latest beta. The effects are sublime. Thanks for all your efforts, AnKor.
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/13/14 11:22 PM

I to have a fps increase...screenshots over on the screenshots thread,You,ve just made a great sim even greater..you Ankor are a genius kneeldown
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 01:46 AM

It all looks fantastic, but the glint is so strong it make the plane look a bit like a plastic model. Is there any way to provide an option to turn the intensity of the effect up or down?

It's also odd to see it when I'm beneath some really dark clouds with the sun nowhere in sight.
Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 02:07 AM

I always thought the glint was off the metal of the WWII planes. Did the mostly wood and canvass WWI plans also reflect light like that?
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 02:23 AM

Originally Posted By: MajorMagee
It all looks fantastic, but the glint is so strong it make the plane look a bit like a plastic model. Is there any way to provide an option to turn the intensity of the effect up or down?


Some kind of slider or value would be cool. It does look really beautiful, but I agree it's just a tad too metallic. I think SOME kind of reflectivity would be ok, but maybe somewhere between Madmatt's screenshots and default.
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 02:33 AM

Originally Posted By: Hellshade
I always thought the glint was off the metal of the WWII planes. Did the mostly wood and canvass WWI plans also reflect light like that?


Im not 100% sure Hellshade (im no Historian) smile2..But surely on a colored canvas and the sun at the right angle there could be some glint?One that maybe JFM (Jim Miller) could help With.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 02:46 AM

Originally Posted By: Adger
Originally Posted By: Hellshade
I always thought the glint was off the metal of the WWII planes. Did the mostly wood and canvass WWI plans also reflect light like that?


Im not 100% sure Hellshade (im no Historian) smile2..But surely on a colored canvas and the sun at the right angle there could be some glint?One that maybe JFM (Jim Miller) could help With.


I suspect it is dependant on whether the used a gloss or mat finish in the Dope sealer on the canvas.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 02:46 AM

AnKor did mention in his beta notes above that he thought the glint was probably too bright in this version and he was asking for suggestions on improvements.

Madmatt
Posted By: CrimsonTide

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 03:06 AM

I believe the fabric and wood finish is doped and would have a shine. I don't think the shine is quite as much as the mod makes now. Overall it looks fantastic though. If we can just get the frames rates up a bit more. The real picture below is not too clear but I think you can see there is a shiny appearance to the surfaces.
Posted By: CrimsonTide

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 03:13 AM

I can see shine on the Hat in the Ring. Great shot of Eddie too!
Posted By: manitouguy

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 04:17 AM

Ankor ... looking better and better !!

i like the glinty bling !! smile

sure it is likely a bit too glossy but the feed back here will dial that in just right

now, if i could only learn to survive for more than mere seconds .........







does it really look so stunning when you all play it .. i can't wait to get some trackir set up, a powerful enough computer with some zip for sweet frame rates and the prettiest and highest settings!!!

images stock woff with aris clouds and ankor latest

regards, Ron
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 04:29 AM

After playing a little bit longer with the latest beta I have begun to see a few issues that might need some attention.

First off, on occasion I will get some random screen corruption that looks like solid white lines that run vertically. They disappear as I turn my head or switch views.


I've also noticed that some of the bumpmapping is being applied to text and numbers painted to flat surfaces, for example look at the "Lift Here". It looks like it's embossed:

And the serial # on wing:



Lastly (and I couldn't get a screenshot of this) but when I turn off the cockpit and go with the gunsite view only, I sometimes (although it is rare) get a flickering on screen near the gunsite which appears to be the shadow of the bracing wires or the wires themselves that you can usually only see when you have the cockpit view enabled. I'll see if maybe I can capture some video of this.

The best way to describe it is this:
Look at first screenshot at the wires above the gunsite, where the wires come together.The flickering looked like the renderer was still trying to draw those same wires on the screen, even though the cockpit was turned off

Madmatt
Posted By: Nefaro

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 04:43 AM

The metallic surface reflection is way too much IMO. I'm guessing that it will be toned down quite a ways, in the end?

Not sure if the bump mapping is doable without some serious reskins or something. That may be too much work all around.

Really looking forward to using it for the self-shadowing. Very cool. Even if we only got that as an additional gfx effect with this package, it would be a big leap. Keep up the good work and thank you! thumbsup
Posted By: gecko

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 04:59 AM

I just tried the new one - on the mechanics side, no change in FPS from the last one. I also noticed that lighting sources other than the sun (had to apply some CFS3 knowledge to test for these) do not cast shadows. This includes the cockpit light and external lighting effects, gun flash, etc. Not a big deal now, but when Gothas and Zeppelins appear over London, having searchlight effects and other such things cast shadows might be worth looking into. Just a thought.

On the aesthetics side, these are my own (very subjective) thoughts.

As with others I think the shine is a bit intense (even for metal). It looked kind of like water - which, if down the road you wanted to do some new water shaders, that would be incredible, but one thing at a time. Personally I thought the stock WOFF shine was pretty close, based on the biplanes I've spent time with at airshows.

The reflections seem to counteract the bump mapping, giving it a glossy feel that obscures the details of the skins. My guess would be that having a shine level similar to the stock WOFF shine plus the bump mapping would give a very realistic feel. A bit of shine, but also showing the grime and hastiness that would likely have been noticeable in an aircraft serving on the moist and muddy western front. They should look well used as opposed to airshow planes that get many hours of loving individual attention. The conditions would not have been kind to fabric coverings, especially as the protective coatings and treatments were far more primitive at that time than today. Just my own two cents.

Thanks for your hard work on this, it's really bringing the graphics up to the most recent standards in flight sims.
Posted By: KodiakJac

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 05:11 AM

Originally Posted By: Nefaro
The metallic surface reflection is way too much IMO. I'm guessing that it will be toned down quite a ways, in the end?

Not sure if the bump mapping is doable without some serious reskins or something. That may be too much work all around.

Really looking forward to using it for the self-shadowing. Very cool. Even if we only got that as an additional gfx effect with this package, it would be a big leap. Keep up the good work and thank you! thumbsup


So far from what I've seen I agree with Nefaro and others: Bump mapping makes things look embossed and glint is way over the top making the planes look metallic. But the self-shadowing is fantastic and with less shadow in the prop it is a huge stand alone improvement. Would rather have bump mapping and glint added later after it is ironed out better and the glint/bump mapping update could be an option rather than unable to get away from it as part of the fantastic self shadowing.

Great job, Ankor!
Posted By: elephant

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 07:35 AM

I don't know if the introduction of an alpha channel in the skin.DDS (ala RoF)
that could handle the "reflectivness" degree of a given material, would benefit the Mod further.
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 09:05 AM

I will post more detailed answers and explanations later, but I think the WWI planes are shiny.
Look at Kermit Weeks or Mikael Carlson videos if you haven't seen them yet:
https://www.youtube.com/watch?v=i973gkkRNhs
https://www.youtube.com/watch?v=MHS1mv08qw8
https://www.youtube.com/watch?v=gZZ82xiWP7w
Of course these are museum planes, they couldn't be so clean and polished during the war, but it still kind of shows that canvas can be shiny smile
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 09:27 AM

Don't know if this was already reported, but there were no cockpit shadows in the pup with this version.
Posted By: nibbio

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 10:20 AM

Originally Posted By: AnKor
I will post more detailed answers and explanations later, but I think the WWI planes are shiny.


I tend to agree... this from a Mr. Kim Beattie who apparently was actually there smile

Originally Posted By: "And You!" Toronto: MacMillan, 1929. Page 7.

Dawn Patrol

A Knight of the Air's in the wraith-wisps,
Riding the vapouring spires,
He's screaming alone through the cloud void,
Scolding with snickering wires;

He roars through abysses of blueness;
Scorns down the empty, cold miles;
His motors start howling in anger -----
"Black Cross" is in his blue aisles!

He climbs for the roof of the darer;
Scraping the gray floors of space;
Relentlessly banking and turning;
Whining with glee in the chase!

He dives with a sun-glinting belly,
Steep on the tail of his foe;
His gibbering guns spurt a death stream-----
"Black Cross" spins flaming below!

Down, down, where the cobbles are snaking,
Marked by the poplars that line,
He's smoking and flopping and twisting---
Crashes! And crumples his spine!

A cheer faintly floats towards the victor:
Faces are blurred round the huts;
A gambler collects on the dog-fight--
"God! But that lad has his guts!"
Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 10:59 AM

Super stuff AnKor thanks very much for your work on this, works fine here. Yann98 Pup is fine here for me shadows in the pit. Nvidia 780 GTX latest drivers Win7 64.

The glare is very strong looks cool on the Pup wing 'windows' they aren't glass though of course but seems fine there.
Maybe too high on other parts I think - if it was toned down a little, and perhaps with a slightly more matt sheen with it may help? Not sure.

But this is high if you look at the last 20 seconds too, but bear in mind shine in this is also increased coming through the glass of the video aircraft, and burning out because it's too high for the video camera to cope with then processed 2 or 3 times since no doubt so misleading I think.

http://www.youtube.com/watch?v=AnPJ9yj8G9w

where this one is not through too much extra glass so is more subtle I think perhaps softer sun.
http://www.youtube.com/watch?v=XHSz6MCIqkY
around 5m05 to 5m12 ish good close up and shine.
Posted By: SkyHigh

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 11:09 AM

Yaan, I'm not getting that with my Pup. I have great shadows. I'm using an nVidia 660 TI.

Looking at the outside view of the Pup, I think the shine is just a bit strong for my taste. I like it, but perhaps with a little more subtlety.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 12:22 PM

Ankor;

I feel the same about the high shine reflection. It could be toned down a bit if possible. Otherwise I like it very very much.

See below:

Screen shots
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 12:39 PM

Okay, the videos are convincing. Clearly, modern reproduction aircraft have that Hollywood shine. The ones at the National Museum of the US Air Force also have a glossy sheen to them, but it's generally less specular and more matte. (I think this may be an excuse for me to run over there this weekend and take some fresh pictures. biggrin )

Is there a way at least to tone it down or switch it off when you're deep in clouds?
Posted By: elephant

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 02:14 PM

Originally Posted By: AnKor
I will post more detailed answers and explanations later, but I think the WWI planes are shiny.



Crashed German LVG B.II 1054/15



Shine depending on the angle of view and lighting conditions.

Posted By: Mr. Lucky

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 04:59 PM

Even modern (relatively) fabric planes do reflect. In the air, the bright sun will reflect off of a light colored surface quite well. That's why in the pattern, we sometimes do some quick shallow rolls to change the wing angle so someone directly behind us can see us. that works for yellow Cubs, Champs and beige Tcrafts.
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 04:59 PM

There's definitely some reflection in some of these videos and photos, for sure, but I think that, as others have alluded, it has more of a matte quality. I have no idea if that can be better conveyed in this mod, but I think the reflections could be more... subtle than they currently are.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 07:35 PM

Just an FYI..Someone earlier mentioned ENB as another mod for lighting and coloring. Well I remembered that I had one installed that was made for OFF and I think Creaghorn had settings for it or some involvement.

I found it and put it in WOFF via JSGME. It worked beautifully..much the same as SweetX and you can still use the "k" key for screenshots. I could tell the difference between SweetX and ENB. Also the setting file which is a notepad menu much like SweetX is much more straight forward and less complicated to fool with.

Later today, I will try and upload the file to a post. But if Creaghorn reads this he will probably know much more about it then I do..
Posted By: Uncle_Bob

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 08:10 PM

even if enb are older than sweetfx im not convinsed sweetfx are better for flightsims. Nice pics and i would like to see more. Maybe some of the reflections some are adressing are looking different with enb(it might be spot on). Im going to check it out.
Posted By: Uncle_Bob

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 09:22 PM

A flight in QC with good sunny weather to see the reflections on the enb, most pics in here with reflection are with sweetfx, thought its ok to compare. I still think sweetfx "does to much", but thats matter of taste. Think maybe the glossy reflections some have mentioned are less with this enb.



Posted By: Uncle_Bob

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 10:02 PM

Originally Posted By: AnKor
I will post more detailed answers and explanations later, but I think the WWI planes are shiny.
Look at Kermit Weeks or Mikael Carlson videos if you haven't seen them yet:
https://www.youtube.com/watch?v=i973gkkRNhs
https://www.youtube.com/watch?v=MHS1mv08qw8
https://www.youtube.com/watch?v=gZZ82xiWP7w
Of course these are museum planes, they couldn't be so clean and polished during the war, but it still kind of shows that canvas can be shiny smile



if you guys look at the last youtubevid from 5.08-12(start a bit sooner) and 10.40(in a loop) and 12.45 you clearly see the fokker D.VII shine. The sweetfx settings does to much and I ask myself if Ankor really should make his mod to fit with sweetfx? Im guessing the canvas was primed with a lot of chemicals back then making it shine. Wonderful mod Ankor.
Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 10:16 PM

Yes shine is good and the movie has it, just it's a little more subtle in the real one. Also this real one is of course in tip top condition.

It has a sort of slightly matt sheen and there is still detail visible etc, but maybe sweetfx or enb helps to configure it more is that what you mean?

In AnKor's mod at the moment, it looks great the polish/sheen seems fine, but just the very bright bits are too harsh maybe.
Posted By: Uncle_Bob

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/14/14 11:12 PM

Originally Posted By: Polovski
but maybe sweetfx or enb helps to configure it more is that what you mean?



Im no expert tweaking in sweetfx or enb, but i do get a feeling sweetfx kind of "does to much". Im more content with the enb i use like in the pictures above. I think the shine there is almost right(but who am i to know;). Sure it looks like its just out of the factory but still.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 03:20 AM

Originally Posted By: MajorMagee
Okay, the videos are convincing. Clearly, modern reproduction aircraft have that Hollywood shine. The ones at the National Museum of the US Air Force also have a glossy sheen to them, but it's generally less specular and more matte. (I think this may be an excuse for me to run over there this weekend and take some fresh pictures. biggrin )

Is there a way at least to tone it down or switch it off when you're deep in clouds?


I see that Num Pad 0 still works to toggle it on and off so I can just kill the glint when I'm flying in the shade of the clouds.

It's pretty obvious that the amount of glint that seems right is in the eye of the beholder based on their expectation of what reality actually looks like. (Ask someone what color the trunk of a tree is and they will most likely say brown. Then have them look at a real tree...) I can see that the relevant parameters are compiled into your shader files so making them user adjustable is not trivial without building an editor interface for them.

I really appreciate what you've been able to accomplish and I pray that everyone else can respect that you've just pulled us all ahead about a generation in what we can see rendered on screen.
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 08:59 AM

First of all, if you want to reduce the glint and know ho to use notepad.
Open "shaders30\psTest20Shadows.ps" (most likely it won't open in notepad by default, use Open With... from right-click menu).
Find the following line, it will be in the last third of the file:
Code:
  float sunStrength = mul(arrDirLights[0].vDiffuse.rgb, float3(1,1,1))*10;

and remove *10 at the end. Or change it to a lesser value, like *2. This should make the brightness more tolerable.

Now some comments about reported issues.
Originally Posted By: Panama Red
I get a interior 15 to 20 FPS decrease using shadows in the cockpit versus non-shadows using the beta above (NVidia 780 TI).

Yep, cockpit performance is no good.
I'm really looking into doing something about it, but I don't want to disable shadows for the interior view, this defeats the purpose of having them smile

Originally Posted By: Madmatt
First off, on occasion I will get some random screen corruption that looks like solid white lines that run vertically. They disappear as I turn my head or switch views.

I've seen it too, but to a much lesser extent. This is definitely a new bug introduced with the changes I made to support AMD. Will look into it.

Originally Posted By: Madmatt
I've also noticed that some of the bumpmapping is being applied to text and numbers painted to flat surfaces, for example look at the "Lift Here". It looks like it's embossed... And the serial # on wing:

This is unavoidable because I don't have any real "bump map", but use brightness difference to decide what is embossed/depressed. While it gives good results on some surfaces it is obviously wrong with text, roundels, crosses and lozenge camouflage.

Originally Posted By: Madmatt
Lastly (and I couldn't get a screenshot of this) but when I turn off the cockpit and go with the gunsite view only, I sometimes (although it is rare) get a flickering on screen near the gunsite which appears to be the shadow of the bracing wires or the wires themselves that you can usually only see when you have the cockpit view enabled. I'll see if maybe I can capture some video of this.

OK, I never flown with cockpit off, will have to try and look. Thanks.

Originally Posted By: gecko
last one. I also noticed that lighting sources other than the sun (had to apply some CFS3 knowledge to test for these) do not cast shadows.

Yep. This is deliberate.
Shadow casting from multiple lights is difficult. Before even thinking of it I need to seriously improve FPS with current sun shadows.
Though adding them for searchlights may be interesting indeed smile

Originally Posted By: gecko
It looked kind of like water - which, if down the road you wanted to do some new water shaders, that would be incredible, but one thing at a time.

Someday, someday smile


Originally Posted By: gecko
Personally I thought the stock WOFF shine was pretty close, based on the biplanes I've spent time with at airshows.

I have only subjective arguments, but for my taste (both aesthetic and technical) - WOFF has very unusual lighting behavior due to very low specular power. I hope to discuss it with devs someday smile

I'd also want to answer to some comments which I've read here, but can't find right now.

"The bring glint is still there in a cloudy day, when the sun is obscured."
Yes it is, and it's annoying for me as well. Adding cloud shadows seems too difficult at the moment, but something has to be done.

"Bumpmapping and highlights should be optional for those who just want to have shadows".
Yes, I fully agree and will add an ability to turn them off, at least until they are polished and free from annoying glitches.
Posted By: manitouguy

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 10:01 AM

thanks ankor for continuing to 'school' us here smile

i am running an amd and have not yet seen the corruption lines, and my cockpit view seems to run pretty nicely as well w shadows

i just tried to open the shader file ... i don't seem to get the open with right click option ..?

cheers, Ron
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 10:15 AM

If you don't see the "open with" try right-clicking while keeping the shift key pressed. If you don't see it anyway, just click "Open" then and it will ask which program to use smile
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 03:03 PM

That was perfectly easy to change once you pointed out where to look. I just tried 0.5 in place of 10 and it provides a nice subtle sheen with the occasional bright glint on a sharp edge. salute
Posted By: Uncle_Bob

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 05:46 PM

Again thank you Ankor. Appreciate your efforts a lot.
Posted By: gecko

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 06:04 PM

I can come up with ideas that far outpace my abilities and any person's schedule, so don't mind me. You've already taken the shaders from 2003 to 2014 in the space of a couple months, which is absolutely incredible and much appreciated.

I'll have to look into that ps file for tweaking. I agree it's a pretty subjective thing, but now that you've shown us how to edit it I'm sure there will be as many versions cropping up as there are sweetfx presets. Thanks!
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 06:49 PM

May have been asked before: can I throw the folder "WOFF_D3D9_Converter.20140101"
(which includes the two files) into JSGME?
Posted By: nibbio

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 07:22 PM

AnKor finally had some time to install the latest version of your converter, it's stunningly beautiful. Thank you so much for adding these features, it's really appreciated!
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 07:35 PM

Originally Posted By: Olham
May have been asked before: can I throw the folder "WOFF_D3D9_Converter.20140101"
(which includes the two files) into JSGME?


Olham, I have it installed in JSGME see below:
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 07:58 PM

Thank you, Robert - seems you have a newer version?
Can you guide me where to find it?
Posted By: Xitax

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 08:22 PM

Wow, I was going to wait until it was all done to give it a try, but it's fantastic, 55-90 FPS too. GTX 760.

I'm using the 02-02 dated version.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 09:00 PM

Originally Posted By: Olham
Thank you, Robert - seems you have a newer version?
Can you guide me where to find it?


Hi Olham;

I got my latest from this post further back in this thread:
Latest from Ankor

What you see in my screen cap is that I renamed the mod by adding Ankor's name to the end of it for easy recognition in the future in case I forget who it came from.

Special Note: I took Ankor's advice and changed the following line which resides in the "psTest20Shadow.ps" file in his "Shader30" folder:

float sunStrength = mul(arrDirLights[0].vDiffuse.rgb, float3(1,1,1))*2;


the "*2" is a "*10" in his file and by changing it to a "*2" I think brings the reflection down to what I consider a proper level. You be your own judge and try it.

Best Regards Detlev!
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 10:20 PM

And a new version is here smile
https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140215.Beta.zip

It has glint strength reduced to 1, i.e. I just removed that *10 multiplier I told about before. Not sure what I was thinking smile
Also I have fixed a stupid bug which caused shadows to be too sharp in previous version.

However, this time the main focus is cockpit performance.
Now it should work faster on average, however peak FPS will be a bit lower because now it uses somewhat elaborate preprocessing to reduce the overdraw. This change only affects cockpit view, external views are unchanged.

To allow performance testing I added another "hotkey": a decimal point key (also labeled Del) on numeric keypad.
So, for this version:
Numpad 0 - turns new renderer on and off as before.
Numpad . - turns cockpit preprocessing on and off. It is ON by default, and when it is turned off a small red triangle is draw in the upper left part of the screen (only visible if you have any HUD on screen).

Please test it and report any glitches and the difference in performance between these modes.
When reporting performance - please tell which airplane you flown. It varies from model to model.
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 10:31 PM

Thank you for guidance, Robert!

AnKor, maybe you should always replace the version in post 1 with your latest?
That way it would be easier to find for all, who don't want to read through 45 pages?
But now I'm here, so thank you anyway!
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/15/14 10:45 PM

Originally Posted By: AnKor
And a new version is here smile
https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140215.Beta.zip

It has glint strength reduced to 1, i.e. I just removed that *10 multiplier I told about before. Not sure what I was thinking smile
Also I have fixed a stupid bug which caused shadows to be too sharp in previous version.

However, this time the main focus is cockpit performance.
Now it should work faster on average, however peak FPS will be a bit lower because now it uses somewhat elaborate preprocessing to reduce the overdraw. This change only affects cockpit view, external views are unchanged.

To allow performance testing I added another "hotkey": a decimal point key (also labeled Del) on numeric keypad.
So, for this version:
Numpad 0 - turns new renderer on and off as before.
Numpad . - turns cockpit preprocessing on and off. It is ON by default, and when it is turned off a small red triangle is draw in the upper left part of the screen (only visible if you have any HUD on screen).

Please test it and report any glitches and the difference in performance between these modes.
When reporting performance - please tell which airplane you flown. It varies from model to model.


I know this is subjective but I found that setting the glint strength to 2 was better than 1. 1 seemed just a little to weak IMHO but that of course is up to you.

Thanks for the new update.

Best Regards;
Posted By: Panama Red

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 12:10 AM

Originally Posted By: Olham
Thank you for guidance, Robert!

AnKor, maybe you should always replace the version in post 1 with your latest?
That way it would be easier to find for all, who don't want to read through 45 pages?
But now I'm here, so thank you anyway!


If he does that, he will deny people the very mod that allowed WOFF to have decent FPS, since his current beta versions do not allow cockpit FPS to be over 60 with the cockpit shadows. This is why I keep going back to his first version since ultimately you the play the WOFF from the cockpit and everything else is "eye candy" and below 60 FPS either causes stutters or tearing.
Posted By: nibbio

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 12:13 AM

Originally Posted By: AnKor
And a new version is here smile
.................................
Please test it and report any glitches and the difference in performance between these modes.
When reporting performance - please tell which airplane you flown. It varies from model to model.


Yes I can confirm that with the previous version for instance the Halberstadt showed no glint at all, except for some cockpit textures (mg levers and such). Probably some older 3d models have no reflectivity properties associated with the polygon surfaces?

Gonna test the new version now.
Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 01:26 AM

Originally Posted By: Panama Red
If he does that, he will deny people the very mod that allowed WOFF to have decent FPS, since his current beta versions do not allow cockpit FPS to be over 60 with the cockpit shadows. This is why I keep going back to his first version since ultimately you the play the WOFF from the cockpit and everything else is "eye candy" and below 60 FPS either causes stutters or tearing.


Well, he could display a vanilla and a shadow version.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 01:44 AM

Which is exactly what I hope he does. biggrin
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 02:55 AM

I'm seeing some Moiré with the latest version when viewing the glint with the sun coming from a shallow angle behind the viewer.

Reverted to the previous version to check if I had just missed the issue before, and that one was fine under the same conditions, so this is something new.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 04:40 AM

AnKor, with the very latest version I still got that vertical white line bug to reappear. I wasn't sure if you had worked on that yet.

By the way, I was wondering how difficult it would be to re-enable the Alt-Tab functionality back into these latest test versions? Being able to do that is extremely useful while testing.

Thanks!

Madmatt
Posted By: Rick_Rawlings

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 06:35 AM



0, 14, 23, 32 minutes for restored fighters, make your own call on the reflectivity. They even have the decency to fly several times in the cloudy weather we have in WOFF. biggrin Some of the angles look surprisingly glinty!

Posted By: Glubber

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 07:45 AM

Regarding the white line that Madmatt mentioned, I'm pretty sure it has something to do with the HUD display. I finally got around to installing this after the fixes for AMD cards and just did a flight and immediately saw a blue line heading from the TAC, which was the same color as what was diplayed in the middle of the TAC, and then it was gone. Then there were a couple of short white lines below the TAC, same color as the text. Then they were gone. My lines were on the left of the screen, where my TAC was displayed, unlike Madmatt's which was on the right, where his TAC was displayed.

Turned off HUD and haven't seen since.

Now, onto my impressions, having finally gotten a bit of time to soak this latest iteration in close up...

HOLY COW!!!!!!!

I am just completely dazzled at how much of an improvement this has made overall. And I think the glint is at a nice place. I may play around with values a bit just for fun, but definitely not looking too metallic now.

Am using a 6950 and while I haven't used fraps or anything to get my actual framerates, I took a flight of 10 wingmen along on a freeflight and really noticed no discernible hit in FPS, even when looking at or zoomed into my cockpit. Not sure if you improved this in the latest update or if I just wasn't in a very taxing situation, but it was very smooth.

My only tiny little nitpicky thing would be the shadows on the props, but it's no gamekiller, and I don't know... maybe it's realistic? Can't find any vids with actual cockpit views putting the sun in just the right position behind in order to check it out.

But anyway, just total and complete wow.

Much gratitude, Ankor.
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 07:59 AM

Tested with Sopwith Pup. The result in the cockpit was, sadly, 60 FPS without it enabled, 25-30 with it. Flying alone in a Free Flight Quick Combat Mission. In a campaign mission my frames would go to low 10s,...Outside views were exactly the same performance with new shaders on or off. And yes, theses shaders look amazing,...hope performance problems can be solved as for now I will only use it outside the cockpit. Thanks for the efforts Ankor. Much appreciated.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 09:37 AM

Originally Posted By: ArisFuser
Tested with Sopwith Pup. The result in the cockpit was, sadly, 60 FPS without it enabled, 25-30 with it. Flying alone in a Free Flight Quick Combat Mission. In a campaign mission my frames would go to low 10s,...Outside views were exactly the same performance with new shaders on or off. And yes, theses shaders look amazing,...hope performance problems can be solved as for now I will only use it outside the cockpit. Thanks for the efforts Ankor. Much appreciated.


This mod has come a long way in improving the already awsome graphics in WOFF. I hope that the improvements in performance when using this mod also comes along quickly so that it can be a permanent fixture in the WOFF world.

At one time, Cliffs of Dover had a scenario which you could load and test your FPS whenever you wanted to tweak and test a change in settings. It's common knowledge by now that QC and campaign give totally different results while testing. Unfortunately, loading a scenario in WOFF gives the same results as QC.

So, I've mentioned it before a while back (and I'll bring it up again) that there should be a "stress-test" scenario for WOFF. It's very time consuming and difficult to find just the right conditions in campaign mode to simulate maximum activity on screen.

It would be nice to just load up a scenario where I can see the results. Even a simple program which would run all the WOFF calculations that goes on during campaign play... kinda like a "prime95 for WOFF"....
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 01:16 PM

Originally Posted By: Glubber
I Am using a 6950 and while I haven't used fraps or anything to get my actual framerates, I took a flight of 10 wingmen along on a freeflight and really noticed no discernible hit in FPS, even when looking at or zoomed into my cockpit. Not sure if you improved this in the latest update or if I just wasn't in a very taxing situation, but it was very smooth.



Use the "z" key to see your frame rates. You don't need to run FRAPS for that
Posted By: corsaire31

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 02:12 PM

Just made a test with last version 20140215 only (no Sweet FX)
AA : 4xEQ AF : 8x (set as override in Catalyst Center - AA 8x in Workshop)

Sopwith Strutter on free flight

External views : steady 60 fps
Cockpit view : looking forward 58 fps
looking down on instruments panel : 45 fps
looking down on instruments panel with preprocessing off : 36 fps

System specs hereunder

Edit :

BE2C on free flight (gunner in front in cockpit view) 60 fps / 52 fps / 45 fps / 35 fps

Turning off preprocessing has the fps go down by 10.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 03:35 PM

What it looks like with the BE2c

Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 04:47 PM

Originally Posted By: Glubber
Regarding the white line that Madmatt mentioned, I'm pretty sure it has something to do with the HUD display. I finally got around to installing this after the fixes for AMD cards and just did a flight and immediately saw a blue line heading from the TAC, which was the same color as what was diplayed in the middle of the TAC, and then it was gone. Then there were a couple of short white lines below the TAC, same color as the text. Then they were gone. My lines were on the left of the screen, where my TAC was displayed, unlike Madmatt's which was on the right, where his TAC was displayed.

Turned off HUD and haven't seen since.


I concur Glubber. I have done more testing and I can get a very small white line to appear over on opposite corner from my TAC pretty much at will now. With TAC on, white line appears (although it is very short now, not the full length of screen). Turn off TAC (or disable AnKors mod) white line disappears.

Madmatt
Posted By: cptroyce

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 06:04 PM

I just tried tried Ankor's newest upgrade, and while I was a holdout, because I don't like to use experimental "stuff" that might effect my install, I have to say that it is awesome. I was using ENB alone, which I like better then SweetX, and it was great. But now with Ankor's latest upgrade alone, nothing else added to graphics, I get FPS at 55-60 constantly, beautiful graphics and shadows, and in cockpit 35-40 FPS. So I am loving this mod!! Actually I am stunned by the difference in the sim FPS and graphics.

Thanks Ankor for all you work toward this project!
Posted By: CrimsonTide

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 08:46 PM

I changed my NVIDIA settings for Antilaising-Transparency from Supersampling to multisampling and it nearly doubled my frame rates. They are almost the same as having no mods on! I am a happy camper.
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/16/14 10:45 PM

I had the same results with SS and my ATI 7870. The only reason for me to use SS is to reduce shimmering near the ground. If I use SS at all, it's only at 4X...higher levels drop my FPS into the 30s in campaigns near the front.

I'm not finding any real problems, with exception of small vertical lines with TAC and label on (not quite the same problem reported by Major Magee and Mad Matt). When I have the TAC on and cycle through the label types, I see what appear to be a small leftover edge of the frame from the previous label. I've been unable to capture this in a screenshot. This is with 4x SSAA 8xAF.

Otherwise this is working great.

[EDIT] After more testing, I am not seeing these lines with 12xEQ EdgeDetect AA. Must be something wonky with supersampling.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/17/14 01:27 AM

Just some screen caps of Ankor's latest but with value "2" set to sun glare and Lothars's ENB from OFF.





Posted By: KodiakJac

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/17/14 06:42 AM

Originally Posted By: AnKor
And a new version is here smile
https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140215.Beta.zip

It has glint strength reduced to 1, i.e. I just removed that *10 multiplier I told about before. Not sure what I was thinking smile
Also I have fixed a stupid bug which caused shadows to be too sharp in previous version.

However, this time the main focus is cockpit performance.
Now it should work faster on average, however peak FPS will be a bit lower because now it uses somewhat elaborate preprocessing to reduce the overdraw. This change only affects cockpit view, external views are unchanged.

To allow performance testing I added another "hotkey": a decimal point key (also labeled Del) on numeric keypad.
So, for this version:
Numpad 0 - turns new renderer on and off as before.
Numpad . - turns cockpit preprocessing on and off. It is ON by default, and when it is turned off a small red triangle is draw in the upper left part of the screen (only visible if you have any HUD on screen).

Please test it and report any glitches and the difference in performance between these modes.
When reporting performance - please tell which airplane you flown. It varies from model to model.


Hello Ankor,

Three sorties flown with this latest version: 1 sortie in a Rumpler C.IV and 2 sorties in a Sopwith Pup.

Glint is now very tastefully done and looks great.

No embossed look on Serial # and other text on the planes.

Consistent FPS performance in all views. If outside Spot View is running 58-60 FPS then switching to cockpit view or instrument view it remains 58-60 FPS. In particular I looked closely at this in the Pup and no matter what I did I could not get the FPS to drop when in the cockpit (forward view then looking down at instruments or toggling F6 to instruments only).

Slight overall increase in FPS performance of 4-5 FPS in all circumstances. Prior average about 55 FPS now running about 60 FPS.

No vertical line when toggling HUD or TAC.

For my setup this is running perfectly with all features of the mod plus a small performance increase.

Excellent work Ankor! This is a wonderful improvement for the players of WOFF thumbsup

I will of course try your official release of this, but will save this version in my hip pocket as perfect for my system setup as I can't find anything wrong with it (maybe less shadow in the prop, if anything, but that level of shadow may be correct for all I know).

Thanks!

AMD Radeon 7850 2 GB
i5 2320 3.0GHz 12 GB RAM
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/17/14 10:07 AM

Robert_Wiggins, looks nice. I still can't decide which sun strength multiplier I like the most.
Ideally the brightness should vary by the type of surface and weather, but for now it is constant. I hope to do something about it later.

Bucksnort,
Current version is relatively good, but I already discovered another flaw, introduced by "cockpit preprocessing". In this mode (which is on by default) you won't see damage holes in the canvas on your wings under certain angles. Not a game breaking issue, but still not good.

Everyone,
I will be a bit too busy to reply for a few days, but I'm still reading all comments here and continuing my research on improving visuals and performance.

And by the way, if anyone wants to do more tweaking by themselves while I'm busy with other issues smile
There is a line a few pages below that "sunStrength" formula which controls the strength of bump-mapping:
Code:
 float3 tsBump = normalize(float3(xC-xA,xD-xB, 0.15f)).xyz; 

You can try to replace that 0.15 with other values, however it works counterintuitive - a higher value means weaker bump mapping. So with 0.05 the effect will be 3 times stronger, and with 0.45 it will be 3 times weaker.
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/17/14 10:36 AM

Strangely some people have no FPS loss at all when looking to the cockpit. Here it is at it was before. Looking down drops FPS from 50ish down to between 15 and 20ish. Probably depending on the AC itself, but still there is no improvement on my rig. Activating and deactivating cockpit preprocessing makes no difference also besides having the little red triangle in the corner.

I'm using 32AA combined additionally with AA transparency sparse grid 2 which looks great and FPS are generally very high besides when looking into cockpit. Not much of an help, I know, but just letting you know ;-)
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/17/14 11:56 AM

Originally Posted By: Creaghorn
Strangely some people have no FPS loss at all when looking to the cockpit.


Very strange, indeed. My FPS drops from 60 to 45ish when I'm looking straight ahead and then to 30ish when I look down at my instruments. Looking to either side or back, however, I get 60.

I'm very interested to improve my frame rates as well, if possible. What is being done differently and/or what are the AA, AF, nvidia or inspector settings? can a pit image showing shadows & above 40-50FPS be posted?
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/17/14 09:28 PM

Gee, I like what I get from the shader!

Posted By: KodiakJac

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/17/14 09:54 PM

Originally Posted By: yaan98
Originally Posted By: Creaghorn
Strangely some people have no FPS loss at all when looking to the cockpit.


Very strange, indeed. My FPS drops from 60 to 45ish when I'm looking straight ahead and then to 30ish when I look down at my instruments. Looking to either side or back, however, I get 60.

I'm very interested to improve my frame rates as well, if possible. What is being done differently and/or what are the AA, AF, nvidia or inspector settings? can a pit image showing shadows & above 40-50FPS be posted?


This is interesting and I guess goes to show how different each of our system/video card combo's can be. I didn't report this because it has always been this way for me and unrelated to this testing, but my worst frame rate has always been from the cockpit looking back left or back right. For instance in my example of what I would call a normal graphics load I'm getting around 58-60 FPS in Spot View and Cockpit (both looking forward or at instruments) but when I look back it immediately drops to the mid to high 40's.

Same under what I would call a heavy graphics load (rain, heavy clouds, 2000 ft alt over the front in a furball with 10 or 12 planes) and I'm getting 48-52 FPS in Spot View and from the Cockpit until I look back and then it drops to about 36-38 FPS. So no matter the situation my worst frame rate has always been looking back from the cockpit.

AMD Radeon 7850 2 GB
i5 2320 3.0GHz 12 GB RAM
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/17/14 11:36 PM

Originally Posted By: Olham
Gee, I like what I get from the shader!


Great screenies, Olham. It goes to show that my Entente craft are just plain ugly, even with Ankor's shader. I'm switchin' sides!

Posted By: gecko

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/18/14 03:31 AM

Those are gorgeous Olham, I shot down a pair that looked just like that in my Strutter yesterday.
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/18/14 09:49 AM

Thank you, gecko, that's very... - aerhh, wait! ... - ...you shot down a pair of...?
Brute! Basterd!! Swine!!! The Curse of the Albatros shall come over you! biggrin
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/18/14 11:10 AM

Tried the same settings now with Sparse Grid AA tranparency set to off, just with multisampling. The cockpitshadows were much better and more fluid. Still a FPS loss, but not that much that it is noticable for the eye. I have to add that it is only fluid and with high FPS when having cockpit preprocessing set to active. With only multisampling the graphics are a bit more shimmering, but that is, at least for the moment, obviously the price for having high FPS cockpit shadows.
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/18/14 11:49 AM

Creaghorn, could you show a screen-capture of what you have set up how, and where?
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/18/14 12:07 PM

I will try to explain what happening there.
In fact my shadows shader alone can produce about 400 FPS when filling full screen on my config (that's of course impossible to achieve because the game has other things to do).

One problem is that cockpit view has a lot of overdraw on some planes, i.e. the same part of the screen is draw more than once. So if you fill the whole screen twice (which happens most of the time - you have propeller in front of you, which is drawn but then obscured by drawing cockpit parts) - it is already down to 200 FPS and so on. In fact the same pixel is often drawn more than twice in cockpit view.
The purpose of "preprocessing" in the latest version is to reduce this overdraw. Though the current algorithm is not optimal in performance and has some visual glitches. I will work on improving it.

Another very important consideration: GPUs love drawing large models at once. If you feed them 20000 polygons at once they are generally drawn much quicker than 200 batches of 100 polygons. The problem is that the cockpit has a lot of small parts which are drawn separately. I'm researching the possibility of batching them together for improved performance.

People get different results because of different configs of course. It also seems that the AMD produces more stable FPS, which is surprising. I can't find any good docs on AMD GPU specifics, so I'm optimizing based on available nVidia docs and then hope it is at least not worse for AMD smile

PS: Olham, the Albatros looks excellent! Though a trained eye will notice one small glitch in the upper-right picture - the shadow is a bit disconnected from the fin. I hope to fix this kind of issues soon.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/18/14 12:42 PM

Originally Posted By: AnKor

People get different results because of different configs of course. It also seems that the AMD produces more stable FPS, which is surprising. I can't find any good docs on AMD GPU specifics, so I'm optimizing based on available nVidia docs and then hope it is at least not worse for AMD smile


I wonder if this is the case for ALL AMD cards and if ALL NVIDIA cards get a massive drop when looking at the pit. If both cards have 2GB or more memory, how else can this be explained? There must be a setting which is being overlooked in the nvidia inspector somewhere....
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/18/14 02:17 PM

I finally found a setting that worked for me!

I only adjusted my inspector settings to the box in red:



And I get a very sharp picture with 60 FPS no matter where I look... including the cockpit!



using ENB + Ankor's shadows.

One thing to note is that AA setting MUST match the Transparency Supersampling... so x2AA and x2SGSS, or x2AA and x2SS etc...
Posted By: Rover_27

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/18/14 02:55 PM

I don't remember any drops with my Nvidia.
Posted By: Polovski

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/18/14 06:35 PM

Superb pics Olham

Yaan98 you have "enhance application setting" rather that override so you are ADDING to whatever is in CFS3 which may be why it is a problem with other settings.
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/18/14 09:09 PM

yaan98, interesting find.
I haven't tested it, so just a guess, but it may be that enabling "Transparency Multisampling" breaks one of optimisations I recently made to improve the cockpit performance. Though I'm going to rewrite it anyway as I explained in previous post and it may eventually become more compatible.
However I don't use any inspector overrides and enhancements during development and can't guarantee anything about their behavior.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/19/14 05:31 AM

Originally Posted By: AnKor

However I don't use any inspector overrides and enhancements during development and can't guarantee anything about their behavior.


I just tried it without inspector settings and I got the same results in frame rates. I can't pinpoint for sure what helped, but I think that reducing the AA setting to MS did help as well as disabling the transparency MS.

I had to go back to inspector to get SGSSAA to reduce the shimmering.
Posted By: SkyHigh

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/19/14 11:39 AM

Yaan, your settings got me tinkering and I found the following:

In Ambient Occlusion compatibility, I had 0x0000000F(Dead Space), for some reason. When I changed this to your 0x00000000(Dragon Age 2), I get constant 60fps in-cockpit, regardless of AA settings.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/19/14 11:48 AM

SkyHigh,
I say that so long as you're comfortable using inspector and know how to reverse your changes, then keep tinkering for better eye candy.... thumbsup
Posted By: SkyHigh

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/19/14 11:56 AM

^
salute
Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/19/14 12:24 PM

Posted a bunch more on the screen shots thread, but just wanted to thank AnKor for his amazing work.













Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/19/14 02:12 PM

Mouthwatering pics again, Hellshade!
I only hope, that in the end - when all the shaders+glinting stuff
will be worked out, you "engineers" will come up with good setup
screenshots (both for NVidia and ATI cards), so that we less advanced
users can simply make it look that way.
Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/20/14 01:49 AM

Amazing Immersion with the shadows mod





Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/20/14 02:15 AM

Originally Posted By: yaan98
I finally found a setting that worked for me!

One thing to note is that AA setting MUST match the Transparency Supersampling... so x2AA and x2SGSS, or x2AA and x2SS etc...


I've noticed this before. There seems to be some kind of a synergy when you use the same multiplier for each setting. 2X, 4X, etc. Evidently it's easier on the card to do the same number of calculations per AA type.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/20/14 02:28 AM

Originally Posted By: SkyHigh
Yaan, your settings got me tinkering and I found the following:

In Ambient Occlusion compatibility, I had 0x0000000F(Dead Space), for some reason. When I changed this to your 0x00000000(Dragon Age 2), I get constant 60fps in-cockpit, regardless of AA settings.



I believe that is because Ambient Occlusion only works if you run it with Dead Space selected in the compatibility setting. The reason your framerate jumped back up was because by changing this setting, you effectively disabled Ambient Occlusion, which I found out in the past really hurt framerates when using AnKors converter.

Madmatt
Posted By: vschoell

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/20/14 06:51 AM

Hello Ankor,

First congratulations for your great work. Really Stunning.... Surely i know 20140215 is a beta. Just want to say that i get a dump from the simulation with "nvidia driver stopped working" and a fall back to woff manager everytime when i fly back to my aerodrome specially when flying over a big city like verdun. I use the actually nvidia driver and a gtx 680 card. I tested too to press 0 button so to stop the effects but crash was the same. I think it has something to do with the big cities but not for sure.... Without the beta no crash at the same positions. One thing on top: i used time compression and the autopilot for flying back after a mission. And i never get a crash when i'm in mission, only when flying home and near my home field....

Someone perhaps the same problems?

Vschoell
Posted By: SkyHigh

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/20/14 08:34 AM

Originally Posted By: Madmatt
Originally Posted By: SkyHigh
Yaan, your settings got me tinkering and I found the following:

In Ambient Occlusion compatibility, I had 0x0000000F(Dead Space), for some reason. When I changed this to your 0x00000000(Dragon Age 2), I get constant 60fps in-cockpit, regardless of AA settings.



I believe that is because Ambient Occlusion only works if you run it with Dead Space selected in the compatibility setting. The reason your framerate jumped back up was because by changing this setting, you effectively disabled Ambient Occlusion, which I found out in the past really hurt framerates when using AnKors converter.

Madmatt


Bizarrely, I was still getting no improvement when I disabled Ambient Occlusion in the settings before I changed to Dragon Age 2. Never mind, it works perfectly now!
Posted By: LowDrag

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/20/14 06:33 PM

Hej AnKor,

would like to say thank you for your work. The self shadowing adds a lot to the immersion and to have the feeling to be in a real aircraft.

It works well for me since the last update, as I´m flying with an ATI card (Radeon 4870). Not too much impact on framerates now (50-60 fps normaly), even when looking inside the cockpit (30-40 fps then).

Thank you very much, a piece of art sir!
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/24/14 03:27 AM

For anyone trying to run this in CFS3 I've posted some useful information here:
Notes On Editing Files With Reflectance Textures
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/24/14 09:45 AM

There wasn't a lot of news recently as I didn't have much time.
Still, the new beta is coming soon.
Upcoming fixes are:
- Alt-Tab function restored.
- White line caused by TAC is fixed (this was actually a serious bug, which might even lead to crashes).
- Shadow quality improved, but I need to work more on it - that's why I'm not releasing the new version yet.
- Some tweaks for bump-mapping and reflections.

Bad news is that there are some problems with "preprocessing" mode for cockpits which was introduced in the previous version, and I'm going to remove it (or maybe just turn off by default) until I have more time to rework it.

MajorMagee,
I've found the reason why reflective planes in CFS3 look so weird, but it will take me some time to properly fix it. Perhaps as a temporary solution I will try to turn this layer off in my code, so it will at least not mess with look of USA planes (not sure if this change will make it into the next version).
Posted By: nhill40

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/24/14 03:16 PM

Originally Posted By: AnKor
There wasn't a lot of news recently as I didn't have much time.
Still, the new beta is coming soon.
Upcoming fixes are:
- Alt-Tab function restored.
- White line caused by TAC is fixed (this was actually a serious bug, which might even lead to crashes).
- Shadow quality improved, but I need to work more on it - that's why I'm not releasing the new version yet.
- Some tweaks for bump-mapping and reflections.

Bad news is that there are some problems with "preprocessing" mode for cockpits which was introduced in the previous version, and I'm going to remove it (or maybe just turn off by default) until I have more time to rework it.

MajorMagee,
I've found the reason why reflective planes in CFS3 look so weird, but it will take me some time to properly fix it. Perhaps as a temporary solution I will try to turn this layer off in my code, so it will at least not mess with look of USA planes (not sure if this change will make it into the next version).


Keep up the good work! Just started using it the other day and it looks BEAUTIFUL - many thanks!
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/24/14 04:23 PM

Every new Beta from you it's great news, waiting eagerly for the next. Thanks again.
Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/24/14 04:49 PM

AnKor, your work is having a profound effect on the immersion of WOFF. I hope that you know it is greatly appreciated by many. Thank you for all of your efforts. I can't imagine flying without it. salute
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/24/14 05:04 PM

The time is always the problem in life (as time is money - and do we ever have enough money?)
But I hope very much, that you will find solutions for the recent problems, AnKor,
because now that I have seen the shadows, I wonder how I could have ever flown without them?
After all, a 3D object only appears realisticly three-dimensional through light and shadows.
So I hope you will be able to build a working final version, which can be implemented in WOFF.
A BIG thank-you already - great job!
Posted By: cptroyce

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/24/14 07:57 PM

Ankor

Terrific addition to WOFF; the graphics are wonderful. But the increase in FPS for most user is awesome. I have a low to mid level setup and I am getting 50-60 fps consistanly!
Posted By: Hasse

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/24/14 09:00 PM

Yesterday I managed to install and get this running (thanks Olham!), and I can now add my voice to the choir singing praises.

I hope you can fix the problems that some people are having with FPS!
Posted By: gaw1

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/24/14 11:38 PM

bloody hell!!!!.......finally got this working...simpler than I thought but my FPS are now in the crapper (ATI card...??)....had to take it out....be so cool to see this sorted.....probably my issue...
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 12:40 AM

Originally Posted By: gaw1
bloody hell!!!!.......finally got this working...simpler than I thought but my FPS are now in the crapper (ATI card...??)....had to take it out....be so cool to see this sorted.....probably my issue...


Ay Up Gaw..im on ATI and i had fps increases pal,ive got a 5770 1gb ,whats your processor,and get rid of any unnecessary background programs . thumbsup
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 12:41 AM

Originally Posted By: gaw1
bloody hell!!!!.......finally got this working...simpler than I thought but my FPS are now in the crapper (ATI card...??)....had to take it out....be so cool to see this sorted.....probably my issue...


For what it is worth, I have an AMD 7870 card in my system and I have an I7-4770k processor with my WOFF on one SSD drive and the system on another SSD drive. I also use Track-IR.

I have found that with Ankor's mod I get 60 FPS in all screen but (and this is a big but!), when I am in cockpit view and any part of the cockpit is visible on the screen, my FPS drops to 45 or less. Sometimes down as low as 28 FPS. As soon as I lift my head to view outside the cockpit either left, right, or overhead, my FPS immediately goes back up to 60.

I believe this is a known issue which Ankor is aware of and working on. I have PM'd him but have not heard back as of yet.

Best Regards;
Posted By: corsaire31

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 01:03 AM

I think most of us have the same problem when looking down in the cockpit, but honestly I don't see any difference between 45fps and 60fps if I don't have the counter turned on. For instance, I run FSX with a limiter at 30 fps and my game looks perfectly fluid to me (no micro stutters)
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 01:47 AM

Originally Posted By: corsaire31
I think most of us have the same problem when looking down in the cockpit, but honestly I don't see any difference between 45fps and 60fps if I don't have the counter turned on. For instance, I run FSX with a limiter at 30 fps and my game looks perfectly fluid to me (no micro stutters)


Yes, I also am not seeing any pereformance hits, but it might affect others with less robust cards and systems.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 03:51 AM

Someone with more tech knowledge then I will correct me if I am wrong, but I recall from years ago, that someone once posted, FPS above 25 or 30 are really not detectable by the eye. So cockpit FPS of 40 or so shouldn't really make any difference when flying.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 09:43 AM

I have tried both (setting at 60 FPS and at 30 FPS) and the main difference is how fast you can turn your head with out feeling a slight "lag".

At 60 FPS, the head turn is "sharp or crisp" while at 30 FPS, you fell like you are turning your head "in molasses".
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 10:25 AM

As well as your hardware, it also depends on your aa settings.

For me, the best settings I got was the image below.

I use both ENB (DX9) with AnKor's shadows and I can get a constant 60FPS no matter where I look and with a sharp picture.

I had to use the older NVidia driver (320.49) to get it to work right. Also, I used "enhance application setting" on purpose.

Posted By: corsaire31

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 04:03 PM

For me the highest fps drop is when I call the inflight map (small size), immediately goes down from 60 to under 30fps. But that's not really a problem either because the map takes the main part of the screen, even in small size.
Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 04:05 PM

I pretty much don't see a fps drop unless I'm at 8x or occasionally 4x while over the front. Viewing the cockpit has no discernible effect that I am aware of.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 04:54 PM

Originally Posted By: yaan98
As well as your hardware, it also depends on your aa settings.

For me, the best settings I got was the image below.

I use both ENB (DX9) with AnKor's shadows and I can get a constant 60FPS no matter where I look and with a sharp picture.

I had to use the older NVidia driver (320.49) to get it to work right. Also, I used "enhance application setting" on purpose.






Yaan98;

The problem I speak of seems only to be related to ATI cards not Nvidia
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 05:50 PM

Robert,

Maybe it could be only an ATI issue. I'm not familiar with ATI card settings, however the AA options still should be similar to nvidia. In your ATI settings try to turn off all optimizations, then only use MULTISAMPLE AA with no supersample or transparency. Force your vsync. If you can get this to work, good, otherwise, it could be driver related and not hardware. So, if you're into tweaking a bit, then I suggest you try to roll back your drivers one version at a time until it works.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 06:13 PM

Originally Posted By: yaan98
Robert,

Maybe it could be only an ATI issue. I'm not familiar with ATI card settings, however the AA options still should be similar to nvidia. In your ATI settings try to turn off all optimizations, then only use MULTISAMPLE AA with no supersample or transparency. Force your vsync. If you can get this to work, good, otherwise, it could be driver related and not hardware. So, if you're into tweaking a bit, then I suggest you try to roll back your drivers one version at a time until it works.


I hear you Yaan. I have tried driver roll back to no avail. I have also been through the tweaking issue with sampling also to no avail. If I remove Ankor's mod I get 60 FPS all around. I must say that I am not seeing any degradation in sim play as a result of the FPS drop, but that may not be true for people with less capable ATI cards. Ankor has said he is aware of this problem and will be looking into it but probably not before the final release to the devs.
Posted By: Hasse

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 08:34 PM

Could be related to ATI. I have an Nvidia card and I'm not seeing any drop in FPS when in cockpit view.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 09:40 PM

Ankor,

You did mention one time about the white reflection in evening screenshots, but I also noticed that from one angle, the reflection was the correct color of the sun and from another angle, it was white.


Red Reflection from the sun




White Reflection




Also, can you enable a feature to hide shadows when the sun is behind clouds or similar situations?
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 10:44 PM

Good points, yaan - but maybe difficult or even impossible?
Though it would be nice, if...

Watching the pale-blue underside of my Albatros D.III's upper wing,
I really saw the bright white clouds reflecting in the glossy paint.
Or so it seemed at least.


Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/25/14 10:59 PM

Originally Posted By: Olham
Good points, yaan - but maybe difficult or even impossible?
Though it would be nice, if...

Watching the pale-blue underside of my Albatros D.III's upper wing,
I really saw the bright white clouds reflecting in the glossy paint.
Or so it seemed at least.




Olham, that just might be reflection from top of bottom wing projecting on the underside of the upper wing. Just a thought.
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/26/14 02:45 PM

Having installation trouble. frown
I tried the version linked at the WOFF website.
I place the three files (two .dll and the folder) into my WOFF folder. Didn't work, game opened ok but wouldn't load to the cockpit, I got an error message that dumped me back to the main game.
I can't read most of the 'readme' file,' most of it is just symbols, so I suspect my notepad isn't opening that correctly.
Anyone know do I need to change something in the workshop, or in the NVIDIA control panel, to make this work?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/26/14 02:58 PM

Storkace;

Are you using JSGME to implement your mods?

If not I highly recommend it. It will ensure that you can easily implement and remove mods consistently at any time without having to worry about what folder to put the files in.

I have a JSGME version of the mod I can direct you to if you need it.

Regards;
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/26/14 03:53 PM

Thanks, Robert.
I've never heard of JSGME, so maybe I'd better give it a try!
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/26/14 04:12 PM

Originally Posted By: storkace
Thanks, Robert.
I've never heard of JSGME, so maybe I'd better give it a try!


Here is a link to my dropbox for JSGME. unzip it to the "WOFF" directory and run the install.
You will have to make sure that the "MODS" folder it creates is directly under the "WOFF" folder.

JSGME Install software

Here is a link to my dropbox for Ankor's mod. It may not be the latest so you may want to look around to be sure. This one I have is already to be used with JSGME. Download it and unzip and place the mod folder in the "MODS" folder you created in the JSGME install.

Ankor's mod


Hope that helps and gets you going.
Posted By: Broadside_Uda_Barn

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/26/14 05:57 PM

Thanks Robert.
I had been following Ankor's mod and waiting for either:
A--an official WoFF version
B--a JSGME version

Appreciate you posting this.

Broadside
Posted By: Wodin

Re: DirectX 8 to 9 converter (that actually works) - 02/26/14 06:27 PM

Is it OK for ATI cards yet?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 02/26/14 07:59 PM

Originally Posted By: Wodin
Is it OK for ATI cards yet?


I'm using on ATI 7870 card. I do get drop in FPS in cockpit mode but it hasn't impacted performance for me.
I have posted in this thread on that issue. Check it out.

Best Regards;
Posted By: storkace

Re: DirectX 8 to 9 converter (that actually works) - 02/26/14 07:59 PM

Thank you Robert.
I'll give this a try. for the record, I forgot to mention when I uninstalled the files in Ankor's mod, WOFF again ran fine.
Posted By: Octavious

Re: DirectX 8 to 9 converter (that actually works) - 02/26/14 11:49 PM

I'm running it on a ATI 4890 with no almost no drop in performance. I'm totally eyeing a new card at this point, but I generally am getting 60 FPS except for takeoff. The airfields kill my FPS. This was before the mod as well.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 02/27/14 12:14 AM

Originally Posted By: Octavious
I'm running it on a ATI 4890 with no almost no drop in performance. I'm totally eyeing a new card at this point, but I generally am getting 60 FPS except for takeoff. The airfields kill my FPS. This was before the mod as well.


Don't know if you are running any of the graphics mods or just plain vanilla WOFF because you didn't say.
When you are flying in cockpit mode (inside the cockpit). Put the "z" key on and then look down into the cockpit and tell us what your FPS is while looking down into the floor.
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/27/14 02:29 AM

Originally Posted By: Robert_Wiggins
Originally Posted By: storkace
Thanks, Robert.
I've never heard of JSGME, so maybe I'd better give it a try!


Here is a link to my dropbox for JSGME. unzip it to the "WOFF" directory and run the install.
You will have to make sure that the "MODS" folder it creates is directly under the "WOFF" folder.

JSGME Install software

Here is a link to my dropbox for Ankor's mod. It may not be the latest so you may want to look around to be sure. This one I have is already to be used with JSGME. Download it and unzip and place the mod folder in the "MODS" folder you created in the JSGME install.

Ankor's mod


Hope that helps and gets you going.


I downloaded and extracted the files to my "OBDSoftware->WOFF" directory.
It made a folder entitled "JSGME ModEnabler from JoneSoft.7z"
In that folder was the "jsgme_setup" file, as well as some other files. when I tried to run this I got "the file or directory is corrupted or unreadable"
I guess I'm hopeless with this, but if anyone knows what I'm doing wrong I'd appreciate the help
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/27/14 03:18 AM

Originally Posted By: storkace
Originally Posted By: Robert_Wiggins
Originally Posted By: storkace
Thanks, Robert.
I've never heard of JSGME, so maybe I'd better give it a try!


Here is a link to my dropbox for JSGME. unzip it to the "WOFF" directory and run the install.
You will have to make sure that the "MODS" folder it creates is directly under the "WOFF" folder.

JSGME Install software

Here is a link to my dropbox for Ankor's mod. It may not be the latest so you may want to look around to be sure. This one I have is already to be used with JSGME. Download it and unzip and place the mod folder in the "MODS" folder you created in the JSGME install.

Ankor's mod


Hope that helps and gets you going.


I downloaded and extracted the files to my "OBDSoftware->WOFF" directory.
It made a folder entitled "JSGME ModEnabler from JoneSoft.7z"
In that folder was the "jsgme_setup" file, as well as some other files. when I tried to run this I got "the file or directory is corrupted or unreadable"
I guess I'm hopeless with this, but if anyone knows what I'm doing wrong I'd appreciate the help


I suspect you dowloaded the file from my dropbox before it had completed the upload.

I suggest u download it again and let me know how it goes.
Posted By: AROTH

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/27/14 03:46 AM

Ahhhhhh!

I tried to follow the instructions for putting this into the the OBD file.

This is what I get now. Am I doomed? Do I need to do a new install with WOFF?


Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/27/14 12:54 PM

Originally Posted By: AROTH
Ahhhhhh!

I tried to follow the instructions for putting this into the the OBD file.

This is what I get now. Am I doomed? Do I need to do a new install with WOFF?



Aroth;

Putting what into the OBD file? Please be specific.
If your speaking about Ankor's mod, then just remove it and everything will be fine.
How did you apply it? Did you use it in JSGME or manually?

Best Regards;
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/27/14 02:06 PM

Robert-how do you know it's finished uploading?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/27/14 02:38 PM

Originally Posted By: storkace
Robert-how do you know it's finished uploading?


I see it in my dropbox as complete
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/27/14 05:42 PM

Hey Robert.
I just downloaded this again. did you see this in your drop box as completed?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/27/14 08:28 PM

Originally Posted By: storkace
Hey Robert.
I just downloaded this again. did you see this in your drop box as completed?


I only see completed when anything I upload to the dropbox completes. There is a little icon I watch for in the Dropbox TSR program. I don't however see whether you download completes.
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 12:29 AM

OK, thanks for your help.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 12:52 AM

Originally Posted By: storkace
OK, thanks for your help.


Have you got it working?
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 01:00 AM

No, I give up. I can't even get your JSGME files to work. I don't want to bother you or take up any more space on this forum about this, I'll just wait until the final mod comes out, hopefully it will be integrated into a patch. But I appreciate your help!
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 01:14 AM

OK, one more stupid question.
Do you need either ENB or SweetFx installed (I have neither of these) for Ankor's mod to work? Maybe that's my problem.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 01:17 AM

Originally Posted By: storkace
OK, one more stupid question.
Do you need either ENB or SweetFx installed (I have neither of these) for Ankor's mod to work? Maybe that's my problem.


Nope, they are separate mods that do different things.

Madmatt
Posted By: Adger

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 01:57 AM

Hi Storkace just to add i dont bother with jsgme for anything that just requires a few files..download Ankors mod from the user files on this website it will download to your downloads folder,make a temp folder then right click file,select copy then copy it to your temp folder.
then im assuming you have got winzip or something that extracts files bud?when its in your folder you should see WOFF D3D9 Extended 20140215 Beta .zip unzip this file and it will give you 2 files and a folder..D3D8.dll ,D3D8.ini,and SHADERS 30 Folder.. copy all these into your main folder (where your WOFF.exe file is)..dont worry it wont overwrite anything.Then to turn off and on use INS key on your numeric side of keypad (the big 0 ) i hope this may help you..its honestly a lot easier than it sounds pal...hope you manage to sort it it really is a great mod
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 02:17 AM

The key is to make sure you put the files and folder into the right folder. Depending on where you told the game to install, they would then go into this path:
[Your Install Location]\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\

Here is how it should look if it was installed properly (on my computer I installed the game to my C: drive, so the mod files would end up in C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields:




Madmatt
Posted By: AROTH

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 02:30 AM

Hello Robert,

I did remove those files like you said and got the sim working again, thank goodness.

Yes, my install of Ankor's mod did look like Madmatt's picture above. More than likely, even tho I have read all of the posts so far, I am either missing a step or two, or not too computer savvy. I can put the parts together and build them, just don't really know much how they actually work.

I will reread the posts and see if I can figure out what I did wrong.

Thanks for your reply.
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 02:35 AM

Madmatt and Adger-

Thanks guys for your help. I made sure the files were installed as you showed above, Madmatt. The game again starts up as normal but I just tried a quick combat and when I get to the load screen, I got an error message: "WOFF DLL did not start or WOFF DLL runtime crash!" I'm running Windows 8.1, don't know if that is a problem.
If I figure anything out, I'll make sure to post it here in case anyone else is having similar difficulties.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 04:21 AM

So if you remove the files then you can launch a mission without a problem?

It's a bit interesting that its the WOFF.dll that is reported as crashing. Usually when AnKors mod crashes it would report that it was the d3d8.dll that was the issue.

Could be an issue with Windows 8, but as long as your video drivers and DirectX installs are up to date you should be okay.

Sorry, but without seeing it for myself I am not sure I can offer much more help right now. Let me think about this for a bit and see if I can't come up with anything new to try...

Madmatt
Posted By: AROTH

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 04:41 AM

Same here as storkace but running Windows 7.

Get the same screen as you posted above, and when I get to the "Loading" screen on WOFF, then that same message appears.

Removing the shaders folder and the 2 dll files allows the sim to fire up all the way.
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 05:38 AM

Yes, I can launch it no problem when I remove the Ankor mod files.
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 06:14 AM

Quick things to try - after removing all mods and setting your driver config back to default:

1. Reinstall your video drivers
2. Reinstall direct x from your driver cd
3. Remove Ankor's shadows and replace with converter in first page of post (follow readme instructions)

If these don't work, then there's a last resort which will take a while and involves completely removing WOFF and CFS3 - if it's installed (including its appdata files and registry settings with ccleaner), then reinstalling CFS3, running the converter or shader, then if that works, you'll have a chance it might also work for WOFF.

Another is to install WOFF on another PC with the shadow mod to see if you're having the same problems.
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 08:41 AM

storkace, AROTH,
I'm not sure what may be wrong in your case. I thought compatibility issues were solved already.
As someone suggested you can try this version: https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Converter.20140101.zip
It is the simplest version which doesn't add shadows or any other special effects (thus no shaders30 folder there). If you can run quick mission with this one then most likely new shaders are the problem. Recent versions are called Beta for a reason smile
Additionally, I can suggest changing screen resolution in WOFF workshop to a different one and then trying to start a quick mission. If it works, change the resolution back to your preferred one and the issue may be solved afterwards.

yaan98, Olham,
Thanks for your screenshots about white/red reflections. I think I know what may be the cause but I don't have time to test it yet.
I would love to get cloud shadows to work but it seems to be impossible at this point. One problem is that clouds are just flat images, rotated to appear realistic for current point of view, thus from other angles they may look weird which is a problem if you want to cast shadow on other planes or on the ground. And the major problem is that anything which is out of view doesn't really exist for the graphics engine. You can already note side effects of this when the shadow of the upper wing partially disappears when you look down, and for clouds it will be really bad - the moment you look away from the sun cloud shadows will disappear.

Reflections you see on wings are actually a predefined texture. Good thing is that they vary according to the season and the weather and thus look really good, but they aren't exact match of your surroundings.
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 01:33 PM

Thank you, Ankor.
I did try changing the resolution, but I just changed it and changed it back without running a mission in between. I'll try that tonight. If that doesn't work I'll try the the simpler version.
And thanks in general Ankor for this mod. Even if I can't use it, so many people are getting great results, I'm enjoying watching the videos and screenshots biggrin
Posted By: nibbio

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 02:09 PM

The woff.dll error happens to me as well.
It seems you have the same problem, here's how I solved it:

Check if the inflight map in enabled in ui.xml. Open ui.xml (located in WOFF main folder) with notepad, it's a text file; there should be a line that says something like inflightmap='y', change that to 'n'. Save and exit.

Once you have done that restart the game, it should work with no woff.dll error. Just don't open the inflight map again before disabling AnKor shaders (I think it's the INS or 0 key of the numpad).

I found that if I open the inflight map (whether my inflight map or the stock map makes no difference) without disabling AnKor mod first, chances are good that the game will crash with the woff.dll error. Any further attempt to restart the game without editing ui.xml as described above results invariably in the same error.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 02:12 PM

I for one am extremely thankful to AnKor for his original D3D9 Converter.20140101, it made all the difference in the world on playing WOFF.

I bought a new nVidia 780 Ti to play WOFF and it only improved my game ~5 FPS, but when I installed his D3D9 Converter.20140101, my FPS jumped ~20 FPS (a bigger improvement than the new video card) and this is with upping the sliders to 5-5-5-5-5.

Thank you. notworthy
Posted By: AnKor

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 02:35 PM

nibbio, hmm, very interesting. You should have told about it earlier, I rarely use inflight map so I could have accidentally broken something there smile
By the way, the latest beta (from Feb, 15th) has a bad bug which manifests itself as a white line appearing when the TAC is on. At first I though it was something minor, but it is actually a rather serious bug which can even lead to crashes. I have fixed it for the next version.

Panama Red,
yeah, the "vanilla" CFS3 can't benefit much from modern GPUs. That original converter does a few simple tricks to shift the burden from already too busy CPU to underused GPU. Additionally, it seems to significantly reduce the RAM usage if I correctly understand the numbers shown when "Z" key is pressed.
Posted By: nibbio

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 02:59 PM

Originally Posted By: AnKor
nibbio, hmm, very interesting. You should have told about it earlier, I rarely use inflight map so I could have accidentally broken something there smile


Sorry my friend, it seemed I was the only one with this problem, didn't want to bother anyone with it. It seems WOFF takes a life of its own and behaves differently in each PC it's installed on... biggrin
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 06:24 PM

Originally Posted By: AnKor
storkace, AROTH,
I'm not sure what may be wrong in your case. I thought compatibility issues were solved already.
As someone suggested you can try this version: https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Converter.20140101.zip
It is the simplest version which doesn't add shadows or any other special effects (thus no shaders30 folder there). If you can run quick mission with this one then most likely new shaders are the problem. Recent versions are called Beta for a reason smile
Additionally, I can suggest changing screen resolution in WOFF workshop to a different one and then trying to start a quick mission. If it works, change the resolution back to your preferred one and the issue may be solved afterwards.

yaan98, Olham,
Thanks for your screenshots about white/red reflections. I think I know what may be the cause but I don't have time to test it yet.
I would love to get cloud shadows to work but it seems to be impossible at this point. One problem is that clouds are just flat images, rotated to appear realistic for current point of view, thus from other angles they may look weird which is a problem if you want to cast shadow on other planes or on the ground. And the major problem is that anything which is out of view doesn't really exist for the graphics engine. You can already note side effects of this when the shadow of the upper wing partially disappears when you look down, and for clouds it will be really bad - the moment you look away from the sun cloud shadows will disappear.

Reflections you see on wings are actually a predefined texture. Good thing is that they vary according to the season and the weather and thus look really good, but they aren't exact match of your surroundings.


Well, Ankor that did it. I tried the 'simple' version without the shaders folder and that worked without any problems. It's hard to see much improvement in the graphics quality without the shadows, but I just went up for a quick flight to make sure it worked. Will try more later.
Thanks again for all the help from Ankor and everyone else. This forum is the best!!
Posted By: Panama Red

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 07:14 PM

storkace:
His original D3D9 Converter did not "improve" the graphics directly (shadows, glint, etc.), but indirectly. What I mean is that it upped the FPS in the game so much that you are able to up your graphic settings in the game and on your video card.
Posted By: vschoell

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 07:38 PM

Hello,

my chrashes are gone too after the version 01.01.2014 (without shaders). If i looked at the inflightmap with shaders the frontline goes over the map. Don't know if that is interesting.... And my chrashes mostly happened when i flew over or near a big city (last time verdun, now Amiens) both with WOFF special buildings. There must be something wrong with the shaders. My config is a GTX680 with nvidia 334.89.

vschoell
Posted By: storkace

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 07:39 PM

OK, that makes sense.
I'll have to check my FPS tonight. I've pretty much got everything at 5 for graphics (I built a new system, partially so I could fly WOFF) so likely not much else to do other than wait for a new version, perhaps it will work with my system.

Ankor, in case it's helpful, I'll post my specs:
Windows 8.1 -64 bit
core I7-4770K
GPU-GTX 760
16 Gb RAM
Posted By: cptroyce

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 02/28/14 11:44 PM

I'll just add my "2 cents"..I have no idea what Ankor did, but every graphic enhancement aside, my FPS jumped a consistent 15-20 fps with ONLY his mod!
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 03/01/14 12:18 AM

Up, or down?
Posted By: Burning_Beard

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 03/02/14 12:16 AM

When I load the any version of this I get an Exception Box (never seen one of these before) that says "Game Prematurely Terminated).

I tried and ENB version I had on OFF (with the same named files) and they seem to work, but the Shader doesn't work with them.

This is on Win 7 pro 64. Aint Computers wonderful?

Beard
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 03/02/14 02:17 AM

The Shader's JSGME-Ini I think is written for a complicated install.
If you have your MODS folder right in your main WOFF folder, then it should all be like this.
Make sure you check the JSGME-ini with EDITOR and change it so, if necessary.
And don't let my arrows confuse you; read by numbers.



Posted By: Hellshade

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 03/02/14 02:25 AM

Originally Posted By: Olham
Up, or down?


"Jumped" is slang for UP in English sir. salute
Posted By: Olham

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 03/02/14 02:34 AM

Okay, thanks, Hellshade - in German "jumped" can as well mean
"out of the window" - which would be "down".
biggrin
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 03/02/14 02:39 AM

Strangely, my copy that has been running fine right along, suddenly stopped working on March 1st. Once I removed the dll the game will run again. I either have something else wrong with my computer or the 2/13 version of the dll expired.
Posted By: Burning_Beard

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 03/02/14 04:10 AM

I tried the above, and alas the results are the same.

Beard
Posted By: Madmatt

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 03/02/14 04:13 AM

MajorM, I've seen the same thing but if I were to reinstall the d3d8.dll, even though it was the exact same version as the one already installed, it would start working again.

Most often, my crashes are actually caused by the d3d9.dll file that is part of SweetFX, and again, usually just recopying that same file back over the top of the existing one would work and my crashes would go away for a bit.

Madmatt
Posted By: 77_Scout

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 03/02/14 07:15 AM

Wow!! After many weeks of looking at this thread and wondering what it was all about, I finally downloaded Ankors converter (JSGME version, thanks Robert!) and gave it a try tonight. It is totally fantastic. The self-shadows it adds to the sim are really impressive; what a great improvement to the game! But the really incredible thing is that the frame-rates on my 5-year old computer pretty much doubled, from mid-20s to over 50 (running 5-5-5-5-5 settings in 1915). To say I am impressed would be a vast understatement.

77Scout
Posted By: elephant

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 03/02/14 08:40 AM

I envy you guys, my frame rates have dropped dramatically with the latest version of Mod! sigh
Posted By: yaan98

Re: DirectX 8 to 9 converter (January 1st) - USE AT YOUR OWN RISK - 03/02/14 09:06 AM

Originally Posted By: elephant
I envy you guys, my frame rates have dropped dramatically with the latest version of Mod! sigh


This shouldn't happen unless you have your AA not set up correctly. I would start there first. Does the converter give you the same results?
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 03:03 PM

New beta is available: https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140302.Beta.zip
Download link in the first page is also update.

Changes include:
- Alt-Tab now works properly.
- White line bug fixed. This fix may improve stability.
- Reverted to the old cockpit rendering code (may affect FPS for better or worse).
- Shadows and lighting quality should be improved a bit.
- Bump mapping should be also improved - less artifacts on lozenge camo.

NOT Fixed.
Cockpit FPS drop obviously.
Reflective aircrafts for CFS3 are still wrong.

For those willing to tweak the glint, that part of the code was changed a bit, now you have to look for:
Code:
float sunStrength = 1; 

and change 1 to other value (0.5 or 2 or whatever).

If nothing wrong happens this version may stay for a while until I decide on how to rework it for better cockpit performance (and find time to do it, of course) .
Posted By: Rick_Rawlings

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 03:28 PM

Thanks man, always MUCH appreciated, esp Alt-Tab functionality!
Posted By: Adger

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 04:21 PM

Cheers Ankor,downloading now and like Rick above has said "always much appreciated " Bud. thumbsup
Posted By: nbryant

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 04:29 PM

Thank you sir!
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 04:32 PM

GREAT!!! Thanks a lot Ankor!
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 04:38 PM

AnKor,

New version is working great! THANK YOU!

I love the new improved shadows especially on the wing struts which in the past didn't always seem to cast shadows that touched the spar itself. Now they look properly blended and *attached* to the object casting the shadows. I also seem to see many more subtle shadows across all surfaces.

Looks like the prop shadow was toned down a great deal too, or removed because I haven't really noticed it.

I also like the new sheen of reflectivity of some objects (ex: Brisfit's underside of the top wing).

Looking down into cockpit does cause some framedrop but not enough to be noticed on my rig.


Pics with AnKors 3-2-2014 dll and custom SweetFX settings (6:30am Quick Combat):







Madmatt
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 05:38 PM

MATT- Would you mind re-posting our PM'ing to me your SweetX setting that you are using with Ankor's new mod?
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 05:52 PM

Be my pleasure. I've made some slight adjustments since my last batch of pics a week ago and would be happy to share my settings. Let me see if this forum supports the spolier tag. If it does I can reply here with them but they won't be shown unless someone clicks on it. If it doesn't I can PM them to you.

Madmatt
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 06:09 PM

I would like to know them myself too, thanks Madmatt.
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 06:48 PM

Looks Fantastic many thanks AnKor !
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 07:00 PM

Woohoo, the spoiler tag works!

Here are my SweetFX and nVidia Inspector settings. Enjoy!

Be advised I have been playing around with different nVidia inspector settings so the settings I showed below were not necessarily what I usually run - although even at x32 Antialiasing my frame rates were still over 70 FPS in most situations.

I usually run slightly lower amounts of Antiasliasing (16x), I was just messing around. I use x8 Sparse Grid Supersampling because I hate any low level terrain shimmering. Feel free to tweak those amounts around to suit your performance/preferences.


nVidia Inspector Settings
Click to reveal..




SweetFX settings:
Click to reveal..


/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/

Game:
Author:
SweetFX version: 1.5.1
Description:

/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
#define USE_EXPLOSION 0 // [0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON 0 // [0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_ADVANCED_CRT 0 // [0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)
#define USE_BLOOM 0 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR 0 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_LEVELS 0 // [0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_TECHNICOLOR 1 // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX 0 // [0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME 0 // [0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 0 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
#define USE_TONEMAP 1 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 1 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 0 // [0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE 0 // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER 0 // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER 0 // [0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

#define USE_CUSTOM 0 // [0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.

/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/

#define SMAA_THRESHOLD .08 // [0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 50 // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 8 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 // [0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.

/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 9 // [1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.400 // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250 // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.060 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

/*-----------------------------------------------------------.
/ Explosion settings /
'-----------------------------------------------------------*/
#define Explosion_Radius 2.5 // [0.2 to 100.0] Amount of effect you want.


/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 1.5 // [0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 1.5 // [0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.


/*----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want

#define CRTResolution 2.0 // [1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 // [0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.4 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.2 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 2.0 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY -0.15 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.00 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)

/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 23.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 2.0 // [0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.01 // [0.0000 to 1.0000] Width of the bloom

/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower .97 // [0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.90 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter

/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.00 // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.35 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 4 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug sharpening settings --
#define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)

/*----------------------------------------------------------.
/ Levels settings /
'----------------------------------------------------------*/

#define Levels_black_point 16 // [0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 235 // [0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0

//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).


/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.1 // [0.00 to 1.00]
#define TechniPower 8 // [0.00 to 8.00]
#define redNegativeAmount .50 // [0.00 to 1.00]
#define greenNegativeAmount .80 // [0.00 to 1.00]
#define blueNegativeAmount .50 // [0.00 to 1.00]


/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 8.0 // [1.0 to 15.0]
#define Green 8.0 // [1.0 to 15.0]
#define Blue 8.0 // [1.0 to 15.0]

#define ColorGamma 1.20 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.5 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC 0.36 // [0.60 to 0.20]
#define GreenC 0.36 // [0.60 to 0.20]
#define BlueC 0.36 // [0.60 to 0.20]

#define Blend 0.10 // [0.00 to 1.00] How strong the effect should be.


/*-----------------------------------------------------------.
/ Monochrome settings /
'-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) // [0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(1.20, 1.20, 1.20) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.20, 1.20, 1.20) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue

//Note that a value of 1.000 is a neutral setting that leave the color unchanged.

/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.20 // [0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.

#define Exposure 0.01 // [-1.000 to 1.000] Adjust exposure

#define Saturation 0.000 // [-1.000 to 1.000] Adjust saturation

#define Bleach 0.000 // [0.000 to 1.000] Brightens the shadows and fades the colors

#define Defog 0.06 // [0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(.30, .30, .40) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.15 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(-1, -1, -1) // [-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others


/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_mode 1 // [0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.50 // [-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 7 // [1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.

/*-----------------------------------------------------------.
/ Sepia settings /
'-----------------------------------------------------------*/
#define ColorTone float3(1, 1, 0.90) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.11 // [0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58 // [0.00 to 1.00] How much to tint the image


/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteType 1 // [1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.00 // [0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 6 // [2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.


/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
#define dither_method 1 // [1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


/*-----------------------------------------------------------.
/ Border settings /
'-----------------------------------------------------------*/
#define border_width float2(1,20) // [0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(255, 0, 0) // [0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.


/*-----------------------------------------------------------.
/ Splitscreen settings /
'-----------------------------------------------------------*/
#define splitscreen_mode 1 // [1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split

/*-----------------------------------------------------------.
/ Custom settings /
'-----------------------------------------------------------*/
#define custom_strength 1.0 // [0.00 to 1.00] Adjust the strength of the effect


Madmatt
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 07:10 PM

Matt- Big thanks!
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 07:25 PM

A few more morning glory pics!







Madmatt
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 07:46 PM

Thanks Madmatt thumbsup
Posted By: Redwolf2

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 08:01 PM

Originally Posted By: AnKor


- Reverted to the old cockpit rendering code (may affect FPS for better or worse).


Still losing on average a good 15%-20% FPS in cockpit...maybe be slightly worse now - hard to say. But thanks for your continued work on this. I suppose as long as I can keep everything 30+ FPS 90% of the time, I can live with it.
Posted By: yaan98

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 08:35 PM

Originally Posted By: AnKor

- Reverted to the old cockpit rendering code (may affect FPS for better or worse).


I must say that I do like this one a lot.

After a few tests, I found that shadow popping inside cockpit and looking to sides happens much more frequently and is very noticeable. However, I do like the quality of the shadows now better.

Since I don't benefit from the FPS boost, would it be possible to make this version with your previous "new cockpit rendering code"?
Posted By: Burning_Beard

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/02/14 10:24 PM

Tried the new version, still getting the same exception box.

Beard
Posted By: AROTH

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 02:30 AM

Aaack!

I have so many versions of JSGME and Ankor's Mod downloaded that I don't know which ones are correct.

No combination works correctly yet - can someone point me in the right direction, please? darkcloud
Posted By: Adger

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 03:09 AM

Aroth i dont use JSGME for Ankors Mod..the new mod is on the user mods on this forum..download it and extract it to WOFFS main folder..it will be 2 files and a folder (id recommend deleting the previous Shader 30 folder first)if you use sweetfx you just change the D3D8 ini file that downloads from Nomultisampling=0 to 1..ps if your going to do it manually like i do make sure that JSGME is,nt running a previous version in the background hope you get on ok with it
Posted By: AROTH

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 05:03 AM

I assume that I am downloading a zip file which must be unzipped into the WOFF folder.

It seems every time I download a version of Ankor's mod, I get the shaders file, the d3d8.dll, and a plain ded8. I have never come up with a d3d8.ini.
Posted By: Rick_Rawlings

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 05:35 AM

Originally Posted By: AROTH
I assume that I am downloading a zip file which must be unzipped into the WOFF folder.

It seems every time I download a version of Ankor's mod, I get the shaders file, the d3d8.dll, and a plain ded8. I have never come up with a d3d8.ini.


The plain one is the .ini. Windows just doesn't like showing the extension for some reason. When you save it after you change the multisampling value, make sure you select "all types" and add the .ini extension. With the restoration of alt-tab I have now loaded it up and it really does make a huge visual difference for the better!
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 06:11 AM

Added a link for JSGME-ready version of the latest beta (thanks Robert_Wiggings!) into the first post.

AROTH, yes, the Windows often doesn't show the extension part of the name (like .ini). The file fill appear as "d3d8" and its type will be described as "Configuration Settings" or something like that.

For those having mission start errors - edit that d3d8 file and change the last line to be
Code:
WriteLog=1

Then try to run a quick mission.
The game will crash as always, but this time it will save some diagnostic info into d3d8.log file. As with the .ini the Windows will likely show it just as "d3d8" with a text document icon.
Post its contents here, the whole file if it is not too large or just 5-10 last lines (you can use spoiler button to avoid cluttering the forum - it looks like diagonally crossed "S").

Madmatt, excellent D.VII smile
I have changed the glint - it is even weaker now (but feedback is welcome smile ) and now properly reflects the color of the sun in dawn or dusk.
And yes, I forgot to mention: the shadow on the propeller is indeed reduced. And reflections are slightly reworked as well. You have a good eye smile

Originally Posted By: yaan98
After a few tests, I found that shadow popping inside cockpit and looking to sides happens much more frequently and is very noticeable. However, I do like the quality of the shadows now better.

Since I don't benefit from the FPS boost, would it be possible to make this version with your previous "new cockpit rendering code"?

That cockpit rendering code didn't affect shadow quality or popping in any way. Its sole purpose was to improve the performance. The problem is that it didn't work well in many cases - caused visual artifacts on some planes or performance drop for some people. That's why I disabled it until I can make a better version.
Posted By: yaan98

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 06:28 AM

Originally Posted By: AnKor
That cockpit rendering code didn't affect shadow quality or popping in any way. Its sole purpose was to improve the performance. The problem is that it didn't work well in many cases - caused visual artifacts on some planes or performance drop for some people. That's why I disabled it until I can make a better version.


I'm not a programmer, but I just tell what I notice. I've tried in QC on different craft and get the same shadow popping.

If it's only affecting me and there are no similar reports, then I have a unique situation to which I need to adapt and move on.
Posted By: AROTH

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 06:32 AM

I guess I am just a complete moron.

I went ahead and set everything up as in Olham's example on 02/27/14. Sim loaded up, but no shadows or changes at all.

I then went ahead and set everything up as in Madmatt's example on 02/27/14. As before, the sim made it up to the "loading' page and then:



The, finally, Rick's advice above - same error message.

Guess it just isn't in the cards for me this time around.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 06:41 AM

Aroth

Try manually deleting the three files in Ankor's mod. Then manually re-copy from the latest d/l and drop them back in the WOFF\OBDWW1 Over Flanders Fields folder.

When I've had, on occasion, the same error message, that seemed to work for me.
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 06:56 AM

yaan98, can you make a screenshot explaining the issue? I'm not sure what exactly you call shadow popping.

AROTH, try enabling the log as I described above. What you shown is a generic "woff has crashed" screenshot which was already posted way too many times in this thread smile
Posted By: yaan98

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 07:46 AM

Originally Posted By: AnKor
yaan98, can you make a screenshot explaining the issue? I'm not sure what exactly you call shadow popping.


Sure. I'm away from my home now, but I will post pics once I get an opportunity.
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 09:24 AM

I am getting DLL runtime errors too since I installed the latest Ankor mod,....Shadows work ok, but I get the same error window. Will try to post an error log. It happened twice in a row when I use the "Transparent" cockpit view, the one that has you sitting down in the cockpit but removes everything so that you can see 360º...I love this mod, I hope it is no its fault,...but mine.
Posted By: yaan98

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 02:44 PM


I like your shadow effects so much, that I am greedy for perfection - my fault. scuseme

I am aware that the missing aileron shadow is a known issue.


What I meant by screen popping is the missing aileron would randomly appear and disappear, but not associated with the angle of my vision, but at any angle.





After trying to reproduce this issue to get you a comparison screenshot, I wasn't able to do it again. Looks like it just solved itself today... dunno what happened.... *shrug*
Posted By: Andy73

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 04:12 PM

AnKor,

I've seen in your last Update from February(20140215), that there was a file inside the Shaders30-Folder called ZPrePass274.fx.

In your new Update this File isn't there any more. So with your newest Update, my Game crashes to Desktop, when I use the Observer View (J-Key).

So I copied this ZPrePass274.fx-File into your new Update. And Voila, the Game runs perfect as before.

So my Question is: What is this ZPrePass274-File? Seems it works well with your new Update. Why was this File deleted? Is it okay to use this File with your newest Update?

Keep on the good Work, I like your Mod very much biggrin
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/03/14 05:34 PM

Just to add to what Andy said, I did not empty out my original Shaders30 folder so I still had that old file as well. When I removed it, I did not get any crashes in Observer mode.

Seems to be some code handling Z-Prepass rendering. As I understand it, Z-Prepass rendering ensures that (except for some translucent or partial coverage surfaces) shading occurs once per sample which results in shading passes that can occur faster on Nvidia GPU's.

The problem with Z-Prepass is that it, in essence, resubmits the entire scene to the GPU an extra time so it's often phased out as an optimization scheme on current GPU's. Put another way, with some GPU's there are better ways to do what the Z-prepass function can do with less overhead.

My guess is that this was something AnKor was experimenting with as a potential performance boost but then decided to do away with in his latest version.

Just a guess though.. AnKor am I even close? wink

Here is a fascinating discussion about the merits (in some cases for and against) of z-prepass -for those that are interested:
http://casual-effects.blogspot.com/2013/08/z-prepass-considered-irrelevant.html

Madmatt
Posted By: storkace

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 01:56 AM

Ankor-
I tried your most recent patch but had the same problem as Aroth.
Here's the last several lines of the log, in case it might help:

EnumAdapterModes 0, 41 : 0 = 1920, 1080, 60, 22
EnumAdapterModes 0, 42 : 0 = 1440, 900, 60, 22
GetAdapterDisplayMode: 1920, 1080, 60, 22
Forcing Hardware Vertex Processing
AutoDepthStencilFormat 77
Create Device Adapter = 0, Type = 1, Flags = 66
Create Device Windowed: 0, Width: 1920, Height: 1080, Refresh: 0, Format: 22, Multisampling: 0
Create Device RESULT = 0
ShadowMap Z
ShadowMap NULL
Compile Shader (PS) HR = 0x8007007E


As always, thanks for this mod-I'm enjoying the screenshots, even if I can't get it to work.
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 08:53 AM

yaan98, I see. This wasn't changed in any way so it was most likely just different conditions which caused shadow popping to be more noticeable.

Andy73, this file is no longer used, I just double checked. I think it is just a coincidence that the game crashed without it.

Madmatt, yes, you are absolutely spot on smile
I used it for cockpit rendering to eliminate the overdraw which is really heavy on some aircrafts. I have disabled it for now, because it caused some visual issues with transparency (obviously a bug in my algorithm) and because the overhead of drawing the geometry was indeed too high - in fact due to CFS3 oddities I had to draw the cockpit not even twice, but three times! Of course the algorithm can be improved and geometry overhead can be reduced by batching calls together. However it seems that a better approach would be to fix a major flaw of CFS3 rendering engine by reversing the draw order. It will take some time though.

storkace, thanks for the log. It is indeed useful.
It seems you don't have the latest DirectX 9 runtime.
Get the installer here http://www.microsoft.com/en-us/download/details.aspx?id=35 and let it update your DirectX (be careful to opt-out from Bing plugins and other stuff it may try to install smile )
Posted By: yaan98

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 10:50 AM

I'll post some tips on troubleshooting which you can google on the internet. This is not a comprehensive list, but some basic steps to try.

1. Make sure your Graphics Card drivers are up to date.

2. Update your DirectX from your Video Card CD or DVD.

3. Make sure you have all available Windows updates.

4. Try disabling your anti-virus program(s).

5. Disable any programs that use an overlay (such as: Steam, PrecisionX, FRAPS, TeamSpeak, or Skype).

6. Change your WOFF workshop video settings (if you're able to get into game).

7. Disable Anti-Aliasing through your video card settings.

8. Roll back to an older driver for your graphics card and test whether that fixes this issue.

9. Reinstall Latest WOFF update.

Optional

10. Run ccleaner (or similar program which is safe to use) to clean your temp files and registry.

11. Remove Overclocking of CPU or Video Card.

After uninstalling something, I sometimes use ccleaner to make sure that it has been completely removed from the registry. I run it a few times in a row until I get the message which says "no issues found"
Posted By: Olham

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 12:26 PM

Which is the latest version for the shaders, that is tested well enough?
(I installed mine some time ago (works fine!), and so maybe I am missing
some later progress).
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 12:30 PM

Originally Posted By: Olham
Which is the latest version for the shaders, that is tested well enough?
(I installed mine some time ago (works fine!), and so maybe I am missing
some later progress).


Look for the 2014_02_15 version. The latest one 2014_03_02 seems to have some problems.

If you can't find it let me know.

Best Regards;
Posted By: Olham

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 01:41 PM

No, I can't see it. In post #1 there are updated versions - but not the one you recommended, Robert.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 01:55 PM

Originally Posted By: Olham
No, I can't see it. In post #1 there are updated versions - but not the one you recommended, Robert.


I sent u a PM Olham.
Posted By: Adger

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 02:11 PM

Im using the the version 2014-03-02 (off WOFF,S user mod page) guys and getting NO problems at all.Im asuming this is Ankors latest version Robert? cheers pal ..Ps just noticed on a post earlier Are you guys using the latest Direct x 9 Runtime ?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 02:18 PM

Originally Posted By: Adger
Im using the the version 2014-03-02 (off WOFF,S user mod page) guys and getting NO problems at all.Im asuming this is Ankors latest version Robert? cheers pal ..Ps just noticed on a post earlier Are you guys using the latest Direct x 9 Runtime ?


Adger, some of us are having problems with Ankor's latest and I PM'd him on it. I had to fall back to the 2014-02-15 release.

His 2014-03-02 release caused a mission to pre-maturely terminate in controlled mode and put me back to the end of mission page as though everything is ok when my flight didn't actually finish.
Posted By: Adger

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 02:30 PM

Ahh Right Robert,i had a couple of terminations in QC mode maybe 3 times out of 12-15 flights..but my Campaign mode seems to be working fine..hope its working for you soon Pal thumbsup
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 02:35 PM

Originally Posted By: Adger
Ahh Right Robert,i had a couple of terminations in QC mode maybe 3 times out of 12-15 flights..but my Campaign mode seems to be working fine..hope its working for you soon Pal thumbsup


I had it happen twice in QC and three times in Campaign mode which really irked me because I had some kills that didn't get recorded sigh
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 04:25 PM

Just as an FYI..using latest version of Ankor's mod 3/2/14 and with Nvidia card..not experiencing any problems.
Posted By: storkace

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 08:08 PM

Ankor-
You're the best!! I updated the directX 9 and now it's working perfectly with your newest version.
Thanks for your help and the help of everyone on this forum- I didn't think WOFF could look better but I was mistaken biggrin

Posted By: yaan98

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 08:32 PM

Hey, that's great to hear storkace! Updating is what usually solves my problems, too.

Now, if you've got the juice, go for the best quality AA - usually something like 16xQ - don't know what the ATI equivalent is though.
Posted By: Hasse

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/04/14 09:49 PM

I never had any crashes with the earlier (mid-February) version, but tonight I had one in quick combat after switching to the latest version. So now I've gone back to the older version, which has been working very smoothly on my PC. I don't want to risk my career pilot. All my video card drivers and DirectX are the latest available.
Posted By: Adger

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/05/14 01:07 AM

Yep...sorry Ankor ive now had 3 crashes in 5 campaign flights..(Ati card) so il be going back to the earlier version for a bit..hope you can work it out as your Mod is fantastic thumbsup
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/05/14 01:26 AM

Yup, I've had a few campaign mission crashes as well. Luckly in each time I was already heading back to base so I still got my claims and it didn't effect campaign progression but it is a shame that these crashes have popped up.

AnKor, what do you need from us to try and track down this latest rash of crashes?

Madmatt
Posted By: storkace

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/05/14 03:06 AM

Originally Posted By: Hasse
I never had any crashes with the earlier (mid-February) version, but tonight I had one in quick combat after switching to the latest version. So now I've gone back to the older version, which has been working very smoothly on my PC. I don't want to risk my career pilot. All my video card drivers and DirectX are the latest available.


Hasse- I too have had multiple crashes. What version are you using?
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/05/14 08:21 AM

I have added a link to the previous version (if someone wants to get back to it but don't have a copy) into the first post.

Unfortunately current logging system is not very useful in diagnosing crashes which happen during missions, so I have to find the problem on my own.
Posted By: Hasse

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/05/14 12:24 PM

Storkace, I'm using the February version which is now again available from ankor's link.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (March 5th) - USE AT YOUR OWN RISK - 03/05/14 05:54 PM

Thank you and I hope you feel better. wounded
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 5th) - USE AT YOUR OWN RISK - 03/05/14 05:56 PM

Panama Red, heh. I just removed that post - seems the bug is still there smile
I'm sure I identified the bug, but looks like the fix wasn't correct.

Anyway, if you already downloaded it, you can try that new mode and tell me if it is what you needed.

For everyone else - nothing to see here yet, sorry for confusion smile
Posted By: Panama Red

Re: DirectX 8 to 9 converter (March 5th) - USE AT YOUR OWN RISK - 03/05/14 09:19 PM

AnKor:
I wondered why is disappeared immediately after I downloaded it this afternoon, biggrin but this is the general idea, thanks.

With the NoCockpitShadow=1, the cockpit FPS only drops 4~5 FPS when the cockpit shadows are tabbed on versus off. You can tell when the shadows are still activated in the interior view because the windshield, cockpit surround comb and gunsight still changes color when the shadows are activated. This may be the reason that the FPS still drops the 4~5 FPS, but it still keeps the FPS above 60 FPS which is the magical number to stop all tearing or stuttering in the game.

Look forward to your fixed version.

Thanks
Posted By: storkace

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/06/14 08:15 PM

Originally Posted By: Hasse
Storkace, I'm using the February version which is now again available from ankor's link.


Thanks, Hasse
Tried this last night and it is much more stable. (and shiny). I kind of like the reflections, for some reason it seems more realistic to me.
Posted By: Rick_Rawlings

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/07/14 02:12 AM

Hi AnKor,
I just noticed this today, I am not sure if it is related to the shadow mod, but I never got it before installing. When travelling through some cloud fronts, I got this weird negative effect:



A second later, as we left the cloud layer, it went to this:

Again, don't know if has anything to do with your mod (which is awesome, btw, I am using the latest version) or if it is just some weird weather effect, but I thought I would post it for your attention.

Thanks!

RR
Posted By: DukeIronHand

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/07/14 01:23 PM

Just to check in WOFF locks up for me when loading the mission using the latest version.
NVIDIA card with the latest drivers.
Posted By: DukeIronHand

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/08/14 05:14 PM

FWIW the old version works just fine.
Posted By: Wodin

Re: DirectX 8 to 9 converter (March 2nd) - USE AT YOUR OWN RISK - 03/08/14 10:45 PM

Well got my new rig up and running..and tried out the mod for the first time..oh boy..what a difference it makes..absolutely superb. Huge thanks mate!!
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 11:32 AM

New version is ready!
Download link (also available on the first page):
https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140309.Beta.zip

Changelist:
- Fixed frequent crashes when changing views in game. Really stupid bug.
- Fixed incorrect visuals when flying through clouds.
- Added special option "NoCockpitShadow" into .ini file - it turns off most of advanced effects in virtual cockpit mode (may be useful for those who wants to keep the top FPS in cockpit, but want to see eye candy in external views).
- Adjusted "sunStrength" for glint once more. Previous version had it at 1, which I think is too low. Now it defaults to 3 which is roughly equal to what more older versions had at 1.
- Toned bump-mapping down even more.
- (for original CFS3) Turned off reflectivity layer which didn't look properly anyway.

Hopefully it will be stable enough for me to move on and focus on adding new features.

Originally Posted By: Rick_Rawlings
I just noticed this today, I am not sure if it is related to the shadow mod, but I never got it before installing. When travelling through some cloud fronts, I got this weird negative effect

Yes, it was a bug in my mod. Now fixed smile

Originally Posted By: DukeIronHand
Just to check in WOFF locks up for me when loading the mission using the latest version.
NVIDIA card with the latest drivers.

Make sure you also have the latest DirectX 9: http://www.microsoft.com/en-us/download/details.aspx?id=35
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 12:27 PM

Many thanks AnKor - works fine here so far. NVidia / Win7 64.
Posted By: SkyHigh

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 02:45 PM

Thanks Ankor, I think you've hit the sweet spot!
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 04:10 PM

Thanks a lot Ankor, once again. Working great so far. CTDs gone.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 04:28 PM

Thanks Ankor

This version works great...but also I had no problems with the last version or the previous version. So it's all good here.

In your last version March 2nd, I had changed the Float sunstrength value to =3 on my own after some experimenting. That looks like a good value in the latest version as well.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 04:29 PM

AnKor:
The latest 20140309 Beta NoCockpitShadow=1 works great and keeps the FPS 99% of the time above 60 FPS, thanks. cheers aroundthetree
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 06:03 PM

This one has been quite reliable so far.

I set the SunStrength to 1.5 and that looks to be about the right intensity for me.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 06:16 PM

I was running some tests to get some new screenshots (which I will post in a minute) but did get an appcrash while changing views (in Observer Mode). Since module at fault was d3d9.dll not sure if the root issue is with AnKor's mod or maybe SweetFX.

Problem signature:
Problem Event Name: APPCRASH
Application Name: CFS3.exe
Application Version: 3.1.0.30203
Application Timestamp: 3e3ebe85
Fault Module Name: d3d9.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4ee53333
Exception Code: c0000005
Exception Offset: 0000781d
OS Version: 6.1.7601.2.1.0.256.28
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

I can try and capture more detailed error logs if wanted as I did not have debugging enabled.

Thanks!

Madmatt
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 06:24 PM

Glad you all like it.

However looks like the new version has a new unexpected bug banghead rather major, but not a gamebreaking one.
If you damage your plane so much that holes normally appear in wings or fuselage the whole damaged part of the craft will disappear. This seems to be a side effect of the code which removes the reflective layer for CFS3.
I haven't noticed it earlier because I don't usually break my planes apart, but my 1 y.o. daughter just helped me to test this one smile

The fix will arrive shortly, but before that - avoid damaging your planes.

- Added -
Madmatt,
if you can reliably reproduce it - set WriteLog=1 in the d3d8.ini and send me zipped copy of d3d8.log (contact me in PM for email or just upload it somewhere if you can).
Though as you said the module points to d3d9.dll so it might be not my mod's fault... Still the logs may show something.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 06:58 PM

Even though I got a crash, I still wanted to share some more screenshots for those that havent tried this mod yet.

(Taken with my own custom SweetFX seetings and the cloud mod).









Enjoy!

Madmatt
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 06:59 PM

And the fix is ready. I've updated files without changing the download link, so if you already downloaded today's version (20140309) before this post - download it again to get the hotfix.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 07:18 PM

Ankor, Sad to say I am getting crashes now immediately upon the mission starting. The mission fully loads, i'm in the cockpit, I can hear the plane sounds and then I get an Appcrash.

I will email you the d3d8.log file.

Madmatt
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 07:32 PM

Looks like the crash is related to the ingame map. In a QC, the map is on the screen when the mission loads and the game immeditaley crashes. I just played a Quick Scenario though that didnt launch with the Map on screen and the mission loaded fine, but as soon as I brought up the map, the game crashed.

Hope this extra info helps...

Madmatt
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 07:56 PM

Just a heads up that I've sent the logs to AnKor and he is working on the problem. Seems the ingame map is indeed triggering the crash as I suspected.

Madmatt
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 08:07 PM

Thanks. Looks like you have found another bug, which I wasn't expecting at all.
Funny thing is that I knew about that part of the code being unreliable and was going to change it eventually, but I assumed it is good enough for 99% of cases. Looks like I was too optimistic.

Will probably fix it tomorrow. It is midnight here already.

Sorry for publishing such undertested versions, but that's why I call them beta smile
My personal testing consists of flying some quick missions in WOFF and CFS3 and looking for obvious fails. For example today I've even got a BSOD (a rare sight these days) caused by incorrect code which was intended to fix in-cloud rendering. Hopefully this kind of bugs won't slip past me, but I can't promise anything.
Posted By: yaan98

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 08:27 PM

Everything working normal on my end. I just tested the new version in QC and I've no problems with in game map.





EDIT: Just noticed that brining up the in game map reduces ~5-8 FPS which immediately return to normal once I close the map.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 09:23 PM

No problems with the latest 20140309 beta 2 in game map either with starting the QC with it on or turning in on while in the air, but then I use the NoCockpitShadow=1 too.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/09/14 09:38 PM

It doesn't crash every time the map pops up, but in some cases it pushes past a fixed vertex memory limit that AnKor put in, and then it will crash.

Madmatt
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/10/14 12:23 AM

Ankor, Madmatt;

I just experienced a crash on the 2014-03-09 version as well and I'm on amd7870.
CFS3 hung in black screen while in mission and I didn't have the map up at the time.
I forced closure of CFS3 and was returned to the WOFF screen indicating mission over.

I had been using map but not at the time of the actual crash and I am using your latest update that you fixed today.

Best Regards;
Posted By: AROTH

Re: DirectX 8 to 9 converter (March 9th) - USE AT YOUR OWN RISK - 03/10/14 02:47 AM

I'll be happy to get any version downloaded and working......cannot figure out what I am not doing correctly yet.
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/10/14 06:39 PM

Updated to fix possible crashes in map mode.
https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140310.Beta.zip

What I didn't expect is that each dot which makes a front line on the ingame map is a pair of triangles. So the map is really heavy in terms of geometry smile

Robert_Wiggins, not sure what might be the cause for your case (as always), but the change I made today should eliminate another possible cause of crashes. As I said I considered this cause to be very unlikely, but Madmatt proved that it is not.

AROTH,
I'm not sure if you've seen my previous posts, but try updating DirectX 9 by downloading and running installer from this page: http://www.microsoft.com/en-us/download/details.aspx?id=35
It has helped several people already.
Posted By: Adger

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/10/14 06:59 PM

AnKor...your the man,cheers for this,it takes WOFF to a new level thumbsup
Posted By: yaan98

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/10/14 07:58 PM

Originally Posted By: AnKor

What I didn't expect is that each dot which makes a front line on the ingame map is a pair of triangles. So the map is really heavy in terms of geometry smile


I confirm that I don't get any more FPS loss when I open the in game map during campaign play.

Muchas Gracias Señor AnKor. thumbsup
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/10/14 08:03 PM

Originally Posted By: AnKor
Updated to fix possible crashes in map mode.
https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140310.Beta.zip

What I didn't expect is that each dot which makes a front line on the ingame map is a pair of triangles. So the map is really heavy in terms of geometry smile

Robert_Wiggins, not sure what might be the cause for your case (as always), but the change I made today should eliminate another possible cause of crashes. As I said I considered this cause to be very unlikely, but Madmatt proved that it is not.

AROTH,
I'm not sure if you've seen my previous posts, but try updating DirectX 9 by downloading and running installer from this page: http://www.microsoft.com/en-us/download/details.aspx?id=35
It has helped several people already.


I have had one flight with this new version of the mod and used map extensively with no crash so far thumbsup I will keep watching!
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/10/14 10:13 PM

Working here too and to commemorate the happy event here is a pic of my first victory over a Nieuport 24 bis and my first real WOFF dogfight while flying a Pfalz III. I tend to stick to the Albatri's and Fokks when playing as zee Hun. Decided to experiment with a few different planes that I usually don't play with...




Madmatt
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/10/14 10:36 PM

AMAZING pic Madmatt, thanks for sharing.

Ankor, your newest release it´s working flawlesly after 3 missions here. Best lighting effects so far, a pro work you have done sir.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/11/14 01:01 AM

This version is definitely the most stable so far. Thank you so much for your continued effort to develop this mod.
Posted By: KodiakJac

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/11/14 01:51 AM

Ankor,

Just flew 3 sorties with your 20140310 Beta with no crashes and all seems well except this small map display problem. The frontline extends beyond the perimeter of the map. Also some airfiled, balloon, etc icons also float outside of the perimeter of the map sometimes but not always. The frontline always displays as shown:





No big deal really, but thought you would like to know.

AMD Radeon 7850 2GB
i5 2320 3.0GHz 12GB RAM

Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/11/14 02:08 AM

Bucksnort, Yeah I am getting the same thing when I select the "Small Map" option in Workshop. Seems to work fine when I select Large Map.

Madmatt
Posted By: gecko

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/11/14 02:56 AM

Functioning well here, both in WOFF and CFS3. These last two are the first ones that have been stable enough for me to use in CFS3, WOFF has worked Ok from the start. FPS drop in the cockpit remains the same on every version I've tried so far, though I understand this will take a while to get fixed. Very happy with the latest version!
Posted By: gecko

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/11/14 03:48 AM

I ought to add that I have noticed an additional 10-15 fps drop when firing the guns in the cockpit, no real effect when firing using external view - external view 60 fps, cockpit 25-30 fps, cockpit with guns firing 15-20 fps. I think this has to do with the lighting effect associated with the muzzle flash as other effects that don't have their own lighting effect do not cause issues.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/12/14 12:20 AM

Just made a try a few minutes in free flight (no firing)
I have now only a 2 - 3fps drop when looking down in the cockpit ( 60fps to 58 - 57fps ) was 15-20fps drop with 15.02
Same goes for the inflight map ( 60fps to 58 - 56fps ) was 30fps with 15.02

So much better, must see with campaign missions if it is stable. (15.02 was very stable for me)
Posted By: corsaire31

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/12/14 12:24 AM

Originally Posted By: Madmatt
Bucksnort, Yeah I am getting the same thing when I select the "Small Map" option in Workshop. Seems to work fine when I select Large Map.

Madmatt


I found that if you leave map on for some time, objects tend to move outside of the map as you progress, if you close and reopen it's OK. Also always had the frontline extending, so it doesn't come from Ankor's mod imho.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/12/14 03:17 AM

Corsair,

As a test I uninstalled the mod and the map returned to normal. Also never noticed this with any previous versions of the mod. Either way it's a minor issue at best and AnKor probably deserves some time off after all the amazing effort and work he has done thus far.

Madmatt
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/12/14 03:09 PM

No change in FPS looking at the cockpit here but I'm an Nvidia guy with a higher end card. I generally don't see FPS drop until I'm at least at 4x (minimal) or 8x over the front.
Posted By: AROTH

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/14/14 12:55 AM

Ok, maybe we are making a wee bit of progress here.

I think I was able to download the 03/10/14 version of Ankor's mod and insert into the WOFF folder without it crashing the sim. I can load up and fly again. Is this what I should be looking at?:



But, there are no shadows yet. I tried the "Ins" (zero key) on and off with no results. Something else I need to be doing?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/14/14 01:19 AM

Originally Posted By: AROTH
Ok, maybe we are making a wee bit of progress here.

I think I was able to download the 03/10/14 version of Ankor's mod and insert into the WOFF folder without it crashing the sim. I can load up and fly again. Is this what I should be looking at?:



But, there are no shadows yet. I tried the "Ins" (zero key) on and off with no results. Something else I need to be doing?





from your screen capture I see you have the shaders folder and the D8 files in the wrong place. They both should be in the "OBDWW1 Over Flanders Field" folder.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/14/14 01:20 AM

Aroth

The Shaders30 folder and the two other files in Ankor's d/l go in the "OBDWW1 Over Flanders Fields" folder.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/14/14 01:26 AM

Nope! You put the files and shader folder one level too high. Grab them and put them into the "OBDWWI Over Flanders Fields" folder and paste them into there.




It should look like that!

Madmatt
Posted By: AROTH

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/14/14 03:24 AM

Ok, thanks guys.

Back to the drawing board.........
Posted By: AROTH

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/14/14 04:26 AM




(keeps fingers, toes, and ears crossed...... whenpigsfly

Think I may finally have it!
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/14/14 05:09 AM

Yes..looks good!
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/14/14 10:11 AM

Perhaps I'll make an automatic installer next time to simplify things a bit smile
I will take a look into map issue a bit later. Though I've also seen some oddities there without my mod.

Meanwhile I decided to see what can be done in another area.
Note it is just a proof of concept it will NOT be available in the next version.

The screenshot is from original CFS3 not WOFF because former's water texture fits much better for bump calculations. I have yet to find how to get the best results from WOFF texture (or perhaps I'll need to ask devs for another one smile ).

Looks quite cool with animated waves which cannot be shown on the screenshot of course.
Posted By: elephant

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/14/14 02:03 PM

Oh, AnKor, AnKor!
You should provide a paypal account for donations...
Seriously!
Posted By: gecko

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/14/14 05:49 PM

Wow, that looks great! Longtime CFS3 pipedreams are comnig true before my eyes, amazing work! Standby for an email soon, I've got some water related files which you may find useful.
Posted By: AROTH

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/15/14 04:46 AM

Ankor's Mod is now functioning for me!

Many thanks to all who offered me advice and suggestions and most importantly, who put up with my ignorant questions almost every day. Couldn't done it without ya!

And most importantly, thank you, Ankor, for your work in this endeavour. The sim looks better than ever.

Now, if I only knew how to fly well enough to stay alive for a week or so......... charge
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/15/14 09:29 AM

Originally Posted By: AROTH
Ankor's Mod is now functioning for me!

Many thanks to all who offered me advice and suggestions and most importantly, who put up with my ignorant questions almost every day. Couldn't done it without ya!

And most importantly, thank you, Ankor, for your work in this endeavour. The sim looks better than ever.

Now, if I only knew how to fly well enough to stay alive for a week or so......... charge


You are most welcome! QC is a great place to learn your art of flying and combat.
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/15/14 05:53 PM

Originally Posted By: elephant
You should provide a paypal account for donations...
Seriously!

Well, I thought about it winkngrin

I've just made another water graphics teaser. Sorry it is again based on CFS3, it is just easier to test new features there, but good news is it seems I've found an approach which can be easily translated into WOFF. So there are good chances I will add this feature sooner than I expected.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/15/14 06:22 PM

Originally Posted By: AnKor
Originally Posted By: elephant
You should provide a paypal account for donations...
Seriously!

Well, I thought about it winkngrin

I've just made another water graphics teaser. Sorry it is again based on CFS3, it is just easier to test new features there, but good news is it seems I've found an approach which can be easily translated into WOFF. So there are good chances I will add this feature sooner than I expected.


Ankor; Very, Very nice my man!!! Impressive work!
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/15/14 06:44 PM

Looking good! This video makes me wish the cfs3 graphics engine would support volumetric clouds. frown

Madmatt
Posted By: Rick_Rawlings

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/15/14 07:06 PM

Wow, awesome! The fact that water in WOFF looks like someone painted the dirt blue is one of the last visual complaints I could come up with. +1 on a donate button...
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/15/14 07:15 PM

Originally Posted By: Madmatt
Looking good! This video makes me wish the cfs3 graphics engine would support volumetric clouds. frown

Madmatt


Agreed.

Water looks amazing AnKor. I'd support a Donate button for you, even if I rarely get to fly anymore. /sigh
Posted By: yaan98

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/15/14 08:07 PM

+1 I like the water effect a lot.thumbsup

How difficult would it be to add bump mapping to other things like buildings (they kinda remind me of cardboard cut outs) or terrain (esp. roads and tracks)?
Posted By: Xitax

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/15/14 08:29 PM

The only thing this mod is really missing IMHO is a noticing when the object is not in direct light. During stormy weather there are still strong shadows. If it's possible that would be great, but if not it's still a very nice mod. smile
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/15/14 08:46 PM

You can always turn the mod off if you don't think shadows should be there, press 0 on keypad I think.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/15/14 10:03 PM

Matt

There was a MOD/ADDON creation years ago by a group called the Desert Rats. They produced something called Mediterranean Air War using CFS3. The cloud structure is awesome, IMO. You may want to track it down.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/15/14 10:05 PM

Ankor

Me as well on a donation button. Building and objects "fleshed out" would be great.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/16/14 12:31 AM

Originally Posted By: Polovski
You can always turn the mod off if you don't think shadows should be there, press 0 on keypad I think.


Yes, that's what I do too.

The MAW clouds do look nice, but they are still just 2D panels.
Posted By: gecko

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/16/14 01:31 AM

Originally Posted By: yaan98
+1 I like the water effect a lot.thumbsup

How difficult would it be to add bump mapping to other things like buildings (they kinda remind me of cardboard cut outs) or terrain (esp. roads and tracks)?


technically it's already there, but you would only see it if they had specular shine applied to them. I don't think we want them to be shiney.
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/16/14 02:17 AM

Originally Posted By: cptroyce
Matt

There was a MOD/ADDON creation years ago by a group called the Desert Rats. They produced something called Mediterranean Air War using CFS3. The cloud structure is awesome, IMO. You may want to track it down.


Yeah, I had MAW for CFS3 as well but I don't believe those were true 3D volumetric clouds. I think it was, as stated above, still just layers of 2D cloud tiles, nice as they were.

Madmatt
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/16/14 10:09 PM

They were the using the same system.
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/21/14 07:26 PM

Volumetric clouds are cool, but currently they are out of my reach. Besides even if I can program them, they will require a lot of artist's work to look good. This is one of Rise of Flight problems - the feeling of flying near real 3D clouds is amazing, but from a distance you start to notice how some of them are oddly shaped and repeat too often.
I have to say that current flat clouds look unexpectedly good. I expected much worse smile
Of course there are accidental popping in and out and sometimes they tend to turn their flat side to the camera. Every approach has its drawbacks.

Although there weren't many news from me recently, I'm continuing my work.
Someone complained about building looking like cardboard boxes. Well, I doubt bump-mapping can help with that, but something else surely can:

(Note there is a dark rectangle on the ground - it is a glitch and I don't have time to make another screenshot, let's just pretend it is not there.)

And of course I'm continuing working on the water. This is how it looks in WOFF:

(Frame rates are somewhat choppy in this recording, but it is just my system being too weak.)
Completely based on stock WOFF textures! At this moment the only thing really lacking is actual reflections of airplanes and scenery. This may prove to be a difficult task, so at first I will be releasing without them.
Note that smaller rivers are made differently than large water bodies and thus will require additional serious effort to bring to live. No screenshots yet, but so far my research there looks promising.

I think I will release sea water pretty soon. Everything else (scenery lighting and rivers) will come later. There are also some issues with the original CFS3 water and while I do want to keep the compatibility it may delay everything a bit, so perhaps the first release will be WOFF specific.

And last but not least - by popular request I've added a donate button to the first post smile
Posted By: Rick_Rawlings

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/21/14 07:38 PM

Originally Posted By: AnKor

And last but not least - by popular request I've added a donate button to the first post smile


When I get home tonight bro, the check is in the mail! notworthy
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/21/14 08:26 PM

Truly great stuff. I will be donating too. Need to drop some in the til for OBD as well. Will try to do both later tonight. Thank you for all of your hard work. It really does add to the immersion of the sim.
Posted By: gecko

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/22/14 12:40 AM

That water looks incredible! And you plan on having real reflections on it too, talk about above and beyond! The scenery lighting ought to fix a bug I found when the sun is just below the horizon, where shadows cast by airfield buildings onto other buildings are undercut by sunlight, presumably because the terrain isn't casting a shadow. Looking forward to testing the next version! Incredible work, thank you!
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/22/14 03:20 AM

Ankor

Water effects and building lighting..all absolutely terrific!!!

Found your well deserved Donate button..and used it. cheers
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/22/14 03:47 AM

Donations in to both AnKor and OBD. Money well spent.
Posted By: 77_Scout

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/22/14 04:40 AM

All your great work is much appreciated Ankor. Looking forward to the new effects showcased above. Donation sent.
Posted By: LowDrag

Re: DirectX 8 to 9 converter (March 10th) - USE AT YOUR OWN RISK - 03/24/14 08:46 AM

Donation sent aswell. Thanks for all your efforts! Love the shadows and dynamic lighting! Keep going!
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/26/14 09:37 AM

Thanks for everyone who donated! Really appreciate it smile

And here is a new version.
https://dl.dropboxusercontent.com/u/2918136/cfs/WOFF_D3D9_Extended.20140325.Beta.zip

Main change - sea water smile
I've spent a good deal of time fine-tuning it and I'm still not fully satisfied with the result, but it should be good enough for the first release.
The state of the sea depends on the weather - it may vary from rather calm to big heavy waves. There are still no real reflections, and the sun still shines through overcast, but I want to look into it someday.

Another change is dusk/night/dawn time lighting for aircrafts. I believe it became better now, but I want to see your opinions.




For those who want to tweak things for themselves.
I moved some options into the first lines of psTest20Shadow.ps:
Code:
#define SunStrength 3
#define BumpSmoothness 4
#define MaxReflection 0.4

Additionally, there is a curious option which adds transparency to the water - SeaWater.fx
Code:
#define BaseOpacity 0.95

Reduce the value to get more transparent sea water if you want, but note that seabed doesn't look appropriate most of the time.

This water works for CFS3, but may require some tuning to make it nicer.

Final note - the dll size is increased in this version (from ~50 Kb to ~160 Kb), I changed some compiler options which should increase compatibility for those for whom my dll never worked. If you are one of these people - let me know smile

Next items in the plan are river water and static scenery lighting.
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/26/14 10:24 AM

Superb many thanks AnKor (I have added to website too)!
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/26/14 11:07 AM

A couple quick pics and a short video of the water mod in motion. Very nice work AnKor. Thank you.






Posted By: Creaghorn

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/26/14 12:32 PM

Looking fantastic. great job.

I wouldn't need necessarily real reflections since the wouldn't be too realistic anyway IMO. Especially if the water is not calm, and really calm to see things mirrored is seldom enough. But if you get it working, great.

Terrific job, AnKor
Posted By: Olham

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/26/14 01:00 PM

Gee, if you get this to work smooth with WOFF, it is another dimenson, AnKor!
As Creaghorn said: reflections of our aircraft would be nice, but not necessary.
I guess that will be more tricky, and maybe more demanding for lesser GPUs?
But to have water looking like the above is already a very good and welcome improvement!
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/26/14 03:16 PM

Amazing, you don`t cease to amaze me...THANKS! kneeldown
Posted By: Hasse

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/26/14 08:12 PM

This is really impressive work and keeps getting better!
Posted By: 77_Scout

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/26/14 09:22 PM

Excellent stuff. Looking forward to test driving this new version tomorrow!
Posted By: Panama Red

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/27/14 12:17 AM

This works great in regular CFS3 too. cheers

Thanks
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/27/14 12:48 AM

Many, many thanks Ankor!!!!!!!
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/27/14 12:54 AM

Many, many thanks Ankor!!!!!!!
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/27/14 03:33 AM

Working great AnKor! Well done!!

Madmatt
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/27/14 12:14 PM

For some reason, whenever I use any of the newer versions, my SweetFX stops working and my gamma adjustments go away. Anyone else having that challenge?
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/27/14 04:47 PM

Hellshade,

Nope my SweetFX is working fine with the latest version.

Madmatt
Posted By: KodiakJac

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/27/14 06:12 PM

Looks fantastic, Ankor!

Hellshade, SweetFX working just fine here also.

i5-2320/AMD7850.
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/27/14 07:41 PM

Very strange. I'll need to do some digging...if I ever get any darn time!

Thank you gentlemen.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/27/14 07:47 PM

Ankor;

It's working fine for me here also. I have had one glitch with the waypoint line creaping off the ingame map onto my screen. I think you already know about this. It's no big deal for me.

Best Regards;
Posted By: KodiakJac

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/27/14 08:17 PM

I also still have the waypoint route/front line display glitch with both displaying outside the perimeter of the map. But would gladly trade that for the benefits of this mod smile
Posted By: SkyHigh

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/27/14 10:19 PM

Originally Posted By: Hellshade
Very strange. I'll need to do some digging...if I ever get any darn time!

Thank you gentlemen.


Hellshade, did you remember "NoMultisampling=1"? I had forgotten myself until your post reminded me!
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/27/14 10:33 PM

I just figured that out a few minutes ago. Thanks though SkyHigh!
Posted By: corsaire31

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/28/14 02:53 PM

Had an early mission shortly after sunrise, I found the lighting of planes very good. Thks for your work.
Posted By: Olham

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/28/14 07:59 PM

The latest version doesn't work for me at all.
Does it need a different location? Where exactly should the MODS folder be?
Mine is right in my "WOFF" folder.
Posted By: yaan98

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/28/14 08:51 PM

Olham, try to directly copy the files inside the OBD directory. So, it looks like this:

Posted By: Olham

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/28/14 09:04 PM

Okay, will do - thank you, Yaan!
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/29/14 04:47 AM

Originally Posted By: AnKor


This water works for CFS3, but may require some tuning to make it nicer.



Some of the fine tuning has been resolved for general use in CFS3.
See post #99
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/29/14 08:38 AM

Also if you use Sweetfx or similar edit the d3d8.ini NoMultisampling=0 line to read
NoMultisampling=1
Posted By: Olham

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/29/14 11:02 AM

Originally Posted By: yaan98
Olham, try to directly copy the files inside the OBD directory. So, it looks like this:



Working fine now - thanks again, Yaan!

Posted By: Panama Red

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/29/14 12:32 PM

Has anybody got this to work in regular OFF3 ???

It works great on WOFF and CFS3, but I keep getting error messages in my old OFF3 game.
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/29/14 02:18 PM

Panama Red,
I've tested some previous versions of the dll with Phase 3 and they worked, but I haven't tried the latest one. I will check it if time permits.

Originally Posted By: Polovski
Also if you use Sweetfx or similar edit the d3d8.ini NoMultisampling=0 line to read
NoMultisampling=1

Can you allow turning off multisampling in WOFF workshops? Right now the lowest setting is 2X there. And the only purpose of this NoMultisampling option is to override your workshop settings, it doesn't do anything else.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/29/14 03:11 PM

AnKor:
Thank you.
Posted By: Rick_Rawlings

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/29/14 03:16 PM

Hey AnKor,
I never look a gift horse in the mouth (horses have bad breath), but is there any awesome sauce that you can pour on tracers? I have a really hard time seeing where my rounds are going for some reason at 1900x1200.

Thanks either way, cause you rock!

RR
Posted By: Burning_Beard

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/29/14 03:39 PM

I finally got it to work..... don't know what is different, but this latest version seems to work as advertised.

Thank you very much.
Beard
Posted By: Madmatt

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/29/14 04:15 PM

Rick,

What I did was apply an old OFF tracer mod that i tweaked a bit from Elephant I think it was. Made them much brighter. Not sure if that original mod is still available but PM me and I could send it to you when I get back in town (on business trip at the moment).

Madmatt
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/29/14 06:03 PM

AnKor best to email us with stuff like this - when we integrate the DLL into WOFF some this is the sort of thing we'd do wink
Originally Posted By: AnKor
Panama Red,
I've tested some previous versions of the dll with Phase 3 and they worked, but I haven't tried the latest one. I will check it if time permits.

Originally Posted By: Polovski
Also if you use Sweetfx or similar edit the d3d8.ini NoMultisampling=0 line to read
NoMultisampling=1

Can you allow turning off multisampling in WOFF workshops? Right now the lowest setting is 2X there. And the only purpose of this NoMultisampling option is to override your workshop settings, it doesn't do anything else.


Hi AnKor sent you a PM.
Posted By: KodiakJac

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/29/14 06:46 PM

Hi Pol,

When you integrate Ankor's mod with WOFF please retain the ability to disable multisampling. For some reason on my monitor vanilla WOFF has a haze that is everywhere (from inside the cockpit and outside views). Everything looks like you're in a smoke filled room. So I use SweetFX contrast and sharpening features to eliminate the haze. The difference is night and day and SweetFX is very important for my WOFF installation.

Thank you for considering this.
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/29/14 06:57 PM

There is often a haze, I wouldn't call it a smog. As we have stated many times we worked very hard to get the not only the colours but the tones right and realistic where possible but everyone has different tastes, monitors, eyes etc.

Yes of course we consider it if possible/required etc at that time.
Posted By: KodiakJac

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 03/30/14 12:08 AM

Originally Posted By: Polovski
There is often a haze, I wouldn't call it a smog. As we have stated many times we worked very hard to get the not only the colours but the tones right and realistic where possible but everyone has different tastes, monitors, eyes etc.

Yes of course we consider it if possible/required etc at that time.


Hi Pol,

I wasn't criticizing WOFF. I just hope you'll retain the ability for us to adjust what we see on our graphics card/monitor combo as it can vary widely from setup to setup. I'm always amazed at how different a lineup of 8 or 10 different monitors can look at the computer store all running the same program at the same time. I think SweetFX does the trick for many of us and it is free!

P.S. I also use SweetFX for RoF, so it's not just a WOFF thing smile
Posted By: AROTH

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/02/14 01:55 AM

Oops, me again with another dumb question - or, maybe I misunderstood something in the translation.

I downloaded Ankor's last shadow mod from 03/26/14 that had the water suface mods in it (at least I thought it to be such).

I had Ankor's previous shadow mod working fine. When I took the 'shadow" folder out of this one and replaced the older "shadow" folder, I got the sim to start up, however, the regular shadows disappeared and I got a "ghosting" shadow image on the aircraft that appeared to show the "Lift here" and roundel shapes. Looked sort of like having the sun shine thru a template and casting those images on the machine instead. I have since replaced the shadows folder with the old copy and all works good now. Sorry, I did not take a screen shot of the result.

Did I screw up again? (probably so...)
Posted By: Panama Red

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/02/14 02:03 AM

You need to replace ALL the files each time he comes out with a new version, not just the "shadow" files for everything to work correctly. They are all "inter-connected".
Posted By: AROTH

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/03/14 01:26 AM

I knew it was probably something simple......but then again, so am I......... dizzy
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/07/14 08:34 AM

Small update for those curious what is in the work.
I have researched some new features, but before hurrying to implement them I need to do some cleaning up in the older code, months of hurried development already began to pile up into a mess. I also need to fix that "waypoints outside the map" bug.

Features which will likely make it into the new version (in no particular order):
- Possible cockpit performance improvement - I've found a way to get rid of shadows on propeller disc, this will not only make it look more sane, but will also save GPU from additional calculations there.
- Improved scenery and (possibly) terrain lighting. Without shadows and bump mapping though, I'd like to do something better in this area, but CFS3 scenery and terrain is a headache to work with.
- Reworked environment reflections. Still "fake", but I think I've found a better way to apply them.

There is also one special feature which is not yet ready for WOFF, but should make pilots of certain Entente crafts happy when it becomes available. Properly working reflector and collimator sights:


And again thanks for those who donated since my last update smile
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/07/14 10:36 AM

Sounds exciting. Thanks for the update and your continual work on this sir.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/07/14 11:09 AM

Thank you. cheers
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/07/14 12:27 PM

Ankor;

Much appreciated sir! I look forward to testing it out.
Posted By: Olham

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/07/14 12:36 PM

AnKor, thank you for the works, Sir - I'll donate you 10 Euro, so you won't starve during the working! biggrin
Posted By: Hasse

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/07/14 02:34 PM

This just keeps getting better and better! Thanks for all your hard work on this! smile
Posted By: elephant

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/07/14 05:26 PM

Once more a fantastic update! thumbsup
I was wondering if you could apply any of your magic,
in order to help WOFF (CFS3) make better use of multiple core CPU's... winkngrin
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/07/14 05:31 PM

Originally Posted By: elephant
Once more a fantastic update! thumbsup
I was wondering if you could apply any of your magic,
in order to help WOFF (CFS3) make better use of multiple core CPU's... winkngrin


Oh I'd send a mighty fine donation if you could make WOFF multi-core friendly. I bet if I could use all of my cores, or at least two of them, I could cruise over the front at 60 FPS with full settings. Not sure that's possible to do, but if you can make it happen AnKor, I'll happily send another donation your way!

salute
Posted By: Nefaro

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/15/14 02:46 AM

Does this still allow you to use the stock WOFF hotkey setting for taking screenshots?

I believe SweetFX changes it (permanently in my experience) but I'm not going to use that.. just the Converter.
Posted By: 77_Scout

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/15/14 04:12 AM

Originally Posted By: Nefaro
Does this still allow you to use the stock WOFF hotkey setting for taking screenshots?


Yep, the 'k' key works for screenshots with Ankor's mod; no change from the stock game.
Posted By: Nefaro

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/15/14 05:07 AM

Originally Posted By: 77_Scout
Originally Posted By: Nefaro
Does this still allow you to use the stock WOFF hotkey setting for taking screenshots?


Yep, the 'k' key works for screenshots with Ankor's mod; no change from the stock game.



Thanks!
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/17/14 08:38 AM

Thanks Olham smile

Originally Posted By: elephant
I was wondering if you could apply any of your magic,
in order to help WOFF (CFS3) make better use of multiple core CPU's... winkngrin

I can't plug my code into the CFS3 engine, all my dll does is providing another layer between CFS3 and your GPU. So if CFS3 wastes a lot of CPU power before it sends data to GPU I just can't help with that frown

However I'm expecting the new version to free up more CPU resources by skipping redundant DirectX calls. As programmers say "the fastest code is the one which never has to be run".

Meanwhile I've updated the first page with simple and user-friendly installer for my mod. Just extract and run the setup and it will do everything for you smile

There are no real changes in the mod itself except one small bugfix with point lights, which it is not even noticeable in WOFF anyway. So if you already have the version from March 25th you don't need to update. I just provided it for new users.

On the other hand I will no longer provide JSGME version of the mod, I believe it is unnecessary now.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/17/14 11:41 AM

Originally Posted By: AnKor
Thanks Olham smile

On the other hand I will no longer provide JSGME version of the mod, I believe it is unnecessary now.


Ankor;

May I make the suggestion to continue with JSGME mod versions until the WOFF devs incorporate your code into WOFF. I say this because the WOFF devs policy is that they won't support anything related to WOFF unless it is the vanilla version so to speak. This means that if we have any code related problems, we must remove all mods first and then test to be sure the problem is with WOFF.

I hope you understand my point, but if the WOFF devs have agreed to support your code then by all means, do away with the JSGME version.

Best Regards;
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/17/14 12:08 PM

I see. OK, I'll restore the download for JSGME version, after all it is not a problem to keep and update it.

I just thought that with this installer players also get a very simple way to uninstall the mod: go to Control Panel -> Remove Progams and find "DirectX 9 Mod for Wing: Over Flanders Fields".

Perhaps the only case which this installer can't cover is multiple installs of the game, but I suppose anyone who can manage multiple copies of the game can install and remove my mod manually smile
Posted By: Nefaro

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/17/14 12:33 PM

I agree with Robert. It's good to have a JSGME version, at least while it's in a testing stage.

The mod is looking wonderful AnKor, and has been running smoothly for me. Keep up the great work! thumbsup
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/17/14 01:00 PM

Originally Posted By: AnKor
I see. OK, I'll restore the download for JSGME version, after all it is not a problem to keep and update it.

I just thought that with this installer players also get a very simple way to uninstall the mod: go to Control Panel -> Remove Progams and find "DirectX 9 Mod for Wing: Over Flanders Fields".

Perhaps the only case which this installer can't cover is multiple installs of the game, but I suppose anyone who can manage multiple copies of the game can install and remove my mod manually smile


Ankor;

Thanks for considering my suggestion. I think the work you have done and have achieved for WOFF is nothing short of amazing and I really appreciate it!! thumbsup
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/17/14 02:40 PM

Many thanks AnKor.

Robert might be worth keeping the name the same as AnKor's plus "JSGME Version" on the end of yours?
WOFF_DirectX9_Mod_Setup.20140325
WOFF_DirectX9_Mod_20140325_JSGME_version

or something similar.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/17/14 06:03 PM

Originally Posted By: Polovski
Many thanks AnKor.

Robert might be worth keeping the name the same as AnKor's plus "JSGME Version" on the end of yours?
WOFF_DirectX9_Mod_Setup.20140325
WOFF_DirectX9_Mod_20140325_JSGME_version

or something similar.


Yes Pol, I agree with your wisdom! and I have implemented it as such.
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/17/14 09:38 PM

Ok great smile. I did similar on the user page on our website.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/17/14 11:32 PM

Originally Posted By: Polovski
Ok great smile. I did similar on the user page on our website.


Actually Pol, I failed to identify that I always add the developers name at the end of the mod name so that
"WOFF_DirectX9_Mod_20140325_JSGME_version" actually becomes "WOFF_DirectX9_Mod_20140325_JSGME_version by Ankor".

It helps me remember where it came from.
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/18/14 09:11 AM

Sure, would be good to have 'AnKor' in the main one too but that's up to AnKor smile
Posted By: SkyHigh

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/18/14 10:32 AM

His name should be 'Ankored' to this mod.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/18/14 11:18 AM

Originally Posted By: SkyHigh
His name should be 'Ankored' to this mod.


biggrin thumbsup
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/18/14 11:26 AM

Lol smile
While I don't mind some fame it is not like there are lots of other DirectX mods lying around to specifically point out that this one was made by me. But I will consider it for the next update biggrin
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/18/14 04:13 PM

Why not AnKor smile
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/27/14 03:24 PM

Originally Posted By: AnKor
Small update for those curious what is in the work.
And again thanks for those who donated since my last update smile

$20 donation is on its way. Your efforts are very much appreciated.
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/28/14 07:40 PM

Thanks BirdDogICT!

Well, I don't have any interesting news to report yet.
I've made certain progress and I like how it works so far, but there are still a few important things to be done before I can start adding new features.
Posted By: gecko

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 04/28/14 11:06 PM

Happy to hear of your progress, I'm sure it will be worth the wait!
Posted By: Nowi

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/01/14 05:04 PM

AnKor,

Your mod is great. I love the look. Unfortunately, while I can fly around the WOFF world without a problem, about half the time I end up in a dogfight, I get dumped out of CFS3 back into the WOFF front end.

I've played around with mods and no mods and am certain that the problem lies with the dx8/dx9 converter.

I'm using Windows 8.1 and an Nvidia GeForce GTX 770 (2GB) video card.

Are there any settings on the card that you would recommend that I try?

Thanks.
Posted By: Wodin

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/01/14 08:54 PM

Sure your not having a heat problem? Your graphics car should easy cope with it. Could be Win 8.1...shudder..First thing I did when I got a new rig was re install Win 7 64bit instead of Win 8.

Or try a different an earlier graphic card driver..
Posted By: Nefaro

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/02/14 05:54 AM

I've been using the latest for the GTX760 and none of the drivers for it have caused WOFF to crash since it was released. But I'm also using Windows 7 with Aero turned off.
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/02/14 07:47 AM

Could be overheating for sure. More GPU work (AnKor's mod offloads some work from CPU to GPU).
Check the fan is working on the card, and cooling fins/area is clean.
Posted By: Nowi

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/02/14 06:20 PM

I've checked the heat and that's not the problem. The fan kicks into overdrive on some games--Rome II, and I can hear the fan speed change. But it doesn't get that hot with WOFF.

I already changed out the power supply.

I suspect it is a problem with the version of Direct X I'm running with Windows 8.1 It's something like 11.xx. I know they are supposed to be backward compatible, but there are all kinds of post on boards about people needing earlier version of Direct X or missing DL files.

Everything is fine with WOFF and all the mods except this one.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/02/14 06:22 PM

Windows 7 and 8 do not normally come with all the earlier DX files needed. That is why you are told to make sure you have the earlier files to use some of these games/mods.
Posted By: Nefaro

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/02/14 10:50 PM

Yes, you have to install the latest DirectX9 separately from DirectX10/11. Perhaps you have an old Dx9 version?
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/02/14 11:14 PM

Exactly, different DirectX versions are installed side by side, so having DX11 doesn't mean you have the latest DX9. However my mod will simply refuse to work if you don't have the latest DX9, so most likely it is not the reason, but of course worth trying.

Nowi, I don't know what to suggest to be honest, the latest version seems to be stable enough for most people.
The new version which I'm working on will be seriously reworked and hopefully it will solve remaining issues (and without introducing any new ones).
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/02/14 11:30 PM

Ankor

Just out of curiosity, your latest mod looks great; what other features could you add or do to enhance it?
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/02/14 11:47 PM

Some ideas I have for future versions:
- Improved lighting for scenery objects like cities, houses, farms, etc - right now they look kind of boring and flat, and it is relatively easy to fix.
- Improved lighting for the terrain to better match the time of day, to add some shine to the snow, etc. However there is one annoying problem with the terrain which I have yet to find a good solution for.
- If I can solve that problem I also want to add water effect for smaller rivers.
- A fancy idea: "screen space" reflections - these may allow things like struts reflecting on wing surfaces. Should be very cool if it works.
- There are also some additional ideas like self-lit textures and properly working reflector sights which are currently more suitable for CFS3 but may find their way into WOFF as well.

And of course I'm working on performance improvements, the more spare FPS I could gain the more effects I can spend them on smile
Posted By: Nowi

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/03/14 01:07 AM

I installed DX9 and, as you suspected, I still have the problem.
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/03/14 01:13 PM

Did you install the full installer? I think it installs more than the little web based installer.
http://www.microsoft.com/en-gb/download/details.aspx?id=8109
Posted By: Nowi

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/03/14 01:48 PM

Yep, that's the same one I used.

Thanks.
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/03/14 02:03 PM

Originally Posted By: AnKor
Some ideas I have for future versions:
- Improved lighting for scenery objects like cities, houses, farms, etc - right now they look kind of boring and flat, and it is relatively easy to fix.
- Improved lighting for the terrain to better match the time of day, to add some shine to the snow, etc. However there is one annoying problem with the terrain which I have yet to find a good solution for.
- If I can solve that problem I also want to add water effect for smaller rivers.
- A fancy idea: "screen space" reflections - these may allow things like struts reflecting on wing surfaces. Should be very cool if it works.
- There are also some additional ideas like self-lit textures and properly working reflector sights which are currently more suitable for CFS3 but may find their way into WOFF as well.

And of course I'm working on performance improvements, the more spare FPS I could gain the more effects I can spend them on smile


This all sounds amazing. Thank you for all of your work on these things, AnKor. It is deeply appreciated by many.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/03/14 03:23 PM

Originally Posted By: Hellshade
Originally Posted By: AnKor
Some ideas I have for future versions:
- Improved lighting for scenery objects like cities, houses, farms, etc - right now they look kind of boring and flat, and it is relatively easy to fix.
- Improved lighting for the terrain to better match the time of day, to add some shine to the snow, etc. However there is one annoying problem with the terrain which I have yet to find a good solution for.
- If I can solve that problem I also want to add water effect for smaller rivers.
- A fancy idea: "screen space" reflections - these may allow things like struts reflecting on wing surfaces. Should be very cool if it works.
- There are also some additional ideas like self-lit textures and properly working reflector sights which are currently more suitable for CFS3 but may find their way into WOFF as well.

And of course I'm working on performance improvements, the more spare FPS I could gain the more effects I can spend them on smile


This all sounds amazing. Thank you for all of your work on these things, AnKor. It is deeply appreciated by many.


I totally agree. I hope you get some time to enjoy WOFF as well. All work and no play makes for a dull day!!
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/03/14 05:21 PM

Wow..that certainly answers the question! Sounds terrific..looking forward to whatever else your talents bring to WOFF.
Posted By: Nowi

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/03/14 09:43 PM

I think I solved my problem. Six missions in a row without getting dumped out. Here's what I think caused the problem.

I had a GTX 650 in my rig and upgraded to a 770. Both were Asus Nvidia cards. Unfortunately, I didn't have enough juice to power the 770 and had to get a new power supply. I dropped off my machine at a local PC place to add the power supply and, since they had the machine already, install the new Graphics card to make sure everything worked.

Had I installed the card myself, I would have totally uninstalled the old drivers and installed new drivers. I know that Nvidia uses a single driver for its GeForce cards, but I suspect that those drivers as installed may differ to some degree depending on the actual card. I can't believe that the actual mix of files that work with a GeForce Titan are the same as those that power at 650.

I don't think they did that at the store. I think they installed the card and it worked, or so it seemed. And it did, but not as well as it might. And then when my machine auto-updated the graphics driver a few weeks ago, I probably ended up with a mix of files, some for the 650 and others for the 770. That's when my troubles began. At least that is my hypothesis.

Since, thanks to AnKors and others feedback, I had eliminated several other possibilities, I decided to download the latest Nvidia driver and manually install it, rather than allow the auto-installer to do whatever it does. I un-installed the old and installed the new.

Not only am I not getting dumped out (at least so far--fingers crossed) but I am also noticing that I'm getting much faster FPS in accelerated mode. I can get up to 60 FPS in 2X and I've seen 50 FPS in 4x. That's about twice the FPS than I saw before.

Next step is to add SweetFx and see if it all works. But so far, so good.

Thanks for everyone's patience and help.
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/05/14 01:39 PM

Interesting Nowi thanks, maybe one to keep for the future.
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/05/14 05:41 PM

Originally Posted By: Robert_Wiggins
I totally agree. I hope you get some time to enjoy WOFF as well. All work and no play makes for a dull day!!


It makes for a dull day, but a productive one. I'm pretty much writing the rest of this year off as far as relaxation and enjoyment. On the plus side, except for my house and brand new car, I should be debt free before the year is out. All loans and credit cards - completely paid off.

So, you know - "Make hay while the sun shines" and all of that. Next year should be considerably quieter.
Posted By: Tilman

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/06/14 09:14 PM

Hello!
I just got my self WOFF. I played OFF some time ago on my old notebook and loved it.
It seems like I have a problem getting the shadow-part in this mod working.

SweetFX runs fine. Just when I switch on the shadows it throws me out of the flight after around two minutes.
The log says it can't open the woff.dll.

System specs are:

Asrock H87 Pro4
Intel i5 4570
Alpenföhn Sella CPU-cooler
Palit GTX760 4GB
8Gb Ram
1TB HDD
120GB SSD
500W Aeroccol Strike-X

DirectX9 is up to date
Geforce-driver is version 337.50
Windows 8.1

Antialiasing settings are set by the Geforce controll panel.
I get steady 50fps with the shadows on. Sometimes drops to mid/low 40s.
I am using freetrack and a Saitek X45. But switching them off or on doesn't make adifference.

Reducing the details didn't work. Changing the resolution either.

Any help would be apreciated, now that I saw how pretty the game CAN look.
Posted By: Nowi

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/06/14 10:00 PM

Read my post above [copied below]. Maybe it will help. I had a similar problem and solved it by uninstalling my graphics card and re-installing it, and the drivers, from scratch.

I think I solved my problem. Six missions in a row without getting dumped out. Here's what I think caused the problem.

I had a GTX 650 in my rig and upgraded to a 770. Both were Asus Nvidia cards. Unfortunately, I didn't have enough juice to power the 770 and had to get a new power supply. I dropped off my machine at a local PC place to add the power supply and, since they had the machine already, install the new Graphics card to make sure everything worked.

Had I installed the card myself, I would have totally uninstalled the old drivers and installed new drivers. I know that Nvidia uses a single driver for its GeForce cards, but I suspect that those drivers as installed may differ to some degree depending on the actual card. I can't believe that the actual mix of files that work with a GeForce Titan are the same as those that power at 650.

I don't think they did that at the store. I think they installed the card and it worked, or so it seemed. And it did, but not as well as it might. And then when my machine auto-updated the graphics driver a few weeks ago, I probably ended up with a mix of files, some for the 650 and others for the 770. That's when my troubles began. At least that is my hypothesis.

Since, thanks to AnKors and others feedback, I had eliminated several other possibilities, I decided to download the latest Nvidia driver and manually install it, rather than allow the auto-installer to do whatever it does. I un-installed the old and installed the new.

Not only am I not getting dumped out (at least so far--fingers crossed) but I am also noticing that I'm getting much faster FPS in accelerated mode. I can get up to 60 FPS in 2X and I've seen 50 FPS in 4x. That's about twice the FPS than I saw before.

Next step is to add SweetFx and see if it all works. But so far, so good.

Thanks for everyone's patience and help.
Posted By: Tilman

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/06/14 10:34 PM

I set the system up a few month ago with all new parts. So everything is still clean and tidy.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/06/14 10:34 PM

Throw away Windows 8.1 and reinstall Windows 7 ? Sorry, couldn't resist... exitstageleft

I don't know how to help, I use ENB on top of Ankor's shadow mod and not Sweet FX.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/06/14 11:29 PM

Tilman:
AnKor specifically says in his D3D8.ini:
[D3D8]
; Change to NoMultisampling=1 for SweetFX compatibility, but it will disable ingame antialiasing.
NoMultisampling=0

And yet you said that you are using SweetFX and setting you AA in GeForce Control Panel, which is directly opposite of what Ankor says to do.
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 09:08 AM

Originally Posted By: Panama Red
Tilman:
AnKor specifically says in his D3D8.ini:
[D3D8]
; Change to NoMultisampling=1 for SweetFX compatibility, but it will disable ingame antialiasing.
NoMultisampling=0

And yet you said that you are using SweetFX and setting you AA in GeForce Control Panel, which is directly opposite of what Ankor says to do.

No, no. He is actually doing it right - as long as ingame antialiasing is turned off you can then use control panel to override that settings. That may seem odd, but that's how things work.
But this shouldn't affect stability or anything - this is only required to make SweetFX work.

Tilman, I can help unfortunately frown
Your GPU seem more than enough, so I don't know what could be the reason.

----------

Here is a couple of screenshots to show how scenery lighting may look at sunset.
Standard:

With lighting:

I've figured out a simple trick allowing to add lighting to trees without revealing their "polygonal" structure too much.
Another thing which you may note if you look closely - trees are dithered instead of being semi-transparent at their edges. This is experimental, but so far I like the effect. What do you think?

And by the way that dreaded fence is much more noticeable if approached from the lit side smile
Posted By: Tilman

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 09:25 AM

I tried all combinations with antialising, geforcee settings, ingame settings, sweet FX and the settings in the .ini file. Multisampling on / off, shadows in cockpit mode on off, etc.
As soon as the shadows are on,, it crashes after 2-3 minutes.

Sweetfx alone works like a charm.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 09:26 AM

Hi AnKor! Looking great! Thanks for sharing.
Everyone dig the fps boost.
Posted By: Olham

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 11:31 AM

Welcome to WOFF, Tilman!
Maybe a bit off-topic, but may I ask you for the town where you live?
I would like to add you to our OFF FORUM PILOTS MAPS.
Posted By: gecko

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 12:10 PM

Looking good Ankor! I like the improvement to the trees!
Posted By: Tilman

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 12:19 PM

Originally Posted By: Olham
Welcome to WOFF, Tilman!
Maybe a bit off-topic, but may I ask you for the town where you live?
I would like to add you to our OFF FORUM PILOTS MAPS.


Added to the profile (Essen / NRW)
Posted By: Andy73

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 12:40 PM

Tilman, we are Neighbours biggrin Living only 60 Km away from Essen neaner

Welcome to WOFF...

Ankor, great Pics indeed! Looking forward to the new Version!!!!!!
Posted By: JimAttrill

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 03:09 PM

I remember Essen from when I was thereabouts in 1970-73. Wasn't there saying "sneeze and you get a brick" or something like that? (In German of course).
Posted By: Nefaro

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 03:23 PM

Originally Posted By: AnKor

I've figured out a simple trick allowing to add lighting to trees without revealing their "polygonal" structure too much.
Another thing which you may note if you look closely - trees are dithered instead of being semi-transparent at their edges. This is experimental, but so far I like the effect. What do you think?

And by the way that dreaded fence is much more noticeable if approached from the lit side smile



That dusk lighting looks great!

I imagine that such extra lighting effects will help visual spotting in the game, too. Perhaps the lack of such lighting is why it's so hard for me to make stuff out against the terrain, even up close.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 03:50 PM

Ankor;

I just love what you are doing for WOFF's visuals. It is stunning! Again, thanks very much for all your efforts. I look forward to your next release, whenever it is.
Posted By: Tilman

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 09:43 PM

Last try with the shadow/bump-map mod was to turn all sliders to 5 and set the compability mode of the cfs3.exe on Windows XP SP3. So far it did 400 seconds of my test mission with 2x ten strutters over Elsace in cloudy weather.
I'll give it another, longer try tomorrow, but it seems I solved it.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 10:25 PM

Originally Posted By: Tilman
Last try with the shadow/bump-map mod was to turn all sliders to 5 and set the compability mode of the cfs3.exe on Windows XP SP3. So far it did 400 seconds of my test mission with 2x ten strutters over Elsace in cloudy weather.
I'll give it another, longer try tomorrow, but it seems I solved it.


I'm glad to hear that Tilman. Now hopefully you can have some fun with WOFF! thumbsup
Posted By: Tilman

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/07/14 10:46 PM

Nah, too early. Crashed after some test-dogfighting....
But I am getting closer. Playing with the Geforce settings now.
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/08/14 08:33 AM

Originally Posted By: Nefaro
I imagine that such extra lighting effects will help visual spotting in the game, too. Perhaps the lack of such lighting is why it's so hard for me to make stuff out against the terrain, even up close.

I did a bit of flying while switching the lighting on and off and it really makes a difference in spotting. The lighting may make things easier or more difficult to spot depending on the sun position and viewing angle.

Right now the main issue that holding me back is performance in WOFF.
In some cases I get about +20 FPS in stock CFS3, but it doesn't really matter if you have 160 or 140 FPS (v-sync off). And screenshots on previous page also show improved FPS, but in some cases the performance is unchanged and even lower with the new version (of course it is still faster than stock DX8 one). And I don't like it.

The main benefit (for me) of the new version is that now it intercepts every single drawing function of CFS3. Previous one captured only some of them with very limited flexibility. And even though this intercepting layer adds some overhead to already busy CPU it provides much better opportunities to optimize the drawing, and that's what I'm working on.
Posted By: Andy73

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/08/14 10:15 AM

Ankor,

I have discovered something very interesting while I was tweaking the ConfigOverrides.XML

Don't know if this is helpful for your further work...

When I changed the Vertex Buffer Pool and the Index Buffer Pool from DEFAULT to MANAGED, all Microstutters in the Game were eliminated and your Mod is running fine without ANY loss of FPS during Flight. I have solid 60 FPS with Sliders on 5,3,3,5,5. Only some FPS were lost when I look down in my Cockpit(FPS were about 30-40, then).
Can't promise if this works for everyone, but it's really worth a try.

I have changed this in BOTH XML-Files (DefaultOverrides and ConfigOverrides) C:/User/YourName/AppData/Roaming/OBD_Games

See Picture...


Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/08/14 10:35 AM

Andy73;

Your recommendations cause my system to crash. see screen caps following:




I reverted back to my originals and everything is back to normal.
Posted By: Andy73

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/08/14 11:26 AM

Robert,
I can't explain this Problem at the Moment... Just want to wait if other users have the same Result.

All I can say, is that it works for me and WOFF is running fine and fast. Do you have NVIDIA or RADEON Graphics?

My GPU-Driver for my Geforce GTX 660 has the following Settings:

Anisotropic Filter 8x
FXAA OFF
Anti-Aliasing 16xQ
Override any Application Setting
Transparency 8x Supersample
CUDA-GPU's ALL
Triple-Buffer ON
Prefer Maximum Performance
Pre-rendered Frames 5 (via NVIDIA Inspector)
Anisotropic Filter Optimization OFF
LOD-BIAS CLAMP
Texture-Quality QUALITY
Trilinear Optimization ON
Threaded Optimization AUTO
Ambient Occlusion OFF
V-Sync ON

My Sliders in Workshop Settings are 5,3,3,5,5
Aircraft textures Normal
Ground Textures Normal
Forest density Medium
Air Activity Light
In Cloud Fog Off
Sun Glare On

These are low Settings, I know, but it's enough for me. You can of course try to put the Levels higher...


I'm sure, we can get this to work


winkngrin
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/08/14 12:26 PM

Originally Posted By: Andy73
Robert,
I can't explain this Problem at the Moment... Just want to wait if other users have the same Result.

All I can say, is that it works for me and WOFF is running fine and fast. Do you have NVIDIA or RADEON Graphics?

winkngrin


Ahh, I'm on Radeon AMD and that might explain it. I suspect it doesn't work with AMD GPU's.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/08/14 01:08 PM

Hey Andy!

Thanks for the tip. I tried what you suggested and no crash happened on my Nvidia.
I should admit that I didn't have considerable stutters anyway (except for several seconds after mission loading and rarely when a lot of fighting planes get close to the ground).
I'll try it later to check fps boost (or drop) but no crash is already a good sign.

I had this nasty stutter issue before 1.11 patch but after that everything became smooth and now I'm enjoying the game with AnKor's mod, SweetFX and 54455.

Good luck!
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/08/14 01:39 PM

Robert_Wiggins,
make sure it is "D3DPOOL_MANAGED", not just "MANAGED".

As I know "default" should be faster, but who knows what CFS3 does there smile

I want to do some tweaking in those overrides, but it takes time to test various settings.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/08/14 01:39 PM

Originally Posted By: Robert_Wiggins
Originally Posted By: Andy73
Robert,
I can't explain this Problem at the Moment... Just want to wait if other users have the same Result.

All I can say, is that it works for me and WOFF is running fine and fast. Do you have NVIDIA or RADEON Graphics?

winkngrin


Ahh, I'm on Radeon AMD and that might explain it. I suspect it doesn't work with AMD GPU's.


I have an ATI HD 7850 and it works for me, I get steady 60 fps even with time acceleration x8 when it was dropping to 30 fps before.
Posted By: Olham

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/08/14 01:43 PM

Robert, I use an ATI RADEON HD7870, and it works fine here.
The change should be like this:

<CompositeTerrainTextureBudget val="four"/>
<VertexBufferPool val="D3DPOOL_MANAGED"/>
<IndexBufferPool val="D3DPOOL_MANAGED"/>
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/08/14 02:10 PM

Originally Posted By: Olham
Robert, I use an ATI RADEON HD7870, and it works fine here.
The change should be like this:

<CompositeTerrainTextureBudget val="four"/>
<VertexBufferPool val="D3DPOOL_MANAGED"/>
<IndexBufferPool val="D3DPOOL_MANAGED"/>


Thanks guys, I should have had my coffee first. I specified "MANAGED" instead of "D3DPOOL_MANAGED".

Unfortunately I get just slightly less performance with the change than with the stock entries.
I took some vid caps that can show it but I don't have time to upload etc right now.

Basically I get 60 to 62 with stock and 58 to 60 with your change. Both the stock and your change are equally smooth with no stutters. There is a VERY SLIGHT stutter with TrackIR head movement but really not noticeable unless you are looking for it.

Hope that helps clarify things. My rig specs are below.
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/08/14 02:34 PM

Glad you found that I was about to post that Robert, that's exactly what the error message told you wink
Posted By: Tilman

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/08/14 10:06 PM

Originally Posted By: Andy73
Ankor,

I have discovered something very interesting while I was tweaking the ConfigOverrides.XML

Don't know if this is helpful for your further work...

When I changed the Vertex Buffer Pool and the Index Buffer Pool from DEFAULT to MANAGED, all Microstutters in the Game were eliminated and your Mod is running fine without ANY loss of FPS during Flight. I have solid 60 FPS with Sliders on 5,3,3,5,5. Only some FPS were lost when I look down in my Cockpit(FPS were about 30-40, then).
Can't promise if this works for everyone, but it's really worth a try.

I have changed this in BOTH XML-Files (DefaultOverrides and ConfigOverrides) C:/User/YourName/AppData/Roaming/OBD_Games
(...)[/img]




Give that man a beer.
I am not sure if this made it work or forcing v-sync. But it does now.
Sadly my new german pilot died on his first (optical impressive) flight in his lousy Fokker EIII....
Posted By: Olham

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/09/14 12:49 AM

Tilman, the Fokker Eindecker is something for quite advanced pilots IMHO.
You may better start with the Halberstadt, or even so much better: the Albatros D.II -
the first ones are available in Jasta 2 in September 1916.

Robert, I wonder how you can have stutters with an Intel i7 processor and a HD 7870.
I run WOFF with the same card, and an i5 at 3.3 GHz - so microstutters here.
But your end they shouldn't.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/11/14 10:07 AM

Originally Posted By: Olham
Tilman, the Fokker Eindecker is something for quite advanced pilots IMHO.
You may better start with the Halberstadt, or even so much better: the Albatros D.II -
the first ones are available in Jasta 2 in September 1916.

Robert, I wonder how you can have stutters with an Intel i7 processor and a HD 7870.
I run WOFF with the same card, and an i5 at 3.3 GHz - so microstutters here.
But your end they shouldn't.


Olham;

I only have a very slight stutter when using trackIR. Actually I refer to it as a stutter because when I glance around it is not perfectly smooth but very very slightly like stuttering. It is hardly noticable it is so small. I don`t get any stuttering in the game sim only when I pan with trackIR. Is that a clear description for you? If not I will try to explain again.

Actually, if you watch any of my vids very closely you may detect it but as i said it is very very small.
Posted By: Olham

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/11/14 10:26 AM

Think I got it - but seeing your vids, it is fine your end - you should see what I get when panning around in a dogfight... wacky

You could experiment with TrackIR - I realised when I had "Smooth" very high, it seemed to be worse.
Could it be that the CPU had to work even harder, so the result was lesser?
I now have it at 25, but I must try it on 0 when I return from my holidays.
Just to see what I get there.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/11/14 12:47 PM

Originally Posted By: Olham
Think I got it - but seeing your vids, it is fine your end - you should see what I get when panning around in a dogfight... wacky

You could experiment with TrackIR - I realised when I had "Smooth" very high, it seemed to be worse.
Could it be that the CPU had to work even harder, so the result was lesser?
I now have it at 25, but I must try it on 0 when I return from my holidays.
Just to see what I get there.


Yes, I may do dame when I get back from holidays
Posted By: Olham

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 05/11/14 01:06 PM

You fly as a dame??? Madame Butterfly? biggrin
Posted By: gecko

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/09/14 01:57 PM

Any news on how this project is progressing Ankor?
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/09/14 07:11 PM

Well, yes there are some news. Despite the lack of updates I'm constantly working on this project smile
Most of my recent efforts were spent on performance improvements and I've managed to get rid of cockpit framerate issues and make a few additional optimizations. There are some quality improvements as well, but unfortunately I haven't been able to add as many new effects as I wanted.

I still need to finish a few things there before releasing a new version. What makes things more complicated is that I will be out of the city (and far from my gaming PC) starting next week and for an unknown duration, but I'll keep working using a notebook.
Posted By: gecko

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/09/14 07:26 PM

Sounds fantastic! Glad to hear the cockpit issue is solved! We all appreciate your hard work.
Posted By: Glubber

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/09/14 07:39 PM

Nice. Thanks Ankor!
Posted By: Adger

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/09/14 07:44 PM

Great news Ankor..Thank you very much.
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/09/14 07:46 PM

Quote:
Well, yes there are some news. Despite the lack of updates I'm constantly working on this project
smile


Nuff said, thumbsup
Posted By: 77_Scout

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/10/14 06:09 PM

Thanks for your continued work Ankor! What you have a achieved already is fantastic, and I am really looking forward to seeing where you take this.
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/15/14 05:24 PM

Another small status update.
The progress is good and although there are still some known bugs to fix the most complex part of the converter is working as intended.
I hope to publish it soon, but have to say I expect it will require a few rounds of beta-testing with some unexpected bugs here and there because a lot of code was rewritten in a very different way. Hopefully there will be enough interest to participate smile

And, to make the update more interesting, I want to show something new which I quickly put together earlier today. I have to say I was very reluctant to implement this feature because I didn't believe it will look any good. Still I decided to try it in a quick and dirty way, and launched the game... and well, sometimes it feels so good to be mistaken:


This feature will NOT make it into the next release. There are some serious problems to solve, but now I really want to get it working.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/15/14 05:32 PM

Ankor, this screenshot makes me cry tears of happinessclapping
This is so impressive I think I'm going to hang it on my wall.
Do you mean to say that the length of shadows depends on position of the sun?
This is just unbelievable!

And yes, you can count me in for beta-testing. Previous time was very interesting

P.S. The sheep have shadows too!! thumbsup
Posted By: Polovski

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/15/14 05:36 PM

Superb AnKor, another leap. I'm looking forward to this and the next one! smile
Posted By: AnKor

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/15/14 05:51 PM

Originally Posted By: Rover_27
Do you mean to say that the length of shadows depends on position of the sun?

Yes. That screenshot was taken at 17-18 PM in Spring season, so the sun is rather low.
Obviously at noon all shadows are small. And here is a sunrise example:


Quote:
P.S. The sheep have shadows too!!

That's quite a feat, isn't it? smile
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/15/14 05:54 PM

Originally Posted By: Polovski
Superb AnKor, another leap. I'm looking forward to this and the next one! smile


AMEN to that Pol!

+ thumbsup
Posted By: Olham

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/15/14 08:20 PM

AnKor, I had not expected, that you could push the mark so much higher up!
That is so AMAZING - I can only hope it will run, when sorted out.
A huge leap of realism added!
Posted By: gecko

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/15/14 09:02 PM

Excellent news! I have no doubt you will have all the eager beta testers you could ever want for this.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/15/14 09:35 PM

Unbelievable!!!!!!!!!!!!!!!

I'll beta test as well!
Posted By: Hellshade

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/15/14 09:54 PM

Great stuff, sir. Looking forward to beta testing it.
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (March 25th) - USE AT YOUR OWN RISK - 06/17/14 12:15 AM

Glad to see what my small $ donation produced. biggrin

Seriously, everyone should consider contributing a little to AnKor, even though he does this mostly for free. Look on page 1 in this topic for a donate button.
Posted By: AnKor

Re: DirectX 8 to 9 converter (June 17th) - USE AT YOUR OWN RISK - 06/17/14 10:13 AM

BirdDogICT, well after all those donations I just felt obliged to continue my work smile
Though this is interesting project, so I will continue in any case until I run out of steam.

And by the way, the new version is ready! smile
First page is updated with download links.

As I mentioned this version may be rather unstable and needs testing.
One known issue which still needs to reported is missing holes on some objects like this:

This is a box in Aviatik gunner's seat. Image on the left is how it should be, on the right is how it is with the latest version which causes holes to appear as opaque black circles.

This should be reported if found for other aircrafts or objects because this is a side effect of performance optimization. It can be fixed either by removing that performance optimization which I don't want to do smile or by devs making a slight change to the model so the holes will appear correctly again. But with so many aircrafts it will take me a lot of time to make a list of models to fix.

I removed NoCockpitShadow option because I want cockpit performance to be tested, but I can bring it back in next versions if still needed (hopefully it is not).

Finally, as I mentioned on the first page I haven't had enough time to focus on visual quality, so if something looks weird or worse than before - post a screenshot with some comments in this thread.
Posted By: Polovski

Re: DirectX 8 to 9 converter (June 17th) - USE AT YOUR OWN RISK - 06/17/14 02:13 PM

Many thanks AnKor runs fine here, less bump mapping, shadows are softer for me (less dark I mean). High fps 60+ most of the places.
Posted By: gecko

Re: DirectX 8 to 9 converter (June 17th) - USE AT YOUR OWN RISK - 06/17/14 05:36 PM

Great! Can't wait to test it when I get home tonight! Do you have a full list of WOFF/CFS3 features we can look for in testing? Thanks again for this awesome mod.
Posted By: AnKor

Re: DirectX 8 to 9 converter (June 17th) - USE AT YOUR OWN RISK - 06/17/14 05:56 PM

You're right, I need to make a full changelist. Was too busy earlier today. Though there are not so many specific things to test, the most important ones are "black holes" as explained on previous page and general stability.

Common:
- Improved cockpit performance by reordering the sequence of drawing calls.
- Terrain and scenery lighting. Let me know if something looks out of place. It is tuned for WOFF, may look worse in CFS3.
- Forests now use dithering instead of alpha blending. Solves some weird artifacts when sky or ground was visible through apparently dense line of trees.
- (Should have) fixed a bug in shadow code which caused it to be too sharp on glass surfaces with specular highlight. Need to check though, I looked into it long ago and not so sure.
- Smooth ground shadows (standard ones are had jagged edges) with improved performance.
- Updated water shader to get better colors and waves with foam under some weather conditions.
- Working cockpit light. I didn't even know WOFF has a cockpit light smile

WOFF:
- Fixed waypoints and lines appearing outside of the map sheet.
- Fixed annoying z-fighting (flickering texture) on Fokker E.V wing and hopefully other aircrafts. Though I think I've seen some new cases of z-fighting which weren't there before. Let me know if you see anything like that.

CFS3:
- Water foam is turned off for CFS3 by default, I will explain later.
- Support for specular and gloss map.
- Support for stock cubemap format.

I think that's it. It doesn't see to much, but the most work went into updating the core of this converter for best performance and extensibility. Now that it works it should be much easier to add new features.
Posted By: Olham

Re: DirectX 8 to 9 converter (June 17th) - USE AT YOUR OWN RISK - 06/17/14 08:00 PM

Gee, I wish you good luck for a completition soon, AnKor - that sounds amazing!
Posted By: gecko

Re: DirectX 8 to 9 converter (June 17th) - USE AT YOUR OWN RISK - 06/17/14 11:38 PM

I've got it and am beginning testing! I've done all my testing in CFS3 so far as I figure there are many others doing the same in WOFF. Here's some initial observations in order of your features list:

Black holes seem to be alpha channels of textures being ignored. I looked at several different places where I know these are present and got different results. Some displayed normally, some gave the black hole effect, and others made the visible part black while the transparent part remained transparent. I'll try to track down those textures and see if there are any format differences that are causing the differences.

No problems with stability so far. Everything is just as smooth as ever!

FPS in all situations remains the same. Around 60 everywhere but the cockpit, where it drops to around 30 still. I tested in highly detailed cockpits as well as more basic ones and got the same results with each.

Terrain lighting seemed a bit bright most of the time in CFS3 as you noted already, it's set for WOFF. No worries there, though I wonder is there a file that can be edited to adjust this? Beyond that I noticed that when the sun drops below the horizon, scenery, buildings, aircraft and other objects are still lit up, while the terrain is dark.

I like the forest blending! It's been an annoying bug as long as I've had the game, nice to see it fixed!

I'm not entirely sure what you're talking about with the sharp shadows on glass, they seem to still be sharp, but they don't look bad by any means.

Improved ground shadows look great!

Not entirely sure what was involved in the water changes, though I noticed the panoramic .dds is no longer showing up. I'll be interested to hear the details about that and the foam.

Cockpit light works. I notice it doesn't appear to have any specular aspect to it, which disables a self-lit work around I did a while back, but if the self-lit/reflector sight feature is still planned for a future release this won't be needed anyway.

Specular and reflective textures appear to be working fine. I also noticed that the *_r.dds seems to also modify the specular effects the same way *_s.dds would, which is a nice touch! The result is an awesome effect for metal surfaces! I saw that the panoramic .dds is still applied to other aircraft that don't use an *_r.dds. What controls the strength of this and where it is applied? The only place where reflections have not been restored is on glass surfaces, which still only have the specular highlight.

Stock cubemap works.

I have not seen any evidence of bump mapping, so it seems to be as you suspected. But as it didn't have a dedicated means of determining where on a texture to show the bumps, it actually looks better IMO.

Thanks again for your work, the update is greatly appreciated and all in all a big improvement!
Posted By: AnKor

Re: DirectX 8 to 9 converter (June 17th) - USE AT YOUR OWN RISK - 06/18/14 04:06 PM


Olham, those features are already available in the new version I published yesterday. Check the first page smile

Gecko, thanks for detailed comments.
Black holes appear when DXT1 texture is used AND alpha blending is not enabled for that object. You see, for best performance I needed to know which objects are fully opaque and which have holes in textures (alpha tested) or semi-transparency (alpha blended). Opaque objects are drawn in the fastest possible way in a single pass, alpha tested need two passes, and alpha blended - three!
The problem is to decide which mode to use for which object. I've made some assumption based on texture type and whether alpha blending is enabled by original renderer: DXT3 and DXT5 are always at least alpha tested, and become alpha blended if enabled. DXT1 however is considered opaque unless alpha blending is enabled and then it becomes alpha tested and blended - and that's why black holes appear.
I noticed that most stock CFS3 models, and I'm speaking about external view, use alpha blending even for obviously opaque surfaces like wings and fueselage (by the way it means that the optimization isn't working at full strength there), however WOFF models and some 3rd party planes (like Hawk III here http://simviation.com//cfs3_aircraft10.htm) have alpha blending more consistently disabled where it is not needed.
What affects this flag is a mystery though, I haven't find any mentions of this in SDK docs or material hex-editing tutorial. I'm going to take a closer look but if you have any ideas - let me know, it may help fixing this issue.

What is your config, by the way? Performance in cockpit is still noticeable lower that the "non shadowing" version, but should be better than the one from March 25th.

Yes, the terrain might be brighter that the original. Not sure if it is bad though, original one in WOFF sometimes feels to be too dark. It can be adjusted in Terrain.fx - I can't tell exact line of code, but it goes like: ... * (In.Diffuse - 0.2) * 1.3 * ... You can try reducing the multiplier here to make it darker.
Sun shining from below the horizon is an odd "feature" of CFS3. I hope to adress it someday.

I think the breaking change for cockpit light is a specular color - I've changed it the specular for cockpit light to be red instead of default white (there is no way that a faint red bulb could produce white highlights!). And although self lit textures are planned, but I'll probably add an option into config file to restore the white highlights if you need it.

When reflections are enabled, _r is used for speculars as well. In fact my shaders don't support specifying _s and _r at the same time, only one of them will be used for both effects.
There is no good "user adjustable" control about the way reflections are used on other models, perhaps you can try to adjust #define MaxReflection at the beginning of Models.fx to make them stronger or weaker. I want to add more control, but since WOFF doesn't use this feature its priority is somewhat low.
Yes, I noticed that reflections on glass are missing. Will take a look at it.

I figured out why bump mapping is missing - I was testing it's performance impact by disabling or enabling it and forgot to restore it back correctly.
There is a line in Models.fx:
static bool bUseBump;
remove the word "static" and they will work again.
I will upload new version later, today was excessively busy day for me.
Posted By: Polovski

Re: DirectX 8 to 9 converter (June 17th) - USE AT YOUR OWN RISK - 06/18/14 04:40 PM

Just thought given you are talking about external models, the difference in CFS3 and WOFF models alpha blend could be related to differences in an aircraft's texture MOS file, which applies damage and decals in layers - other than that and what I already mentioned, I don't know.
Posted By: gecko

Re: DirectX 8 to 9 converter (June 17th) - USE AT YOUR OWN RISK - 06/18/14 05:10 PM

Interesting, is there a way to tell visually if alpha blending is enabled? If I know what I'm looking for I can see if I can turn anything up with the hex editor. I'm also not sure I understand what it is and what benefit provides.

I'm not at home now, I'll check my config when I get back. Is there a particular setting you recommend?

Thanks for the tips on the terrain, I'll play around with it.

The cockpit light option you mention would be nice till self lit parts are enabled, but no worries if not.

I will see what I can adjust on the reflections and play around with it as is, thanks for the tip.

Did some more flying last night and had a couple weird texture issues where the wrong texture would be applied to the external model while in cockpit view. I assume this has to do with the z-fighting but not sure, there is no flicker, just the wrong texture. It changes back to the right one when you switch to external view. There are a few aircraft I know of that have had flickering parts in the past that I will take a look at soon.

Will also do some testing in WOFF today when I get the chance.

Thanks!
Posted By: AnKor

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/18/14 06:59 PM

I uploaded a fixed version (June 18th now) that brings bump-mapping back.

Ok, I think I already figured it out, and it is simpler that I though.
My assumption was that alpha blend is something easily controllable for modeller, but alas it is not true.
The difference between stock models and WOFF (or that Hawk III) models is the presence or absence of _s textures.

When there are no such textures, a simple built-in shader is used:
Quote:
<ModelSimple Desc="Vertex lighting, no texture effects"
... AlphaBlendEnable="[AlphaFlag]" AlphaTestEnable="True" AlphaRef="8" MultiSample="True"

Where [AlphaFlag] is determined automatically by CFS3 based on texture format (true for DXT3/5, false for DXT1).

However, when gloss map is used, another shader kicks in:
Quote:
<ModelSpecularGloss Desc="Vertex lighting w/ Specular modulated by Gloss map"
... AlphaBlendEnable="true" AlphaTestEnable="true" AlphaRef="8" MultiSample="True"

Which enables alpha blend unconditionally. Not sure why, by the way, maybe it was an overlook by Microsoft devs.

Apparently the most straightforward way to enable alpha blend is to resave the texture as DXT3/5 but that doubles its size and not a good option.

So the question is answered, but I don't like the answer. I will make some more experiments when time allows and maybe I can invent something better smile

gecko,
Wrong textures are likely to be a bug in my code. In this version the actual drawing is very different from what CFS3 engine intends to draw and it will be no wonder if I missed something.
I need to know which airplane (and where to get it) and under what conditions (damage, markings), and perhaps a screenshot will help smile

Quote:
I'll check my config when I get back. Is there a particular setting you recommend?

Well no, I can't recommend anything specific. I'm just want to understand how the converter performs on various PC. For me current version rarely goes below 100 FPS in cockpit of CFS3 crafts (of course that's on my gaming, even if old, PC), on a notebook with built-in Intel GPU in may go as low as 4-5 FPS smile
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/18/14 08:24 PM

Hi AnKor,

don't know if it helps, but my own aircraft (Halberstadt) is throwing quite a strange shadow at the ground. The higher I am, the bigger the circle is.

Posted By: Glubber

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/18/14 08:38 PM

Could the high walled horizon have anything to do with the sun still shining when it's below the horizon? It seems to me like the horizon should be a lot lower, but I'm not sure where the horizon graphic is or if it's moddable. It's always kinda bugged me a bit.




I tried flying in dark closer to sunrise/set when I though it would be below what I felt the real horizon should be, but the moon was up and casting it's own light. Not sure where the cutoff is for daylight shadows.
Posted By: Hellshade

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/18/14 09:02 PM

Originally Posted By: Creaghorn
Hi AnKor,




That's no moon. It's a space station..." smile
Posted By: gecko

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 12:04 AM

I've seen that shadow before in CFS3. I'm pretty sure it's caused by something wrong with how the terrain blends from areas of high detail terrain close to the player to lower and lower detail at longer distances, but that's all I know.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 12:38 AM

Didn't know you could get alien spacecrafts ! smile2
Posted By: manitouguy

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 06:13 AM

hi all

ankor thanks so much for continuing to work on this!

i have been away from the game for a while and just updated to your june 18th too ... question - i don't seem to see much in the way of ground shadows at all - is your dramatic ground shadow efffect for longer shadows depending on time of day yet implemented? or am i looking for something that has not been included yet?

regards, Ron
Posted By: AnKor

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 08:12 AM

manitouguy, those long ground shadow aren't in this version. There is still a lot of work to make them work properly and before that I need to fix some new bugs (like the Death Star shadow smile which is a gecko pointed out is bug in terrain details blending) and then I'll continue working on them.

Glubber, it seems that the ground is drawn with a very thick fog in the distance, but the sky is still clear and thus much brighter than the ground. I agree it looks very weird.
I noticed it happens only for certain weather settings so maybe something is set up incorrectly, or it is just an odd limitation of CFS3 engine - it has to use fog to limit the view distance.
And by the way, I'm looking (although with lower priority) into improving sun glare effect, so there's a chance I'll fix this weirdness someday.
Posted By: Polovski

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 08:28 AM

The "Fog" is haze effect by WM. CFS3 does not need to limit the draw distance, it goes for miles but is very very clear.

manitouguy AnKor said in the same post with the picture of the ground shadows:

"This feature will NOT make it into the next release [i.e. this one] . There are some serious problems to solve, but now I really want to get it working."
Posted By: AnKor

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 08:58 AM

Quote:
The "Fog" is haze effect by WM. CFS3 does not need to limit the draw distance, it goes for miles but is very very clear.

Ah, I see. The haze itself looks good and blends with the sky correctly unless you are looking at the sun.
The problem is the sun glare. CFS3 draws it behind everything else - this allows clouds to obscure the glare more or less properly, but the downside is that it is also cut off by horizon leading to such odd effects.
Have you ever noticed how those small circles (lens flare effect) tend to hide behind the horizon as if they were actually hanging far away in the sky instead of being inside the "camera"?

What I want to try is moving the glare effect in front of terrain, while still keeping it behind the clouds. This should let horizon to blend more naturally.
Posted By: Polovski

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 10:15 AM

OK makes sense. If it could be aware of terrain, and haze/fog and draw in front maybe would be great.

Yes CFS3 doesn't do haze normally but WM found a way to do it. It's not to make the draw distance better as people think, CFS3 is fine at drawing long range and zillions of trees, but just looks way too clear when doing so, so we wanted haze there
Posted By: Hellshade

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 10:16 AM

Originally Posted By: AnKor
What I want to try is moving the glare effect in front of terrain, while still keeping it behind the clouds. This should let horizon to blend more naturally.


That would truly be fantastic, sir. Your continued work on this is greatly appreciated by many.
Posted By: gecko

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 05:10 PM

The aircraft I had the wrong texture issue with is the Boulton Paul Defiant available here, third aircraft down: http://www.mrjmaint.com/RegsHanger/Regs%20hanger%20main/CFS3%20Aircaft/Defiant/Defiant%20main.htm

It has no problems in external view, but in the gunner's seat all of the external texture is wrong except for the rear turret fairing. In the pilot's seat, looking back, the horizontal stabilizer has the wrong texture, but the rest of the plane is fine. The texture appears to be one of the interior cockpit textures. The plane had no damage at the time of testing. Also, when I deleted the aircraft's .mos file, everything worked correctly again, though this is not an ideal solution as it disables the bullet holes when you are damaged. Sorry, no screenshot yet as it isn't on this machine.

I was able to adjust the terrain brightness back to normal by setting the multiplier to 0.0. I'll probably play with it more later to tune it for the add-on scenery we have. Auto-gen trees and buildings were still brighter, but I think they look good as is.

I also adjusted the reflective values you mentioned. It seems to adjust reflection only on aircraft that use an *_s.dds, which is exactly what I hoped.

Bump mapping and disable mod both work as advertised here.

Also, I got it to crash for the first time. Extended firing guns into the water (so that there are lots of splashes from the bullets hitting it) consistently caused the game to crash. Firing into the ground or other objects under the same conditions did not produce a problem, only when firing into water. If I fired into the water in shorter bursts, so that there weren't as many splashes at any one time, everything behaved normally. The March 25th version did not produce this problem.
Posted By: gecko

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 05:12 PM

As an aside, this thread has nearly 100,000 views!
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 05:41 PM

I love these dialogues between those who know! It's like a graphcis 101 course for me! Just love understanding how things work! popcorn

I know, I know, I'm anal! biggrin
Posted By: cptroyce

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 05:41 PM

Ankor

Just a report back..both new versions crashed my missions after 10 seconds or so.

Had not had any problems previously with earlier versions.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 05:57 PM

Flew an entire mission, no problem for me and rather better framerates, specially in accelerated time while climbing. I had 45 fps at 4x when I had more around 30 before.
Posted By: Glubber

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 06:37 PM

Regarding the haze, I think I found where WM modified the files to add haze to the horizon. In the weather folder for the weather conditions, most files contain a precipType which is either "LightRain" or "HeavyRain." I don't know where those parameters are defined, but by changing them or deleting them here's what I got.

The first is Clear Sky in quickbattles with "HeavyRain," then "LightRain", then none:



So it looks like the top of the horizon is pretty much where it needs to be, and thus isn't too high. Rather it looks like the haze, from the HeavyRain especially, just makes it look like a tall wall since it's brings the low end of the horizon much closer. It's still there a on low/no settings, but is only discernible from that solid line against the sky, so perhaps that isn't the issue for shadows as I had wondered in my first post. I'm mostly clueless about all this anyway.

As an aside, though, I really like it with less haze, so will be modding my files to reduce it except in extreme weather, as the HeavyRain setting seems to be used quite a bit for various weather conditions. Of course, planes may be harder to see when seen against the ground without the hazy silhouette, but the realists may like that. I just like being able to see the ground further.
Posted By: LowDrag

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/19/14 07:44 PM

Ankor, I am using your updated DX mod and don´t see any drops in framerates any more when looking into the cockpit, they stay steady at 60! Well done, Sir, thank you very much!

The improved ground shadows look very promising indeed, would be great, if you could implement them in a future version!!!

By the way, what would you think, would it be technically possible with this graphics engine to enable shadows caused by the clouds? (Theoretically, one day, of course...)

Really much appreciate your work, WOFF is as beautiful and as fast as never before at this time, love it how the own shadows run over the airframe when cranking your crate around the sky, it´s increasing the immersion to another level, indeed!

Posted By: corsaire31

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/20/14 02:27 PM

Flew a whole mission yesterday with the June 18th version, no problem, saw the white foam on the waves while over Dunkerque. High FPS all the time even when looking down in cockpit.
Only thing I saw was some flickering of shadows on my flight leader's plane ahead and left of me, but nothing bad. Was only at a certain distance and stopped as soon as I came closer.
System specs under. I use ENB on top of the DX9 mod.
Posted By: Olham

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/20/14 07:30 PM

AnKor, I flew a mission with your latest version, and it mostly worked fine!
I had fraps around 60 all the time, even when looking into the cockpit.
Only when looking back, my tail fin shadow on the taiplane came on a bit late.
Also had some flickering shadow on a comrade's plane at mid-distance.
But all stable!
Posted By: Panama Red

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/20/14 07:59 PM

Fantastic version, and I too have 60+ FPS on interior and exterior views. I to have noticed a flickering shadow on Flight mates planes at mid distance.

Edit:
When I turned on the interior cockpit shadows on for the 20140325 version, these same flickering shadows exist, so no change from the last stable version when it comes to the flickering shadows.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/21/14 12:43 AM

Another full mission today with last version 18.06, no problem to report.
Posted By: gecko

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/21/14 06:20 PM

Here are my full config settings and my findings from playing with a couple of them.


When I initially reported the performance I was getting, the red and blue circled options were selected below. Switching them to the settings shown brought framerates inside the cockpit when looking down (looking straight ahead or up has never been much of an issue) all the way up to the high 50s. However, I did notice that it dropped down to around 30 if there were lots of shadows being drawn across the where I was looking. Highest framerates were experienced when the cockpit was in full shadow. I wonder if others have noticed similar changes? I later reset the blue circled option back to sharpen up my textures with no loss of performance. This is definitely a major improvement!








Posted By: gecko

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/21/14 09:41 PM

A few more findings, in no particular order.

I forgot to mention earlier, I found a fix related to the black holes issue for the instances where a texture with transparent parts had the opaque part blacked out while the transparent part remained transparent. The textures in question were all DXT5. Looking into the m3d with a hex editor I found that in each case the part of the model the texture was applied to had an untextured color of black (hex 00 00 00 FF). Changing the color to white (FF FF FF FF) allowed the texture to display correctly. I plan on experimenting in WOFF and CFS3 to see if I can find a similar fix for other black hole issues as remodeling those parts would be very time consuming for the devs in WOFF, and in most cases impossible in CFS3 as the source files no longer exist.

I have also noticed that the black holes only appear on textures inside the cockpit. I have a few DXT1 external aircraft textures in CFS3, and none of them have this issue.

Here is the pic of my issue with the Defiant's texture you requested. It appears to be a fairly common issue on several aircraft. It only happens when in cockpit view, and in some cases it depends on what angle you are looking at a given part as to whether or not the correct or incorrect texture is displayed, and they will switch back and forth as you pan around.


I also saw that the shoreline texture remains brighter than everything else at night, such that bodies of water seem to have a glowing outline.

Final thing, I found this odd bug in both WOFF and CFS3.


I encountered it in external and cockpit views in WOFF, and only external in CFS3. The weird panels were both vertical and horizontal and remained at right angles to each other, though in CFS3 they were flat black. In both cases the sun was at a very low angle. It seems to be trackIR related as when I put my hat away, the panels reduced in width until they were really just lines, and when I turned trackIR completely off it went away completely. I only tried this in CFS3 as I encountered it first in WOFF and hadn't thought of it yet. I have not been able to reproduce this problem and have only encountered it once in each sim after several hours of testing.
Posted By: Olham

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/21/14 11:20 PM

Flying with the latest version of AnKor's mod again today, I had the impression,
that my performance was much improved. TrackIR view had never been so smooth
and free of micro-stutters for me before. At least that's what it seemed like.
I'll report again.
Posted By: gecko

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/21/14 11:51 PM

Oops, just realized I had forgotten to update my WOFF install with the new version. So the WOFF side of that bug is from the march version, still quite similar to the cfs3 bug with the current version though. Will report if I encounter it again in WOFF.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 12:24 AM

Gecko,

You double posted the Z Bias. What are your Texture Limits?
Posted By: gecko

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 01:05 AM

Oops again! Here they are:
Posted By: corsaire31

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 01:16 AM

First mission today in the Spad challenge, with version 18.06. All went fine, no bug to report, 60 fps all along at speed x1.
Posted By: gecko

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 02:49 AM

While playing around with the precip types I discovered that horizon fog and the death star shadow are related. When preciptype NoRain in the given weather.xml is used the death star shadow is invisible, but if LightRain or especially HeavyRain or Snow is used then it is clearly visible.
Posted By: Andy73

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 06:14 AM

I was working around with some Settings in the ConfigOverrides.XML, because since weeks I was trying to get rid off all those Microstutters I was playing with.
So I disabled the VERTEX and INDEX BUFFERS. And guess what, the Game runs smooth and fine even with all Sliders on 5 ! NO MORE STUTTERS.

As a bad result, however, I can not use Ankor's fantastic Shadow-Mod any longer... When I use this Mod, combined with the disabled VERTEX and INDEX BUFFERS, I get these strange Ground Textures:





When I disable the Mod (by pressing the 0-Key), the Game looks normal and fine:




Well, I can live with that, but I really don't know what these Vertex and Index Buffers are doing, and why the Game runs fine when I disable them.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 11:07 AM

I wouldn't jump to conclusions. FPS and stutters depend on the settings (CPU load) of each mission. However, it's interesting in case it's consistent even in hot regions and dates
Posted By: Olham

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 11:19 AM

Originally Posted By: gecko
Here are my full config settings and my findings from playing with a couple of them.

gecko, how do you get there? These settings used to be accessable from "Workshop" in OFF,
but they aren't anymore.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 12:32 PM

I think he must have CFS3 installed and work on them there. I don't install CFS3 myself, I have the Ubisoft DVD, probably you too.
Posted By: manfas

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 12:55 PM

Testing June version of AnKor's mod - no more frame rates drops when looking inside the cockpit but the planes are less polished and the edges are more jagged than in the March version.
Posted By: Olham

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 01:50 PM

Yes, thanks, Corsaire -
I found the settings (ConfigOverrides.xml), opened it with EDITOR and checked them there.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 04:21 PM

Ankor

It seems that I am the only one who has a problem with the latest version. Having not had any problems previously with any of your mods, do you have any idea what could be wrong or point me in the direction to look for a culprit?
Posted By: AnKor

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 05:16 PM

Hi!
Some interesting finds here, sorry I haven't been able to reply and ivestigate any issues (and still unable) - moving to a new location caused more troubles that I expected (and I already want to move back, but will probably have to stay here for some time).

Turning vertex and index buffers off is unsupported right now, I know about that issue. However if you say that it improves the performance I will take a look. It should be possible to make it work.

cptroyce,
you may try editing d3d8.ini and setting:
WriteLog=1
and then sending me d3d8.log but unfortunately I still haven't added a good error reported so the chance of that log being useful is very slim.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 06:57 PM

AnKor:
I just flew a campaign mission with your latest shadow mod and got great frame rates (interior and exterior views), but when looking straight down from about 5k feet, I noticed a strange circular "shadow" directly below the my plane on the ground. When I turned off your shadows with "0", the circular shadow on the ground disappeared, but then reappeared when enabling your shadows again.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 07:09 PM

Thanks Ankor I'll try editing that file. Version 20140325 works great for me, so it's not as if
I can't enjoy ;>)
Posted By: corsaire31

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 07:53 PM

Originally Posted By: Panama Red
AnKor:
I just flew a campaign mission with your latest shadow mod and got great frame rates (interior and exterior views), but when looking straight down from about 5k feet, I noticed a strange circular "shadow" directly below the my plane on the ground. When I turned off your shadows with "0", the circular shadow on the ground disappeared, but then reappeared when enabling your shadows again.


Already reported by Creaghorn on page 85, seems similar !
Posted By: Panama Red

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 09:19 PM

corsaire31:
I had seen the earlier posting too, but I just wanted AnKor to know that Creaghorn's report was not an isolated incident.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/22/14 09:51 PM

Originally Posted By: Panama Red
corsaire31:
I had seen the earlier posting too, but I just wanted AnKor to know that Creaghorn's report was not an isolated incident.


Only wanted to point it out, I didn't know if you had seen the previous report. smile2
Posted By: Olham

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/23/14 07:06 PM

Saw my first problem with the latest version now, AnKor:
the in-cloud fog was a pale rectangle instead of a haze.
Just to let you know,
Posted By: 77_Scout

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/23/14 08:59 PM

Originally Posted By: Olham
Saw my first problem with the latest version now, AnKor:
the in-cloud fog was a pale rectangle instead of a haze.
Just to let you know,


'In cloud fog' is an old CSF3 effect that should be turned off in the workshop settings. The default setting when you install WOFF is off, and I've found that it is best to leave it that way. If you turn it on it causes a problem of a large white-ish rectangle on the screen (and it always has as far as I know).
Posted By: Olham

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/23/14 09:14 PM

Ah, okay - thanks a lot, Scout!
Posted By: corsaire31

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 06/23/14 10:42 PM

Same here, I always turn it off.
Posted By: Banjoman

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 07/01/14 01:29 AM

First of all, Ankor your mod is simply amazing. I had a mission at 5 in the morning and watched the sun come up. It was breath taking. I'm sure somebody else has already posted this but I'm too lazy to go through 90 pages of postings. I believe the new version is causing my missions to quit right when I start combat. It has happened three times, so I'm going back to the older version. Once again, you have done amazing work.
Posted By: AnKor

Re: DirectX 8 to 9 converter (June 18th) - USE AT YOUR OWN RISK - 07/01/14 08:38 AM

Thanks SOGriffin smile

There are some reports of game crashes, but I still need to figure out why this happens. Obviously it is a major issue when one can't reliable play the game with my mod, so I will try to solve it.

Menawhile I fixed most bugs reported here and will publish a new version soon.
Posted By: AnKor

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/03/14 07:38 PM

Updated on July 3rd.

Bugfixes:
- Fixed opaque black spots instead of holes on some object.
- Fixed wrong textures on some surfaces of some crafts when looking from the cockpit.
- Fixed large circular "shadow" on the ground in certain weather conditions.
- Changed cockpit light to better match the original one (specially for gecko's CFS3 mod smile )

New features:
- Improved load times.
Previously my dll compiled its shaders from source code every time the cfs3.exe was started (for WOFF it means when any mission is started). Now the dll will compile them when started for the first time (or if the source code is changed) and then save binaries in a temp folder. Next time you start the game it will load these binaries which is much faster than compiling them.
- Slightly readjusted distances at which shadow quality changes.
It may help with flickering shadows visible on other planes. Or make things worse, it needs some testing.
If time permits I want to try some new ideas which might improve shadow quality and performance.
Posted By: Polovski

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/03/14 07:57 PM

Superb many thanks AnKor will give it a whirl!
Posted By: Polovski

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/03/14 08:24 PM

Got a slight problem zooming out as lower LODS appear I think, the wing shadow changes not sure it's a new problem. Only tried DVa so far.




Posted By: AnKor

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/03/14 08:45 PM

I will check tomorrow, but perahps it is known issue.
The shadowmap has 4 parts for various distances. And it seems I did something wrong and at distances where transition between shadowmap happens some parts of the shadow are likely to disappear (for external view it is 8m, 24m and 80m, for cockpit view 2m, 6.4m, 40m).
For this version I slightly increased these distances in a hope that there will be less chances of seeing this bug, but of course if you are going to slowly move the came towards or away from a plane you will see it anyway.

I want to investigate it for proper solution, but to be fair it is not something game breaking smile
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/04/14 05:57 AM

Hi AnKor,

tried your new version and the game froze again in mid-flight, as it happened occasionally with your version before too. Dunno if it helps, but I have a Nvidia GTX-580 card and 3.8 GHz CPU and 8 gig of RAM. Also what happens rather often when cycling through the other AC with the free camera (J) then sooner or later it just throws me back to the menu, which actually never happened before without your mod or with your earlier versions (it started two versions ago). So maybe it is a memory issue in your code or something. HTH
Posted By: Polovski

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/04/14 10:24 AM

Originally Posted By: AnKor
I will check tomorrow, but perahps it is known issue.
The shadowmap has 4 parts for various distances. And it seems I did something wrong and at distances where transition between shadowmap happens some parts of the shadow are likely to disappear (for external view it is 8m, 24m and 80m, for cockpit view 2m, 6.4m, 40m).
For this version I slightly increased these distances in a hope that there will be less chances of seeing this bug, but of course if you are going to slowly move the came towards or away from a plane you will see it anyway.

I want to investigate it for proper solution, but to be fair it is not something game breaking smile


Ok thanks AnKor, seems to be the middle two distances that switch, on one the shadow vanishes completely and then last distant one seemed to come back to normal. It's quite noticeable (first test flight saw it) but yeah not game breaking. Same as LODS you try to make the lesser models not pop or change too obviously, but often it's not easy to stop a high poly object visually changing when there are less polys - and then certain monitor setups will show low quality LODS closer to the screen.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/04/14 03:14 PM

Flew a full mission today with last version 0307 - no problem to report.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/04/14 08:20 PM

Ankor I have been using your June 18 version for about 2 weeks with no problems to report so far.

It seems as stable as the previous release "2014-03-25".
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/05/14 11:31 AM

It doesn't happen on every flight but occasionally. Maybe 30% of all flights. Maybe always then when some shadow or some other lighting situation occurs in certain angles or it collides with some NVidia settings, AA, sparse grid whatever. I haven't found a pattern, yet. At Pol's rig it also freezes occasionally. It must be new though because two or three versions ago it never froze. From the version where you had implemented some new stuff it began, so maybe a bug in the coding somewhere.
Posted By: Polovski

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/05/14 12:02 PM

Creaghorn the previous release crashed sometimes haven't flown enough with this version to see if it also crashes.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/05/14 08:53 PM

Creaghorn and Pol;

Could this be an Nvidia thing. I have not had mine freeze on either release but I'm on AMD
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/05/14 09:35 PM

I think that I found out that the freeze and dropping back to menu is occurring always when I have to escort two seaters to a bombing run or reconoissance. I don't think that the mission itself is faulty but since I'm in the period where I'm always escorting Aviatiks, I suppose there is some fault with them. Shadows, lighting whatever. I's always when escorting them, sometimes immediately when they appear at the rendezvous point, sometimes after escorting them for a while and later it freezes. Maybe it depends on the angle or something, so maybe worth a check.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/05/14 09:41 PM

Originally Posted By: Robert_Wiggins
Creaghorn and Pol;

Could this be an Nvidia thing. I have not had mine freeze on either release but I'm on AMD


Same here !
Posted By: Panama Red

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/06/14 01:06 AM

I have a NVidia 780 Ti and I just flew (in Quick Combat) a Railroad Bombing mission with Aviatiks and then as the Aviatiks as a top cover flight. In neither case did I have any problems with his 20140703 mod.
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/06/14 08:22 AM

As I said, it doesn't occur always. Maybe it is not related to the Aviatiks at all. Maybe just a certain squadron, maybe just a certain time of day or lighting of the day, Lighting of the structures whatever, and since escorting missions often take longer than patrols it happens more often. I just noticed that the freeze happens very randomly and had the impression the chance is greater to happen on escorting missions. Sometimes not at all for 8 missions, sometimes twice in a row etc. Anyway. Will continue trying to find a pattern.

Cheers
Posted By: Olham

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/06/14 01:06 PM

Running an ATI graphic card, I had no problems with the version from 18/19 June.
Posted By: AnKor

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/06/14 07:46 PM

I haven't had much time to do any work during this weekend. I did some tests setting up large flights in QC and switching views a lot (including 'J'-view) but haven't had any crashes so far. I'm currently working on Intel HD notebook though so it's neither NVidia nor AMD (closer to AMD perhaps smile ) and not very representative.
Creaghorn, if you manage to find anything I will be grateful, but it is not necessary, I really should add better error logging into my dll to catch this kind of bugs.

However I think I will just go on with developing new features for some time now (and hopefully improving the
logger along the way). You see, I want to keep this hobby project interesting instead of routine. I already can't keep up with the original pace, and looking for elusive bugs will slow me down even more.
This is the reason I will keep 03-25 version available as the most stable, but I'm glad there are adventurous souls who like testing all my new updates smile

My current plans are:
- Self lit textures (dubiously useful in WOFF, but not too difficult to make to be ignored)
- Reflector/collimator sights. SE5a pilots will like it. Will require an update from OBD devs when its ready.
- Ground lighting and shadows. Everyone will like it smile If it works.
And I will keep tuning already working effects for better look.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/07/14 01:31 AM

Ankor

I have had no problems so far with latest mod so far.

As long as I have the great 3/25 version "under lock and key",
I'm glad to try any of the new versions. cheers
Posted By: corsaire31

Re: DirectX 8 to 9 converter (July 3rd) - USE AT YOUR OWN RISK - 07/07/14 10:08 AM

Two more missions with last version 0307 and all OK.
Posted By: JimAttrill

Re: DirectX 8 to 9 converter (that actually works) - 07/08/14 08:17 AM

Is there any way that I can tell if this mod is actually being used and working? I have a feeling that my DirectX 9 installation is not right. Is there an aircraft I can fly that would really show the effects?
Posted By: Panama Red

Re: DirectX 8 to 9 converter (that actually works) - 07/08/14 08:38 AM

If the mod (20140703)is working, any of the aircraft you fly should have interior and exterior shadows. If none of them have interior or exterior shadows, the mod is not installed correctly.
Posted By: JimAttrill

Re: DirectX 8 to 9 converter (that actually works) - 07/08/14 08:55 AM

I see exterior shadows - the shadow of the strut on the wing surface. So I reckon it is working. I just reinstalled DirectX9 but dxdiag still says I have DirectX11. I hate Micro$oft as they stuff me about all the time.
Posted By: Polovski

Re: DirectX 8 to 9 converter (that actually works) - 07/08/14 08:59 AM

In flight, press 0 on the keypad (with NUMLOCK ON) if the shadows vanish, the mod is working.

0 to turn shadows back on.
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 07/08/14 09:00 AM

DirectX 9 and 11 are separate installs and do not affect each other. DXDiag just shows the latest one available, but if my mod works for you then you have DirectX 9 as well.
Posted By: JimAttrill

Re: DirectX 8 to 9 converter (that actually works) - 07/08/14 04:02 PM

Which shows what a piece of cr@p DXDIAG is. It should show you all installations. I am pretty certain that your shadowing mod works, because I can see the sun and the shadows of the struts correspond to that position.

I have tried this 0 option as shown by Polovski and nothing happens.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (that actually works) - 07/08/14 04:12 PM

Originally Posted By: JimAttrill
I have tried this 0 option as shown by Polovski and nothing happens.


Remember that may be you turned NumLock off to use the trim function ?
Posted By: Polovski

Re: DirectX 8 to 9 converter (that actually works) - 07/08/14 04:19 PM

Hence the "(with NUMLOCK ON)"

Works OK here.]

Maybe you have Numpad 0 key assigned to something else or another tool anyway.
Posted By: JimAttrill

Re: DirectX 8 to 9 converter (that actually works) - 07/08/14 05:02 PM

No Pol and I am very aware nowadays about whether I have numlock on or off. Numpad 0 is not assigned to anything else. Will fly again tonight and see what happens.
Posted By: gecko

Re: DirectX 8 to 9 converter (that actually works) - 07/09/14 12:11 AM

I've got the latest and am testing it. Here's what I've found so far:

Black spots/alpha, works well here. Also, it was formerly not possible to use an alpha channel on any texture that had a *_r.dds associated with it. I tried some time ago to alpha away the guns on the CFS3 P-38 to make a pseudo F-5 recon version - it worked when using an *_s.dds but not the *_r.dds. I revisited these and was pleasantly surprised to find it working! However, all fully transparent parts are now casting shadows, whereas they were not in the earlier version.

Wrong textures and the death star are gone, cockpit light allows my lighting work-around to function properly (thanks!!!).

Shadow flickering is non-existent for me (CFS3 and WOFF).

Load time seems reduced somewhat, though I hadn't actually noticed load times taking much longer than normal before.

I did encounter some stuttering and seemingly random, brief drops in FPS (high 50s to 25-30 and back up in a second or two) that had not been present before. This happened most often in cockpit view, but happened also in external view.

I also got a CTD when switching the shaders on after having turned them off shortly before with the 0 key. This happened the first three times I did it (tested in various circumstances), but has not happened since.

The shooting at water bug and no environment map on glass parts are still there. (Edit - just saw those weren't in the change log, so nevermind).
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 07/09/14 08:36 AM

JimAttrill, you aren't missing anything if Numpad 0 switch doesn't work for you (but it's still odd).
It just turns off all new effects (shadows, reflections, etc) and mostly used for testing purposes.
I'm thinking about reassigning it to some other key as my current notebook doesn't have a numpad at all smile

gecko,
thanks for detailed report as always smile

Quote:
Also, it was formerly not possible to use an alpha channel on any texture that had a *_r.dds associated with it. I tried some time ago to alpha away the guns on the CFS3 P-38 to make a pseudo F-5 recon version - it worked when using an *_s.dds but not the *_r.dds.

So, the alpha channel in _s/_r textures adds transparency? I didn't know smile
Instead I though about allowing to use the alpha channel of _s textures for bump map (instead of computing said map from color difference), this may pose a compatibility problem.
Though the compatibility with the stock renderer is already going to be a problem when I add self-lit textures.

Quote:
However, all fully transparent parts are now casting shadows, whereas they were not in the earlier version.

Is it self shadows on aircrafts or shadows on the ground?

Quote:
cockpit light allows my lighting work-around to function properly (thanks!!!).

Great. I think I will make an option to switch between "compatible" and modified cockpit light.
In fact, with the same technique you suggested for reflector sight - attaching an effect with invisible texture - it may be possible to make a light actually emitted from certain source (some WOFF crafts seem to have a bulb modelled in the cockpit) instead of shining out of nowhere from behind the cockpit.

Quote:
Load time seems reduced somewhat, though I hadn't actually noticed load times taking much longer than normal before.

It is mostly about the startup time of cfs3.exe, the difference is maybe just a second or two on modern PC. However this is important change for future development - the more features I add the more noticeable is shader compilation time.

Quote:
The shooting at water bug and no environment map on glass parts are still there.

Yes, these weren't fixed.
I tried shooting water to death with no effect, so I'm not sure yet what is the cause. Which plane it was? And whether it crashes in cockpit or external view?
And I really forgot to check glass reflections. I've seen this bug however, will fix for next version.

Added: And about the stuttering. I think I've seen it appeared in some cases, but I can't be sure because I previously worked on old but still powerful PC with i7 860 2.7 GHz and GTX285 and now I'm on Intel i3 notebook with built-in GPU (which is surprisingly isn't too bad, but still noticeable slower that the desktop).
Posted By: gecko

Re: DirectX 8 to 9 converter (that actually works) - 07/09/14 04:11 PM

Originally Posted By: AnKor
So, the alpha channel in _s/_r textures adds transparency? I didn't know smile
Instead I though about allowing to use the alpha channel of _s textures for bump map (instead of computing said map from color difference), this may pose a compatibility problem.
Though the compatibility with the stock renderer is already going to be a problem when I add self-lit textures.


Sorry for the confusion. No, as far as I know, the alpha channel on *_s.dds and *_r.dds textures is not used at all. Using them to add bump mapping is an awesome idea! What I meant was that when making a part transparent using the main texture's alpha channel it would not work if that texture had an *_r.dds that went with it. The *_r.dds apparently disabled the alpha channel on the main texture, but this does not happen in your latest version.

Originally Posted By: AnKor
Is it self shadows on aircrafts or shadows on the ground?


Both.

Originally Posted By: AnKor
Great. I think I will make an option to switch between "compatible" and modified cockpit light.
In fact, with the same technique you suggested for reflector sight - attaching an effect with invisible texture - it may be possible to make a light actually emitted from certain source (some WOFF crafts seem to have a bulb modelled in the cockpit) instead of shining out of nowhere from behind the cockpit.


Sounds like a cool idea! I wouldn't worry much about compatibility with my work-around lighting going forward - mine will be totally obsolete with the addition of your self-lit effects and reflector sights.

Originally Posted By: AnKor
I tried shooting water to death with no effect, so I'm not sure yet what is the cause. Which plane it was? And whether it crashes in cockpit or external view?


I just realized lately that this might be a harder one to replicate, as most aircraft don't have the firepower to make that many bullet splahes and due to an odd CFS3 bug. If you use the stock Fw 190A-8 you should be able to see it. CFS3 will display a splash effect for every round defined as a cannon shell, but only a percentage of those defined as bullets (this is done in each round's .xdp loacted in its folder in the weapons folder). Functionally there is no other difference as a bullet can be made just as powerful as a cannon round and vice versa. WOFF uses the difference to allow us to fire one gun at a time, with the drawback that the gun that fires "bullets" as opposed to "shells" only displays the various effects like splashes and aircraft hits on a small percentage of the actual amount of rounds fired.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 07/09/14 04:22 PM

Interesting stuff! popcorn
Posted By: Dornil

Re: DirectX 8 to 9 converter (that actually works) - 07/11/14 06:56 AM

Where can I get the latest version?
Posted By: Panama Red

Re: DirectX 8 to 9 converter (that actually works) - 07/11/14 08:37 AM

Dornil:
The first page of this thread.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (that actually works) - 07/12/14 09:19 PM

I too just rolled back to an earlier version of your mod after the 20140703 version dropped me out of a campaign mission (Nvidia video card).
Posted By: corsaire31

Re: DirectX 8 to 9 converter (that actually works) - 07/12/14 11:53 PM

Still flying daily with last version 20140703 and no problem to report so far.
Posted By: Andy73

Re: DirectX 8 to 9 converter (that actually works) - 07/13/14 08:51 AM

Having the same Problems too with the new Version, playing with a Geforce GTX 660. Campaign Missions crashed, mostly when I use external Views.
Posted By: LowDrag

Re: DirectX 8 to 9 converter (that actually works) - 07/14/14 11:42 AM

Did around 6 campaign missions with the latest( July) version- no problems so far. Frame rates around 60 inside and outside the cockpit, very nice! Only drops when doing films (around 50 then, still very good) or when using high rates of time compressions (what I don't do regularily).

Am using an ATI graphics card.

The only thing is, that the intro and Campaign movies don't play any more. Using an older version does not help. I remember that there was a workaround for this problem, that happens to me aswell when trying sweet FX, but I don't remember it any more...
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 07/14/14 01:03 PM

Originally Posted By: Kaische
Did around 6 campaign missions with the latest( July) version- no problems so far. Frame rates around 60 inside and outside the cockpit, very nice! Only drops when doing films (around 50 then, still very good) or when using high rates of time compressions (what I don't do regularily).

Am using an ATI graphics card.

The only thing is, that the intro and Campaign movies don't play any more. Using an older version does not help. I remember that there was a workaround for this problem, that happens to me aswell when trying sweet FX, but I don't remember it any more...


Kaische;

you may have already done this but the Intro and campaign movies can be controlled through the Workshop settings.
Posted By: LowDrag

Re: DirectX 8 to 9 converter (that actually works) - 07/14/14 03:21 PM

Thank you Robert, yes I have done this, the Campaign videos start to appear, but as a frozen picture. The intro movie is not visible, a black screen, but you hear the grammophon and the miaoo...

Same happens when I am using sweetfx, so I don' t use it anymore. I once read a comment here in the forum how to fix this, by reinstalling or copying a certain file, but I don't find this anymore...
Posted By: Creaghorn

Re: DirectX 8 to 9 converter (that actually works) - 07/15/14 01:41 PM

Still having occasional freezes and dropbacks to menu. Maybe it is related to the ground lighting or shadowing, and obviously it is more or less with Nvidia users.
Another thing I believe I noticed is that it freezes when moving the head with TrackIr quickly around or when spinning, which means it freezes when the surrounding is moving quick and wildly in the monitor. Also sometimes the textures need a fraction of a second longer, probably when it is loading into view or something. Sometimes until the correct texture appears, for a short fraction of a second the texture of the damaged AC appears and turns instantly to the correct one. Also when cycling through AC sometimes for a split second a observationballoon appears and turns quickly into the correct AC (which sounds weird, I know). HTH

rolled it back to the april version, the last one before you introduced the quicker loading and scenery lighting versions. Works flawlessly.

Cheers
Posted By: 77_Scout

Re: DirectX 8 to 9 converter (that actually works) - 07/16/14 06:08 AM

Originally Posted By: Kaische
I once read a comment here in the forum how to fix this, by reinstalling or copying a certain file, but I don't find this anymore...


For me, the fix was updating my "Windows Media Player" to the latest version.
Posted By: LowDrag

Re: DirectX 8 to 9 converter (that actually works) - 07/16/14 02:30 PM

Thank you, 77_Scout, will try this.
Posted By: Banjoman

Re: DirectX 8 to 9 converter (that actually works) - 07/18/14 01:22 AM

I'm wondering if anyone has had this problem. I can't get the newest version to work, so I rolled back to the March version and now it works fine until I enter combat. As soon as the enemy planes show up it freezes and then goes to the outcome screen. Has anyone else experienced this?
Posted By: gecko

Re: DirectX 8 to 9 converter (that actually works) - 07/19/14 02:33 AM

Just some thoughts on how the self-lit material feature could potentially be used in WOFF. Nighttime ops will become a bigger deal when the Gothas and Zeppelins are released. I'm fairly certain I've heard of at least some WWI aircraft gauges having markings painted with phosphor to make them glow in the dark. We could also have glowing exhaust manifolds, which was key to locating enemy aircraft at night, and the searchlights would also greatly benefit from being self lit. Right now they just use a specular effect to make it look like they are lit up. It could possibly also be used to put lit windows on buildings and vehicles, etc. From what I understand of what Ankor has said about this feature most or all of this should be possible.
Posted By: Tilman

Re: DirectX 8 to 9 converter (that actually works) - 07/21/14 07:55 PM

Latest version doesn't work for me either. Get dropped back to menue after a few seconds or half a minute.
It says it couldn't load some .dll.
Posted By: Polovski

Re: DirectX 8 to 9 converter (that actually works) - 07/21/14 07:56 PM

Check Direct X9 install as per page one of this thread?
Posted By: corsaire31

Re: DirectX 8 to 9 converter (that actually works) - 07/22/14 12:26 AM

Only for info I've been now using daily the 030714 version since its release, no problem to report.
System in my sig. Woff is installed in the "flight sims" partition of one of my WD 1To HD.
Posted By: MudWasp

Re: DirectX 8 to 9 converter (that actually works) - 07/22/14 11:14 PM

I had to redo the Dx9 procedure after a driver update once.
Posted By: LtCasey

Re: DirectX 8 to 9 converter (that actually works) - 07/23/14 02:48 PM

Me rolled back from the July release to the one from march. Now it works, and WOFF is such a beauty!!
Posted By: AnKor

Re: DirectX 8 to 9 converter (that actually works) - 07/23/14 03:12 PM

Sorry for disappearing without notice, I've been quite busy and will likely be for a month or so.

I think I have an idea about the probable reason of all these crashes (thx to Robert_Wiggins), but I just can't get the game to crash or behave incorrectly on my PC and thus can't find the exact cause.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (that actually works) - 07/23/14 04:33 PM

Originally Posted By: AnKor
Sorry for disappearing without notice, I've been quite busy and will likely be for a month or so.

I think I have an idea about the probable reason of all these crashes (thx to Robert_Wiggins), but I just can't get the game to crash or behave incorrectly on my PC and thus can't find the exact cause.


I'd be more than willing to help if I can. My system doesn't crash though. I only get the strange parts movement we talked about. By the way, I have just flown a mission with the latest July release and I will share the video with you once the YouTube is loaded up with it. Ankor, you are correct that the TAC and "Z" key display problem is fixed in this latest release but the graphical problem still exists and I think you are aware of this.

PM me if you want me to try to capture anything for you.

Best Regards;
Posted By: gecko

Re: DirectX 8 to 9 converter (that actually works) - 07/24/14 04:42 PM

I had an interesting observation about FPS in the cockpit after applying the 4GB patch mentioned here to my CFS3 exe: http://simhq.com/forum/ubbthreads.php/topics/3984750/Performance_Tool#Post3984750

Prior to the patch and with your latest shaders installed, I could run at 60 FPS in external view and about 30-45 in the cockpit depending on where the shadows were as I described earlier. I would occasionally get a crash if I ever reached the 2GB limit while flying and if I turned the graphics sliders all the way up, a crash was guaranteed in less than a minute. (I had been experiencing this kind of crash before installing your shaders, so I know it is unrelated to your work, just including it to give more details as to what my system has been doing.)

With the 4GB patch installed, I have yet to experience a crash even with sliders turned all the way up. At my usual settings (scenery and terrain sliders at 3 and 2, respectively and everything else at 5) I get the same FPS I described above. With all sliders set to 5 I got around 30 FPS in external view over cities and dense scenery environments, and up to 60 in empty areas like over the ocean. In cockpit view the FPS remained around 30 (sometimes up to 45 over the ocean and depending on where the shadows were). Even over dense scenery it kept up a steady 25-30, roughly the same as external view. I would have expected it to drop off proportionally and be around 15 FPS in those areas. It seems then that whatever is limiting FPS in the cockpit is independent of the load put on the system by the environment you are flying in and not affected by it. I hope you find this information helpful in some way or other.
Posted By: Polovski

Re: DirectX 8 to 9 converter (that actually works) - 07/24/14 05:57 PM

Gecko. This 4GB patch is ALREADY applied. If you have replaced the cfs3.exe yourself (or something else did) all bets are off anyway, but there is no need to patch the CFS3.exe once WOFF is installed.

This is also one of the reasons why we require a 64 Bit OS.
Posted By: gecko

Re: DirectX 8 to 9 converter (that actually works) - 07/24/14 06:14 PM

Sorry, forgot to specify, the test was not carried out in WOFF. I often post test info from CFS3 here as it often applies to both and I have greater flexibility to test different parameters in CFS3 than I do in WOFF.
Posted By: Polovski

Re: DirectX 8 to 9 converter (that actually works) - 07/24/14 06:23 PM

OK no problem thanks Gecko, I just had to clarify for others reading.
Posted By: LtCasey

Re: DirectX 8 to 9 converter (that actually works) - 07/25/14 09:30 AM

Hi All,

Just wondering what kind of settings you guys use for sweetfx, to show such beauty ingame, which I have yet to experience.

Anyone can share his settings?

Thx
Posted By: Adger

Re: DirectX 8 to 9 converter (that actually works) - 07/25/14 11:45 AM

Originally Posted By: LtCasey
Hi All,

Just wondering what kind of settings you guys use for sweetfx, to show such beauty ingame, which I have yet to experience.

Anyone can share his settings?

Thx


Ive PM,d my settings to you LTCasey
Posted By: LtCasey

Re: DirectX 8 to 9 converter (that actually works) - 07/25/14 12:31 PM

Thx, will Check it tonight!
Posted By: Olham

Re: DirectX 8 to 9 converter (that actually works) - 07/26/14 09:12 AM

Originally Posted By: Polovski
This is also one of the reasons why we require a 64 Bit OS.

Without having read into your discussion, I only want to say: WOFF is running fine on my Windows 7 (32bit).
Posted By: Polovski

Re: DirectX 8 to 9 converter (that actually works) - 07/26/14 11:26 AM

Yes it can run fine, but we have not tested it and don't officially support it, so the info on the website still applies.

If I remember you run on lower settings Olham for scenery and terrain so probably don't use so much memory.
Posted By: Olham

Re: DirectX 8 to 9 converter (that actually works) - 07/26/14 02:53 PM

I'm using the quality values 5-4-4-5-5;
Aircraft skins on "high res";
and the "Workshop" "Terrain Detail Textures" on "normal";
and "Wood/Forest density" on "medium".
Works fine.
Posted By: Polovski

Re: DirectX 8 to 9 converter (that actually works) - 07/26/14 04:52 PM

Originally Posted By: Olham
I'm using the quality values 5-4-4-5-5;
Aircraft skins on "high res";
and the "Workshop" "Terrain Detail Textures" on "normal";
and "Wood/Forest density" on "medium".
Works fine.


Sounds good, yeah lucky you smile.


Posted By: Olham

Re: DirectX 8 to 9 converter (that actually works) - 07/26/14 05:03 PM

Originally Posted By: Polovski
Sounds good, yeah lucky you smile.

"Zatt iss nott a questshion off luck - zatt iss technolodgical superiourity, mein Herr!
Mmuahahahahaaa!!!"
Posted By: Wodin

Re: DirectX 8 to 9 converter (that actually works) - 07/29/14 01:05 PM

Olham you loose the visual damage model on high res skins..do you notice he loss much?
Posted By: Olham

Re: DirectX 8 to 9 converter (that actually works) - 08/08/14 09:31 AM

Sorry, only saw this post now.
No, you don't loose the visual damage. Shredded canvas and broken ribs remain to be seen.
Only the bulletholes disappear, and I don't miss them - never saw them much before.
A high-res plane is worth much more for me.
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 11th) - 08/11/14 02:42 PM

Hi!
I've made another update which should fix or at least help with finding out the cause of of crashes.
As always the download is available at the first page.

For this version you can turn on the logging by editing d3d8.ini and setting:
WriteLog=1
The log file (d3d8.log) won't be large and shouldn't have any adverse effects on performance so you can keep it enabled constantly now (but only for this and next versions, not for prior ones!).
Note that the log is overwritten each time you start a mission in WOFF. So if anything unusual happens be sure to make a copy of the log so you can send it to me.

This version doesn't have any big features - I just haven't had time for them. A couple of bug fixes, one of which might have been the cause of crashes.
And another change is slightly different approach to environment reflections on aircrafts and some buildings. To put it simple: all surfaces (even non-reflective) will receive a change of tint depending on where they are facing - i.e. more blueish tint for upper side of a wing. It is quite subtle and just an experiment, but if you like or dislike the new look, post your comments here.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (August 11th) - 08/11/14 03:50 PM

Thank you AnKor! It's a good time to get back to flying WOFF!
Log enabled and ready to go catch some bugs (if any)
Posted By: corsaire31

Re: DirectX 8 to 9 converter (August 11th) - 08/11/14 05:03 PM

Thks for update, will give it a try. I have been using last version since it came out in July and never had any problem.
Posted By: gecko

Re: DirectX 8 to 9 converter (August 11th) - 08/12/14 04:28 AM

Thanks Ankor, I've got it and am testing it. The blue tint seems pretty strong on my end and has pretty sharp edges. It also seems to only show up on parts that are in shadow.

Also, how would you like the logs sent to you? Attached to posts in the thread or otherwise? I am off to see if I can reproduce previous crashes and send you the data from them.
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 11th) - 08/12/14 11:30 AM

corsaire31, that's my "problem" too smile
Everything works without a hitch here and I have to guess what could go wrong for other people.

Originally Posted By: gecko
The blue tint seems pretty strong on my end and has pretty sharp edges. It also seems to only show up on parts that are in shadow.

So it is not as subtle as I expected smile
Is it for CFS? I tried to tune it for WOFF, but this is just an experiment to collect some opinions.
I personally would like to keep it in one way or another, but if current version looks too odd I'll just turn it off until I came up with better solution.
It is indeed the most noticeable in shadows, because it is added to the ambient light which contributes to all surfaces but most often drowned by the direct sun light.

Originally Posted By: gecko
Also, how would you like the logs sent to you? Attached to posts in the thread or otherwise? I am off to see if I can reproduce previous crashes and send you the data from them.

The log may still be too big to post in the thread and it seems there is no way to attach files in this forum, just send it to my email then.
Those who don't know my mail just contact me via PM here, I don't want to publish it openly - I have enough spam as it is smile
Posted By: Panama Red

Re: DirectX 8 to 9 converter (August 11th) - 08/12/14 01:43 PM

I too would prefer lesser blue tint and will keep testing since I have an Nvidia card.

I will say that the FPS is the best of all your versions I have tried. notworthy
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (August 11th) - 08/12/14 03:35 PM

Ankor;

I have been running your 2014-07-03 version for some time with shadowing on. I have kept you informed of the aberations I get with flickering and image breakup as shown in the video's I PM'd you on.
I have recently had three consecutive crashes in mission start while sitting on the runway with shadowing on. As soon as I use trackIr to scan right looking at the row of planes and buildings I see the image breakup thing again and then I crashed to mission completion screen. When I turned off shadowing until after I leave the airfield vicinity, everything is fine. I wonder if it has anything to do with graphic demand in highly concentrated image areas!

Would like to know your thoughts, and whether I should move to your latest release!

Sample video of your 2014-08-11 mod follows. as soon as it has completed upload to YouTube I will post it here.

YouTube Video:
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 11th) - 08/12/14 04:45 PM

Robert_Wiggins,
Can you try some missions on those airfields with the recent 08-11 version and WriteLog=1 in the ini file? And even if the game doesn't crash it would be very interesting to see the log.

Your videos were very helpful and I think I figured out and fixed the probable cause of visual glitches you've been seeing. They are indeed related to the high number of objects visible on screen at the same time.
I'm still unsure that they are completely gone, there is a chance that something else is wrong, but it can only be proven by testing.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (August 11th) - USE AT YOUR OWN RISK - 08/12/14 05:15 PM

privet AnKor
Here's what I got standing on the runway



I don't know how to attach files here, so Yikes, my eyes!

Click to reveal..
0.00: DllMain - Starting up.
43.75: CreateD3DWrapper - Direct3D 9 Loaded.
43.87: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
43.87: D3DWrapper::GetAdapterModeCount - 80
43.87: D3DWrapper::EnumAdapterModes - 0, 0 : 0 = 640, 480, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 1 : 0 = 640, 480, 72, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 2 : 0 = 640, 480, 75, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 3 : 0 = 640, 480, 59, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 4 : 0 = 720, 480, 56, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 5 : 0 = 720, 480, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 6 : 0 = 720, 480, 72, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 7 : 0 = 720, 480, 75, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 8 : 0 = 720, 576, 56, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 9 : 0 = 720, 576, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 10 : 0 = 720, 576, 72, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 11 : 0 = 720, 576, 75, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 12 : 0 = 800, 600, 56, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 13 : 0 = 800, 600, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 14 : 0 = 800, 600, 72, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 15 : 0 = 800, 600, 75, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 16 : 0 = 1024, 768, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 17 : 0 = 1024, 768, 70, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 18 : 0 = 1024, 768, 75, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 19 : 0 = 1152, 864, 75, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 20 : 0 = 1280, 720, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 21 : 0 = 1280, 768, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 22 : 0 = 1280, 800, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 23 : 0 = 1280, 960, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 24 : 0 = 1280, 1024, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 25 : 0 = 1280, 1024, 75, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 26 : 0 = 1360, 768, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 27 : 0 = 1360, 768, 75, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 28 : 0 = 1366, 768, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 29 : 0 = 1366, 768, 75, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 30 : 0 = 1600, 900, 59, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 31 : 0 = 1600, 900, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 32 : 0 = 1600, 1024, 59, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 33 : 0 = 1600, 1024, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 34 : 0 = 1600, 1200, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 35 : 0 = 1680, 1050, 59, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 36 : 0 = 1680, 1050, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 37 : 0 = 1920, 1080, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 38 : 0 = 640, 480, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 39 : 0 = 640, 480, 72, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 40 : 0 = 640, 480, 75, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 41 : 0 = 640, 480, 59, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 42 : 0 = 720, 480, 56, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 43 : 0 = 720, 480, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 44 : 0 = 720, 480, 72, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 45 : 0 = 720, 480, 75, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 46 : 0 = 720, 576, 56, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 47 : 0 = 720, 576, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 48 : 0 = 720, 576, 72, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 49 : 0 = 720, 576, 75, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 50 : 0 = 800, 600, 56, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 51 : 0 = 800, 600, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 52 : 0 = 800, 600, 72, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 53 : 0 = 800, 600, 75, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 54 : 0 = 1024, 768, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 55 : 0 = 1024, 768, 70, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 56 : 0 = 1024, 768, 75, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 57 : 0 = 1152, 864, 75, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 58 : 0 = 1280, 720, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 59 : 0 = 1280, 768, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 60 : 0 = 1280, 800, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 61 : 0 = 1280, 960, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 62 : 0 = 1280, 1024, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 63 : 0 = 1280, 1024, 75, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 64 : 0 = 1360, 768, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 65 : 0 = 1360, 768, 75, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 66 : 0 = 1366, 768, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 67 : 0 = 1366, 768, 75, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 68 : 0 = 1600, 900, 59, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 69 : 0 = 1600, 900, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 70 : 0 = 1600, 1024, 59, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 71 : 0 = 1600, 1024, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 72 : 0 = 1600, 1200, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 73 : 0 = 1680, 1050, 59, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 74 : 0 = 1680, 1050, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 75 : 0 = 1920, 1080, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 76 : 0 = 1440, 900, 60, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 77 : 0 = 1440, 900, 75, 23
43.87: D3DWrapper::EnumAdapterModes - 0, 78 : 0 = 1440, 900, 60, 22
43.87: D3DWrapper::EnumAdapterModes - 0, 79 : 0 = 1440, 900, 75, 22
43.87: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
43.88: D3DWrapper::CreateDevice - Forcing Hardware Vertex Processing
43.88: D3DWrapper::CreateDevice - AutoDepthStencilFormat 75
43.88: D3DWrapper::CreateDevice - Adapter = 0, Type = 1, Flags = 0x42
43.88: D3DWrapper::CreateDevice - Windowed: 0, Width: 1920, Height: 1080, Refresh: 0, Format: 22, Multisampling: 0
48.07: EffectBase::LoadEffect - Loading: Texture.fx
48.09: ModelBuffer::Init - Create Vertex Declaration
48.09: ModelBuffer::Init - Create Buffers
48.09: ModelsPreComputeLoop - Background Thread Started
48.09: Models::OnInit
48.09: Recorder::LoadShaders
48.09: EffectBase::LoadEffect - Loading: GroundShadow.fx
48.11: SeaWater::LoadShaders - SeaState = Medium (2.0 2.0)
48.11: EffectBase::LoadEffect - Compiling: SeaWater.fx
48.14: EffectBase::LoadEffect - C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\shaders30\SeaWater.fx(151,26): warning X3206: implicit truncation of vector type

48.23: EffectBase::LoadEffect - Loading: SeaWater.fx
48.25: EffectBase::LoadEffect - Loading: Scenery.fx
48.26: EffectBase::LoadEffect - Loading: Terrain.fx
48.28: EffectBase::LoadEffect - Loading: Models.fx
48.29: EffectBase::LoadEffect - Loading: RenderShadows.fx
48.31: EffectBase::LoadEffect - Loading: ZPrePass.fx
48.32: FakeDevice::LoadSpecialTextures - Cube Texture
50.37: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 16384
52.15: GeometryBuffer::AddIndexed - Realloc FVF = 0x142 Vmemsize: 16384
52.15: GeometryBuffer::AddIndexed - Realloc FVF = 0x142 Imemsize: 8192
52.15: GeometryBuffer::AddIndexed - Realloc FVF = 0x242 Vmemsize: 16384
52.15: GeometryBuffer::AddIndexed - Realloc FVF = 0x242 Imemsize: 8192
54.80: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 16384
54.80: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 8192
54.80: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x242, Size = 16384
54.80: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x242, Size = 8192
76.20: WaterBuffer::AddIndexed - Realloc Vertex Capacity: 16384
76.20: WaterBuffer::AddIndexed - Realloc Index Capacity: 16384
76.20: GeometryBuffer::AddIndexed - Realloc FVF = 0x102 Vmemsize: 16384
76.20: GeometryBuffer::AddIndexed - Realloc FVF = 0x102 Imemsize: 8192
76.52: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4261. VBufCount = 500234. IBufCount = 1799475. This Frame Draw Calls = 554
76.79: SeaWater::SetupNormals - Normal Map #1: 256 x 256
76.81: WaterBuffer::PopulateBuffers - Water Vertex Buffer, Capacity = 16384
76.81: WaterBuffer::PopulateBuffers - Water Index Buffer, Capacity = 16384
76.81: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x102, Size = 16384
76.81: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x102, Size = 8192
76.84: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x144, Size = 16384
77.34: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 5209. VBufCount = 517816. IBufCount = 1799961. This Frame Draw Calls = 556
77.51: SeaWater::SetupNormals - Normal Map #2: 256 x 256
77.55: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4628. VBufCount = 507544. IBufCount = 1799982. This Frame Draw Calls = 560
77.57: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4528. VBufCount = 514447. IBufCount = 1799577. This Frame Draw Calls = 1250
77.58: SeaWater::SetupNormals - Normal Map #3: 256 x 256
77.65: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4918. VBufCount = 520097. IBufCount = 1799763. This Frame Draw Calls = 558
77.70: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 581
77.73: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4261. VBufCount = 500234. IBufCount = 1799475. This Frame Draw Calls = 563
77.74: SeaWater::SetupNormals - Normal Map #4: 256 x 256
77.78: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 581
77.79: SeaWater::SetupNormals - Normal Map #5: 256 x 256
77.83: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 581
77.85: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4528. VBufCount = 514447. IBufCount = 1799577. This Frame Draw Calls = 1250
77.89: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4918. VBufCount = 520097. IBufCount = 1799763. This Frame Draw Calls = 558
77.91: SeaWater::SetupNormals - Normal Map #6: 256 x 256
77.94: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 581
77.96: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4261. VBufCount = 500234. IBufCount = 1799475. This Frame Draw Calls = 563
78.15: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 581
78.23: SeaWater::SetupNormals - Normal Map #7: 256 x 256
78.28: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 581
78.44: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4528. VBufCount = 514447. IBufCount = 1799577. This Frame Draw Calls = 1322
78.45: SeaWater::SetupNormals - Normal Map #8: 256 x 256
78.54: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4918. VBufCount = 520097. IBufCount = 1799763. This Frame Draw Calls = 554
78.56: SeaWater::SetupNormals - Normal Map #9: 256 x 256
78.59: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 579
78.61: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4261. VBufCount = 500234. IBufCount = 1799475. This Frame Draw Calls = 561
78.68: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 579
78.85: SeaWater::SetupNormals - Normal Map #10: 256 x 256
78.91: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 579
78.95: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4528. VBufCount = 514447. IBufCount = 1799577. This Frame Draw Calls = 1397
78.99: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4918. VBufCount = 520097. IBufCount = 1799763. This Frame Draw Calls = 556
79.03: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 579
79.05: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4261. VBufCount = 500234. IBufCount = 1799475. This Frame Draw Calls = 561
79.06: SeaWater::SetupNormals - Normal Map #11: 256 x 256
79.12: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 579
79.15: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 579
79.17: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4528. VBufCount = 514447. IBufCount = 1799577. This Frame Draw Calls = 1398
79.18: SeaWater::SetupNormals - Normal Map #12: 256 x 256
79.23: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4918. VBufCount = 520097. IBufCount = 1799763. This Frame Draw Calls = 556
79.26: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 579
79.28: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4261. VBufCount = 500234. IBufCount = 1799475. This Frame Draw Calls = 561
79.32: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4588. VBufCount = 509533. IBufCount = 1797369. This Frame Draw Calls = 568
79.36: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 579
79.38: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4528. VBufCount = 514447. IBufCount = 1799577. This Frame Draw Calls = 1398
79.41: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4918. VBufCount = 520097. IBufCount = 1799763. This Frame Draw Calls = 556
79.43: SeaWater::SetupNormals - Normal Map #13: 256 x 256
79.54: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 577
79.57: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4261. VBufCount = 500234. IBufCount = 1799475. This Frame Draw Calls = 559
79.90: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4561. VBufCount = 514135. IBufCount = 1798065. This Frame Draw Calls = 523
79.91: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 32768
80.00: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 505
80.05: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 5079. VBufCount = 513244. IBufCount = 1799994. This Frame Draw Calls = 463
80.07: SeaWater::SetupNormals - Normal Map #14: 256 x 256
80.10: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 501620. IBufCount = 1799991. This Frame Draw Calls = 544
80.13: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 501
80.15: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4260. VBufCount = 506332. IBufCount = 1799778. This Frame Draw Calls = 533
80.19: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 501
80.26: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 477
80.32: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 486
80.36: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
80.40: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 501620. IBufCount = 1799991. This Frame Draw Calls = 528
80.42: SeaWater::SetupNormals - Normal Map #15: 256 x 256
80.45: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
80.47: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4260. VBufCount = 506332. IBufCount = 1799778. This Frame Draw Calls = 517
80.50: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
80.54: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
80.58: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
80.61: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
80.65: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 501620. IBufCount = 1799991. This Frame Draw Calls = 528
80.71: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
80.73: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4260. VBufCount = 506332. IBufCount = 1799778. This Frame Draw Calls = 517
80.77: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
80.78: SeaWater::SetupNormals - Normal Map #16: 256 x 256
80.81: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
80.84: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
80.88: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
80.92: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 501620. IBufCount = 1799991. This Frame Draw Calls = 528
80.97: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
80.99: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4260. VBufCount = 506332. IBufCount = 1799778. This Frame Draw Calls = 517
81.00: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 65536
81.03: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.10: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.14: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.18: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.23: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 501620. IBufCount = 1799991. This Frame Draw Calls = 528
81.27: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.29: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4260. VBufCount = 506332. IBufCount = 1799778. This Frame Draw Calls = 517
81.33: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4280. VBufCount = 498917. IBufCount = 1797441. This Frame Draw Calls = 472
81.36: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.40: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.43: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.49: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 501620. IBufCount = 1799991. This Frame Draw Calls = 528
81.52: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.55: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4260. VBufCount = 506332. IBufCount = 1799778. This Frame Draw Calls = 517
81.58: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.62: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.66: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.69: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 485
81.74: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 501620. IBufCount = 1799991. This Frame Draw Calls = 528
81.78: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4284. VBufCount = 498842. IBufCount = 1792071. This Frame Draw Calls = 632
81.81: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4260. VBufCount = 506332. IBufCount = 1799778. This Frame Draw Calls = 664
81.85: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4294. VBufCount = 499317. IBufCount = 1793715. This Frame Draw Calls = 625
81.89: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4294. VBufCount = 499317. IBufCount = 1793715. This Frame Draw Calls = 761
81.93: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 747
81.99: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 866
82.03: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4340. VBufCount = 504763. IBufCount = 1799949. This Frame Draw Calls = 794
82.07: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 881
82.09: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4260. VBufCount = 506332. IBufCount = 1799778. This Frame Draw Calls = 916
82.12: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 753
82.16: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 753
82.22: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 753
82.26: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 753
82.30: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4387. VBufCount = 503450. IBufCount = 1798278. This Frame Draw Calls = 784
82.34: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 753
82.36: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4260. VBufCount = 506332. IBufCount = 1799778. This Frame Draw Calls = 788
82.40: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 753
82.44: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 753
82.49: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 753
82.53: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 753
82.57: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4340. VBufCount = 504763. IBufCount = 1799949. This Frame Draw Calls = 790
82.61: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 753
82.63: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4260. VBufCount = 506332. IBufCount = 1799778. This Frame Draw Calls = 788
82.67: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 753
82.73: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 755
82.77: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 754
82.80: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 754
82.84: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4340. VBufCount = 504763. IBufCount = 1799949. This Frame Draw Calls = 791
82.87: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 748
82.89: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4260. VBufCount = 506332. IBufCount = 1799778. This Frame Draw Calls = 783
82.93: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4416. VBufCount = 502196. IBufCount = 1798920. This Frame Draw Calls = 771
83.07: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4443. VBufCount = 502872. IBufCount = 1798914. This Frame Draw Calls = 795
83.12: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4490. VBufCount = 504594. IBufCount = 1799982. This Frame Draw Calls = 665
83.14: GeometryBuffer::AddIndexed - Realloc FVF = 0x1C4 Imemsize: 8192
83.14: GeometryBuffer::AddIndexed - Realloc FVF = 0x1C4 Vmemsize: 32768
83.14: GeometryBuffer::AddIndexed - Realloc FVF = 0x1C4 Vmemsize: 65536
83.14: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 65536
83.14: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x1C4, Size = 8192
83.17: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4528. VBufCount = 510566. IBufCount = 1799385. This Frame Draw Calls = 712
83.19: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4567. VBufCount = 514513. IBufCount = 1799886. This Frame Draw Calls = 1881
83.25: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4912. VBufCount = 520654. IBufCount = 1799757. This Frame Draw Calls = 784
83.33: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4549. VBufCount = 508006. IBufCount = 1799997. This Frame Draw Calls = 777
83.35: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4523. VBufCount = 514611. IBufCount = 1799922. This Frame Draw Calls = 1723
83.39: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4778. VBufCount = 518670. IBufCount = 1799319. This Frame Draw Calls = 808
83.44: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4547. VBufCount = 511788. IBufCount = 1798452. This Frame Draw Calls = 818
83.49: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4443. VBufCount = 506426. IBufCount = 1799088. This Frame Draw Calls = 779
83.52: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4277. VBufCount = 506476. IBufCount = 1799802. This Frame Draw Calls = 824
83.56: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4547. VBufCount = 511788. IBufCount = 1798452. This Frame Draw Calls = 816
83.60: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4547. VBufCount = 511788. IBufCount = 1798452. This Frame Draw Calls = 816
83.64: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4443. VBufCount = 506426. IBufCount = 1799088. This Frame Draw Calls = 786
83.66: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4277. VBufCount = 506476. IBufCount = 1799802. This Frame Draw Calls = 831
83.72: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4547. VBufCount = 511788. IBufCount = 1798452. This Frame Draw Calls = 852
83.77: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4547. VBufCount = 511788. IBufCount = 1798452. This Frame Draw Calls = 863
83.80: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4448. VBufCount = 506193. IBufCount = 1799952. This Frame Draw Calls = 800
83.82: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4277. VBufCount = 506476. IBufCount = 1799802. This Frame Draw Calls = 849
83.86: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4594. VBufCount = 512413. IBufCount = 1799034. This Frame Draw Calls = 832
83.91: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4603. VBufCount = 512629. IBufCount = 1799358. This Frame Draw Calls = 832
84.48: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4475. VBufCount = 507409. IBufCount = 1799634. This Frame Draw Calls = 570
84.51: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4277. VBufCount = 506476. IBufCount = 1799802. This Frame Draw Calls = 625
84.60: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4700. VBufCount = 509589. IBufCount = 1799136. This Frame Draw Calls = 620
84.67: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4707. VBufCount = 510151. IBufCount = 1799268. This Frame Draw Calls = 620
84.69: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4554. VBufCount = 510394. IBufCount = 1799913. This Frame Draw Calls = 1817
84.75: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4964. VBufCount = 522711. IBufCount = 1799958. This Frame Draw Calls = 618
84.79: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4549. VBufCount = 510743. IBufCount = 1799358. This Frame Draw Calls = 688
84.81: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4340. VBufCount = 503090. IBufCount = 1798623. This Frame Draw Calls = 647
84.86: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4707. VBufCount = 510151. IBufCount = 1799268. This Frame Draw Calls = 625
84.90: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4707. VBufCount = 510151. IBufCount = 1799268. This Frame Draw Calls = 624
84.92: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4554. VBufCount = 510394. IBufCount = 1799913. This Frame Draw Calls = 1815
84.98: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4964. VBufCount = 522711. IBufCount = 1799958. This Frame Draw Calls = 622
85.01: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 5200. VBufCount = 521902. IBufCount = 1799895. This Frame Draw Calls = 1707
85.05: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 5007. VBufCount = 523223. IBufCount = 1799892. This Frame Draw Calls = 620
85.10: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4692. VBufCount = 508620. IBufCount = 1798491. This Frame Draw Calls = 637
85.14: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4448. VBufCount = 508644. IBufCount = 1799955. This Frame Draw Calls = 600
85.16: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4254. VBufCount = 507639. IBufCount = 1799808. This Frame Draw Calls = 662
85.22: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4584. VBufCount = 514509. IBufCount = 1799937. This Frame Draw Calls = 660
85.26: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4584. VBufCount = 514509. IBufCount = 1799937. This Frame Draw Calls = 660
85.30: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4448. VBufCount = 508644. IBufCount = 1799955. This Frame Draw Calls = 606
85.32: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4254. VBufCount = 507639. IBufCount = 1799808. This Frame Draw Calls = 668
85.36: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4584. VBufCount = 514509. IBufCount = 1799937. This Frame Draw Calls = 662
85.41: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4626. VBufCount = 509827. IBufCount = 1799955. This Frame Draw Calls = 654
85.46: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4449. VBufCount = 508337. IBufCount = 1799409. This Frame Draw Calls = 646
85.49: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4254. VBufCount = 507639. IBufCount = 1799808. This Frame Draw Calls = 708
85.53: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4584. VBufCount = 514509. IBufCount = 1799937. This Frame Draw Calls = 748
85.58: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4535. VBufCount = 512458. IBufCount = 1799751. This Frame Draw Calls = 832
85.64: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4407. VBufCount = 501161. IBufCount = 1799844. This Frame Draw Calls = 791
85.68: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4391. VBufCount = 501199. IBufCount = 1792254. This Frame Draw Calls = 783
85.70: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4254. VBufCount = 507639. IBufCount = 1799808. This Frame Draw Calls = 822
85.76: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4400. VBufCount = 502155. IBufCount = 1799949. This Frame Draw Calls = 782
85.81: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4408. VBufCount = 502081. IBufCount = 1799955. This Frame Draw Calls = 792
85.85: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4408. VBufCount = 502081. IBufCount = 1799955. This Frame Draw Calls = 792
85.89: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4408. VBufCount = 502081. IBufCount = 1799955. This Frame Draw Calls = 799
85.93: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4291. VBufCount = 503339. IBufCount = 1793661. This Frame Draw Calls = 828
85.99: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4395. VBufCount = 501099. IBufCount = 1798662. This Frame Draw Calls = 799
86.01: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4254. VBufCount = 507639. IBufCount = 1799808. This Frame Draw Calls = 826
86.06: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4389. VBufCount = 501201. IBufCount = 1799568. This Frame Draw Calls = 766
86.12: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4274. VBufCount = 503304. IBufCount = 1799067. This Frame Draw Calls = 770
86.18: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4267. VBufCount = 503863. IBufCount = 1799934. This Frame Draw Calls = 751
86.19: GeometryBuffer::AddIndexed - Realloc FVF = 0x2 Vmemsize: 16384
86.19: GeometryBuffer::AddIndexed - Realloc FVF = 0x2 Imemsize: 8192
86.20: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x2, Size = 16384
86.20: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x2, Size = 8192
86.29: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4270. VBufCount = 503849. IBufCount = 1799838. This Frame Draw Calls = 814
86.45: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4191. VBufCount = 516715. IBufCount = 1797960. This Frame Draw Calls = 838
86.48: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4247. VBufCount = 505644. IBufCount = 1799850. This Frame Draw Calls = 767
86.49: GeometryBuffer::AddIndexed - Realloc FVF = 0x1C4 Vmemsize: 131072
86.49: GeometryBuffer::AddIndexed - Realloc FVF = 0x1C4 Imemsize: 16384
86.51: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 131072
86.51: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x1C4, Size = 16384
86.57: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4334. VBufCount = 519195. IBufCount = 1799268. This Frame Draw Calls = 841
86.61: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4205. VBufCount = 516625. IBufCount = 1799469. This Frame Draw Calls = 777
86.64: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4201. VBufCount = 515517. IBufCount = 1798965. This Frame Draw Calls = 1680
86.68: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4239. VBufCount = 515283. IBufCount = 1799808. This Frame Draw Calls = 817
86.73: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4052. VBufCount = 521383. IBufCount = 1799988. This Frame Draw Calls = 838
86.76: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4187. VBufCount = 508103. IBufCount = 1799841. This Frame Draw Calls = 1468
86.80: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4177. VBufCount = 517920. IBufCount = 1799652. This Frame Draw Calls = 833
86.84: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4052. VBufCount = 521383. IBufCount = 1799988. This Frame Draw Calls = 840
86.86: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4187. VBufCount = 508103. IBufCount = 1799841. This Frame Draw Calls = 1470
86.90: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4177. VBufCount = 517920. IBufCount = 1799652. This Frame Draw Calls = 830
86.93: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4052. VBufCount = 521383. IBufCount = 1799988. This Frame Draw Calls = 837
86.96: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4187. VBufCount = 508103. IBufCount = 1799841. This Frame Draw Calls = 1467
87.02: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520126. IBufCount = 1799928. This Frame Draw Calls = 840
87.05: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4075. VBufCount = 522286. IBufCount = 1799706. This Frame Draw Calls = 842
87.08: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1505
87.12: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 851
87.16: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4075. VBufCount = 522286. IBufCount = 1799706. This Frame Draw Calls = 853
87.18: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1516
87.19: GeometryBuffer::AddIndexed - Realloc FVF = 0x1C4 Vmemsize: 262144
87.19: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 262144
87.23: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 856
87.27: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4075. VBufCount = 522286. IBufCount = 1799706. This Frame Draw Calls = 863
87.30: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4208. VBufCount = 508958. IBufCount = 1799529. This Frame Draw Calls = 1379
87.34: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4155. VBufCount = 519249. IBufCount = 1799604. This Frame Draw Calls = 865
87.39: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4138. VBufCount = 515586. IBufCount = 1799952. This Frame Draw Calls = 843
87.41: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4127. VBufCount = 518927. IBufCount = 1797099. This Frame Draw Calls = 1734
87.44: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 873
87.51: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4075. VBufCount = 522286. IBufCount = 1799706. This Frame Draw Calls = 875
87.53: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1530
87.57: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 875
87.61: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4075. VBufCount = 522286. IBufCount = 1799706. This Frame Draw Calls = 873
87.63: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1528
87.67: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 870
87.72: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4075. VBufCount = 522286. IBufCount = 1799706. This Frame Draw Calls = 869
87.74: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1517
87.79: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 869
87.83: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4075. VBufCount = 522286. IBufCount = 1799706. This Frame Draw Calls = 868
87.85: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1516
87.89: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 874
87.92: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4075. VBufCount = 522228. IBufCount = 1799694. This Frame Draw Calls = 872
87.95: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1520
88.00: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 875
88.04: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4075. VBufCount = 522228. IBufCount = 1799694. This Frame Draw Calls = 876
88.06: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1524
88.10: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 880
88.14: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4075. VBufCount = 522228. IBufCount = 1799694. This Frame Draw Calls = 880
88.17: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1533
88.22: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 878
88.26: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4103. VBufCount = 520384. IBufCount = 1799880. This Frame Draw Calls = 872
88.28: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1538
88.31: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 878
88.35: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4075. VBufCount = 522228. IBufCount = 1799694. This Frame Draw Calls = 883
88.38: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1545
88.42: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 885
88.47: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4105. VBufCount = 517906. IBufCount = 1799619. This Frame Draw Calls = 874
88.50: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1539
88.54: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 884
88.58: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4060. VBufCount = 521628. IBufCount = 1799976. This Frame Draw Calls = 881
88.60: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1535
88.64: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 884
88.68: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4060. VBufCount = 521628. IBufCount = 1799976. This Frame Draw Calls = 881
88.70: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1535
88.75: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 887
88.80: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4060. VBufCount = 521628. IBufCount = 1799976. This Frame Draw Calls = 882
88.82: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1536
88.86: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 882
88.90: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4060. VBufCount = 521628. IBufCount = 1799976. This Frame Draw Calls = 879
88.93: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1533
88.98: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 882
89.02: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4060. VBufCount = 521628. IBufCount = 1799976. This Frame Draw Calls = 879
89.04: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1533
89.09: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 882
89.13: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4060. VBufCount = 521628. IBufCount = 1799976. This Frame Draw Calls = 882
89.15: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1536
89.19: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 884
89.24: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4060. VBufCount = 521628. IBufCount = 1799976. This Frame Draw Calls = 880
89.26: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1543
89.30: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 883
89.35: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4060. VBufCount = 521628. IBufCount = 1799976. This Frame Draw Calls = 883
89.37: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4159. VBufCount = 506371. IBufCount = 1799034. This Frame Draw Calls = 1403
89.41: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4175. VBufCount = 518881. IBufCount = 1799874. This Frame Draw Calls = 882
89.46: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4114. VBufCount = 518968. IBufCount = 1797303. This Frame Draw Calls = 879
89.48: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4127. VBufCount = 518927. IBufCount = 1797099. This Frame Draw Calls = 1757
89.53: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 890
89.57: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4059. VBufCount = 521193. IBufCount = 1799634. This Frame Draw Calls = 882
89.59: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1545
89.63: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 885
89.67: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4059. VBufCount = 521193. IBufCount = 1799634. This Frame Draw Calls = 881
89.69: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1551
89.74: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 887
89.78: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4064. VBufCount = 521277. IBufCount = 1799922. This Frame Draw Calls = 882
89.80: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1543
89.85: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 887
89.89: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4049. VBufCount = 521646. IBufCount = 1799727. This Frame Draw Calls = 882
89.92: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1545
89.97: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 887
89.99: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4932. VBufCount = 535590. IBufCount = 1799982. This Frame Draw Calls = 1936
90.04: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4187. VBufCount = 520140. IBufCount = 1797075. This Frame Draw Calls = 857
90.08: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4115. VBufCount = 517739. IBufCount = 1799754. This Frame Draw Calls = 876
90.10: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4127. VBufCount = 518927. IBufCount = 1797099. This Frame Draw Calls = 1760
90.14: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4144. VBufCount = 520604. IBufCount = 1799118. This Frame Draw Calls = 896
90.18: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4049. VBufCount = 521646. IBufCount = 1799727. This Frame Draw Calls = 892
90.20: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1554
90.25: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 521269. IBufCount = 1799955. This Frame Draw Calls = 902
90.30: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4112. VBufCount = 516890. IBufCount = 1798053. This Frame Draw Calls = 883
90.32: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1556
90.36: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 521269. IBufCount = 1799955. This Frame Draw Calls = 903
90.41: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4052. VBufCount = 521668. IBufCount = 1799625. This Frame Draw Calls = 895
90.43: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4168. VBufCount = 506933. IBufCount = 1799751. This Frame Draw Calls = 1414
90.48: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4115. VBufCount = 520029. IBufCount = 1799781. This Frame Draw Calls = 897
90.52: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4118. VBufCount = 517803. IBufCount = 1799754. This Frame Draw Calls = 882
90.55: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4127. VBufCount = 518927. IBufCount = 1797099. This Frame Draw Calls = 1774
90.59: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4147. VBufCount = 520806. IBufCount = 1798095. This Frame Draw Calls = 901
90.63: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4052. VBufCount = 521668. IBufCount = 1799625. This Frame Draw Calls = 895
90.65: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1566
90.69: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4147. VBufCount = 520806. IBufCount = 1798095. This Frame Draw Calls = 901
90.74: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4052. VBufCount = 521668. IBufCount = 1799625. This Frame Draw Calls = 895
90.76: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1566
90.80: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4147. VBufCount = 520806. IBufCount = 1798095. This Frame Draw Calls = 903
90.84: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4052. VBufCount = 521668. IBufCount = 1799625. This Frame Draw Calls = 897
90.87: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1568
90.91: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4147. VBufCount = 520806. IBufCount = 1798095. This Frame Draw Calls = 905
90.96: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4052. VBufCount = 521668. IBufCount = 1799625. This Frame Draw Calls = 899
90.98: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1570
91.03: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4147. VBufCount = 520806. IBufCount = 1798095. This Frame Draw Calls = 907
91.07: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4052. VBufCount = 521668. IBufCount = 1799625. This Frame Draw Calls = 901
91.09: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1572
91.21: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4147. VBufCount = 520806. IBufCount = 1798095. This Frame Draw Calls = 694
91.34: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4052. VBufCount = 521668. IBufCount = 1799625. This Frame Draw Calls = 698
91.36: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4159. VBufCount = 506401. IBufCount = 1799796. This Frame Draw Calls = 1225
91.44: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 518905. IBufCount = 1799796. This Frame Draw Calls = 697
91.49: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4122. VBufCount = 517407. IBufCount = 1799412. This Frame Draw Calls = 684
91.51: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4127. VBufCount = 518927. IBufCount = 1797099. This Frame Draw Calls = 1578
91.56: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4151. VBufCount = 520901. IBufCount = 1799736. This Frame Draw Calls = 702
91.60: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4050. VBufCount = 521429. IBufCount = 1799610. This Frame Draw Calls = 698
91.62: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1369
91.67: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4151. VBufCount = 520901. IBufCount = 1799736. This Frame Draw Calls = 703
91.71: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4065. VBufCount = 521036. IBufCount = 1799709. This Frame Draw Calls = 698
91.74: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1368
91.78: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4151. VBufCount = 520901. IBufCount = 1799736. This Frame Draw Calls = 699
91.84: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4065. VBufCount = 521060. IBufCount = 1799805. This Frame Draw Calls = 696
91.86: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1358
91.91: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4147. VBufCount = 520466. IBufCount = 1799997. This Frame Draw Calls = 699
91.96: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4065. VBufCount = 521036. IBufCount = 1799709. This Frame Draw Calls = 695
91.98: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1357
92.02: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4147. VBufCount = 520466. IBufCount = 1799997. This Frame Draw Calls = 694
92.07: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4065. VBufCount = 521036. IBufCount = 1799709. This Frame Draw Calls = 698
92.09: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1360
92.13: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4147. VBufCount = 520466. IBufCount = 1799997. This Frame Draw Calls = 713
92.17: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4060. VBufCount = 521162. IBufCount = 1799535. This Frame Draw Calls = 721
92.20: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1384
92.25: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4133. VBufCount = 520188. IBufCount = 1799985. This Frame Draw Calls = 722
92.29: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4125. VBufCount = 517739. IBufCount = 1796820. This Frame Draw Calls = 725
92.32: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4208. VBufCount = 508958. IBufCount = 1799529. This Frame Draw Calls = 1256
92.37: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4157. VBufCount = 519180. IBufCount = 1799961. This Frame Draw Calls = 738
92.42: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4126. VBufCount = 519131. IBufCount = 1799754. This Frame Draw Calls = 757
92.44: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4156. VBufCount = 516190. IBufCount = 1799868. This Frame Draw Calls = 1489
92.49: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4110. VBufCount = 519549. IBufCount = 1799727. This Frame Draw Calls = 764
92.54: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4128. VBufCount = 518674. IBufCount = 1799550. This Frame Draw Calls = 755
92.56: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4127. VBufCount = 518927. IBufCount = 1797099. This Frame Draw Calls = 1620
92.60: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4148. VBufCount = 520774. IBufCount = 1799490. This Frame Draw Calls = 761
92.64: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4063. VBufCount = 521650. IBufCount = 1799874. This Frame Draw Calls = 755
92.67: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1412
92.72: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4148. VBufCount = 520774. IBufCount = 1799490. This Frame Draw Calls = 760
92.76: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4063. VBufCount = 521650. IBufCount = 1799874. This Frame Draw Calls = 761
92.78: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1425
92.83: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4148. VBufCount = 520774. IBufCount = 1799490. This Frame Draw Calls = 768
92.87: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4078. VBufCount = 521888. IBufCount = 1798884. This Frame Draw Calls = 758
92.89: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4146. VBufCount = 508453. IBufCount = 1799331. This Frame Draw Calls = 1415
92.94: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4148. VBufCount = 520774. IBufCount = 1799490. This Frame Draw Calls = 767
92.98: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4074. VBufCount = 522014. IBufCount = 1799952. This Frame Draw Calls = 768
93.01: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4130. VBufCount = 510112. IBufCount = 1799973. This Frame Draw Calls = 1443
93.05: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4097. VBufCount = 519996. IBufCount = 1799952. This Frame Draw Calls = 780
93.10: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4096. VBufCount = 525504. IBufCount = 1799742. This Frame Draw Calls = 659
93.12: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4166. VBufCount = 513501. IBufCount = 1799523. This Frame Draw Calls = 1283
93.16: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4163. VBufCount = 527560. IBufCount = 1799934. This Frame Draw Calls = 663
93.21: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4096. VBufCount = 525504. IBufCount = 1799742. This Frame Draw Calls = 659
93.23: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4166. VBufCount = 513501. IBufCount = 1799523. This Frame Draw Calls = 1292
93.27: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4163. VBufCount = 527560. IBufCount = 1799934. This Frame Draw Calls = 660
93.32: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4096. VBufCount = 525504. IBufCount = 1799742. This Frame Draw Calls = 659
93.34: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4177. VBufCount = 510607. IBufCount = 1799667. This Frame Draw Calls = 1147
93.38: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4191. VBufCount = 525127. IBufCount = 1799073. This Frame Draw Calls = 657
93.42: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4160. VBufCount = 523177. IBufCount = 1799013. This Frame Draw Calls = 652
93.44: ModelBuffer::RepopulateBuffer - Model Cache o
Posted By: Rover_27

Re: DirectX 8 to 9 converter (August 11th) - USE AT YOUR OWN RISK - 08/12/14 05:24 PM

Log Part II

Click to reveal..
93.44: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4159. VBufCount = 524874. IBufCount = 1799766. This Frame Draw Calls = 1575
93.49: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4166. VBufCount = 527510. IBufCount = 1799835. This Frame Draw Calls = 629
93.54: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4096. VBufCount = 525504. IBufCount = 1799742. This Frame Draw Calls = 660
93.56: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4166. VBufCount = 513501. IBufCount = 1799523. This Frame Draw Calls = 1293
93.60: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4163. VBufCount = 527560. IBufCount = 1799934. This Frame Draw Calls = 664
93.65: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4154. VBufCount = 520533. IBufCount = 1799691. This Frame Draw Calls = 539
93.67: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1213
93.72: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4446. VBufCount = 528331. IBufCount = 1799805. This Frame Draw Calls = 505
93.76: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4154. VBufCount = 520533. IBufCount = 1799691. This Frame Draw Calls = 542
93.78: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1216
93.83: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4446. VBufCount = 528331. IBufCount = 1799805. This Frame Draw Calls = 506
93.87: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4154. VBufCount = 520533. IBufCount = 1799691. This Frame Draw Calls = 542
93.89: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1216
93.93: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4446. VBufCount = 528331. IBufCount = 1799805. This Frame Draw Calls = 506
93.98: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4154. VBufCount = 520533. IBufCount = 1799691. This Frame Draw Calls = 542
94.00: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1216
94.04: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 505
94.09: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 542
94.11: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1216
94.16: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 506
94.20: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 541
94.23: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4203. VBufCount = 513490. IBufCount = 1799859. This Frame Draw Calls = 1094
94.27: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4481. VBufCount = 528680. IBufCount = 1799520. This Frame Draw Calls = 594
94.31: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 538
94.33: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1212
94.37: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 502
94.42: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 539
94.44: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4187. VBufCount = 511923. IBufCount = 1798488. This Frame Draw Calls = 1063
94.49: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4422. VBufCount = 528876. IBufCount = 1799553. This Frame Draw Calls = 610
94.53: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 538
94.55: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1205
94.60: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 503
94.64: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 539
94.66: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1206
94.71: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 503
94.75: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 539
94.77: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1206
94.81: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 504
94.86: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 540
94.88: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1207
94.92: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 504
94.97: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 544
95.00: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4962. VBufCount = 522876. IBufCount = 1799421. This Frame Draw Calls = 1051
95.05: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4487. VBufCount = 528820. IBufCount = 1799583. This Frame Draw Calls = 507
95.09: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4177. VBufCount = 521265. IBufCount = 1799952. This Frame Draw Calls = 604
95.11: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4192. VBufCount = 526248. IBufCount = 1799841. This Frame Draw Calls = 1502
95.15: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4429. VBufCount = 529163. IBufCount = 1798521. This Frame Draw Calls = 548
95.20: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4196. VBufCount = 524868. IBufCount = 1799637. This Frame Draw Calls = 577
95.22: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4195. VBufCount = 514619. IBufCount = 1799841. This Frame Draw Calls = 1210
95.27: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 508
95.30: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 544
95.33: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1211
95.37: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 508
95.41: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4149. VBufCount = 520422. IBufCount = 1799946. This Frame Draw Calls = 598
95.43: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4195. VBufCount = 514619. IBufCount = 1799841. This Frame Draw Calls = 1210
95.48: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 508
95.52: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 544
95.55: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1211
95.59: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 508
95.63: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 544
95.65: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1211
95.69: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 508
95.74: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 543
95.76: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1210
95.80: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 508
95.84: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 544
95.86: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1211
95.91: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 508
95.96: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 544
95.98: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1211
96.02: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 508
96.06: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 544
96.08: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1211
96.12: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 508
96.17: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 541
96.19: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1217
96.23: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 505
96.27: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4181. VBufCount = 520393. IBufCount = 1799382. This Frame Draw Calls = 609
96.30: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4195. VBufCount = 514619. IBufCount = 1799841. This Frame Draw Calls = 1216
96.34: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 505
96.38: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4151. VBufCount = 520548. IBufCount = 1799439. This Frame Draw Calls = 542
96.40: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4201. VBufCount = 511569. IBufCount = 1798062. This Frame Draw Calls = 1068
96.44: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4422. VBufCount = 528876. IBufCount = 1799553. This Frame Draw Calls = 614
96.49: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 542
96.51: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1218
96.55: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 506
96.59: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 542
96.61: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1218
96.66: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 506
96.70: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 542
96.73: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1218
96.77: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 506
96.80: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 520465. IBufCount = 1798983. This Frame Draw Calls = 542
96.83: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1218
96.87: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4445. VBufCount = 528402. IBufCount = 1799985. This Frame Draw Calls = 505
96.91: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 543
96.93: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1219
96.98: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 508
97.02: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 546
97.04: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1213
97.09: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 508
97.12: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 546
97.14: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1213
97.19: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 507
97.23: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 546
97.26: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1213
97.30: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 508
97.35: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4154. VBufCount = 520807. IBufCount = 1799721. This Frame Draw Calls = 616
97.37: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4191. VBufCount = 511556. IBufCount = 1799475. This Frame Draw Calls = 1073
97.41: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4469. VBufCount = 528554. IBufCount = 1799970. This Frame Draw Calls = 603
97.46: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 546
97.48: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1213
97.53: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 508
97.57: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 546
97.59: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1213
97.63: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 508
97.67: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 546
97.69: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1213
97.74: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 508
97.78: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 546
97.80: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1213
97.85: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 508
97.89: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 545
97.91: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1212
97.96: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 508
98.00: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 546
98.02: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1213
98.06: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 508
98.10: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 546
98.12: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1222
98.17: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 508
98.21: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 543
98.24: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4210. VBufCount = 513375. IBufCount = 1799667. This Frame Draw Calls = 1098
98.28: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4469. VBufCount = 528554. IBufCount = 1799970. This Frame Draw Calls = 600
98.32: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 543
98.34: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1219
98.38: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 505
98.42: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 543
98.44: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4166. VBufCount = 512304. IBufCount = 1798734. This Frame Draw Calls = 1070
98.49: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4404. VBufCount = 528198. IBufCount = 1799463. This Frame Draw Calls = 613
98.53: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 543
98.56: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1219
98.60: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 506
98.64: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 544
98.66: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1220
98.71: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 506
98.75: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 546
98.77: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1230
98.81: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 507
98.85: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 545
98.87: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1229
98.91: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 509
98.96: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 547
98.98: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1231
99.02: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 511
99.07: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 547
99.09: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1231
99.12: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 508
99.17: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 544
99.19: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1228
99.23: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 506
99.28: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4145. VBufCount = 520367. IBufCount = 1799757. This Frame Draw Calls = 548
99.30: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1232
99.34: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4420. VBufCount = 527053. IBufCount = 1795719. This Frame Draw Calls = 510
99.38: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4134. VBufCount = 519289. IBufCount = 1799991. This Frame Draw Calls = 605
99.40: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4177. VBufCount = 514305. IBufCount = 1799379. This Frame Draw Calls = 1216
99.44: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4419. VBufCount = 526861. IBufCount = 1795179. This Frame Draw Calls = 516
99.49: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4149. VBufCount = 519884. IBufCount = 1799961. This Frame Draw Calls = 553
99.51: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1220
99.55: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4421. VBufCount = 527360. IBufCount = 1797510. This Frame Draw Calls = 523
99.59: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4169. VBufCount = 520177. IBufCount = 1799925. This Frame Draw Calls = 577
99.62: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1223
99.66: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4419. VBufCount = 527212. IBufCount = 1797078. This Frame Draw Calls = 532
99.71: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4170. VBufCount = 520165. IBufCount = 1799817. This Frame Draw Calls = 589
99.73: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4162. VBufCount = 514210. IBufCount = 1799859. This Frame Draw Calls = 1225
99.77: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4417. VBufCount = 527060. IBufCount = 1796646. This Frame Draw Calls = 547
99.81: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4165. VBufCount = 520564. IBufCount = 1799889. This Frame Draw Calls = 578
99.83: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4179. VBufCount = 514208. IBufCount = 1799301. This Frame Draw Calls = 1199
99.88: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4417. VBufCount = 527060. IBufCount = 1796646. This Frame Draw Calls = 545
99.92: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4119. VBufCount = 514809. IBufCount = 1798848. This Frame Draw Calls = 559
99.94: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4123. VBufCount = 520510. IBufCount = 1797471. This Frame Draw Calls = 1306
99.99: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4354. VBufCount = 522046. IBufCount = 1799898. This Frame Draw Calls = 587
100.01: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4962. VBufCount = 522876. IBufCount = 1799421. This Frame Draw Calls = 920
100.06: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4411. VBufCount = 522379. IBufCount = 1799967. This Frame Draw Calls = 559
100.10: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4119. VBufCount = 514809. IBufCount = 1798848. This Frame Draw Calls = 557
100.12: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4123. VBufCount = 520510. IBufCount = 1797471. This Frame Draw Calls = 1277
100.16: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4354. VBufCount = 522046. IBufCount = 1799898. This Frame Draw Calls = 540
100.18: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4123. VBufCount = 520510. IBufCount = 1797471. This Frame Draw Calls = 1233
100.22: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4354. VBufCount = 522046. IBufCount = 1799898. This Frame Draw Calls = 540
100.24: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4161. VBufCount = 519095. IBufCount = 1799949. This Frame Draw Calls = 1133
100.28: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4442. VBufCount = 520949. IBufCount = 1795368. This Frame Draw Calls = 473
100.32: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4119. VBufCount = 514809. IBufCount = 1798848. This Frame Draw Calls = 511
100.35: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4173. VBufCount = 511731. IBufCount = 1788501. This Frame Draw Calls = 1787
100.38: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4287. VBufCount = 512745. IBufCount = 1798659. This Frame Draw Calls = 406
100.40: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4187. VBufCount = 511923. IBufCount = 1798488. This Frame Draw Calls = 768
100.44: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4308. VBufCount = 512333. IBufCount = 1797240. This Frame Draw Calls = 401
100.49: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4180. VBufCount = 512533. IBufCount = 1799568. This Frame Draw Calls = 424
100.53: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4190. VBufCount = 514272. IBufCount = 1799661. This Frame Draw Calls = 447
101.33: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4188. VBufCount = 507844. IBufCount = 1799388. This Frame Draw Calls = 305
101.36: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4201. VBufCount = 506608. IBufCount = 1799541. This Frame Draw Calls = 417
102.27: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4204. VBufCount = 507521. IBufCount = 1799931. This Frame Draw Calls = 307
102.39: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4237. VBufCount = 506970. IBufCount = 1799991. This Frame Draw Calls = 395
102.43: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4226. VBufCount = 508077. IBufCount = 1799283. This Frame Draw Calls = 425
102.48: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4211. VBufCount = 508699. IBufCount = 1797141. This Frame Draw Calls = 860
102.52: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4288. VBufCount = 513391. IBufCount = 1799754. This Frame Draw Calls = 461
102.54: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4153. VBufCount = 513694. IBufCount = 1799979. This Frame Draw Calls = 894
102.58: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4308. VBufCount = 512333. IBufCount = 1797240. This Frame Draw Calls = 403
102.62: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4180. VBufCount = 512533. IBufCount = 1799568. This Frame Draw Calls = 428
102.67: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4190. VBufCount = 514272. IBufCount = 1799661. This Frame Draw Calls = 437
102.69: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4173. VBufCount = 511731. IBufCount = 1788501. This Frame Draw Calls = 1744
102.70: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4313. VBufCount = 514176. IBufCount = 1798320. This Frame Draw Calls = 1756
102.71: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4314. VBufCount = 515390. IBufCount = 1804644. This Frame Draw Calls = 1757
102.72: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.72: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.72: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.72: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.72: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.72: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.72: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.72: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.72: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.72: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.72: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4315. VBufCount = 515464. IBufCount = 1804860. This Frame Draw Calls = 1758
102.73: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.73: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.73: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.73: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.73: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.73: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.73: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.73: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.73: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.73: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.73: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4316. VBufCount = 515538. IBufCount = 1805076. This Frame Draw Calls = 1759
102.74: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.74: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.74: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.74: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.74: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.74: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.74: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.74: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.74: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.74: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.74: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.74: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4317. VBufCount = 515612. IBufCount = 1805292. This Frame Draw Calls = 1760
102.76: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.76: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.76: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.76: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.76: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.76: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.76: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.76: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.76: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.76: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.76: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.76: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4318. VBufCount = 515686. IBufCount = 1805508. This Frame Draw Calls = 1761
102.77: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.77: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.77: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.77: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.77: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.77: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.77: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.77: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.77: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.77: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.77: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.77: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.77: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4319. VBufCount = 515760. IBufCount = 1805724. This Frame Draw Calls = 1762
102.78: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.78: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.78: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.78: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.78: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.78: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.78: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.78: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.78: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.78: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.78: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.78: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.78: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4320. VBufCount = 515834. IBufCount = 1805940. This Frame Draw Calls = 1763
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.79: ModelBuffer::RepopulateBuffer - Model Cache overflow. Items = 4321. VBufCount = 515859. IBufCount = 1806036. This Frame Draw Calls = 1764
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
102.80: ModelBuffer::RepopulateBuffer - Fatal Error! Model buffer too small for current frame.
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 11th) - USE AT YOUR OWN RISK - 08/12/14 07:27 PM

Thanks!
Well, that's exactly what I hoped to see in the log. It perfectly matches my assumption about the reason for crashes and visual glitches.

My dll uses a fixed size memory buffer to cache airplane and other 3D models and apparently it seems to run out of this buffer in some cases.
Curiously those glitches recorded by Robert_Wiggins were causes by a separate bug which briefly corrupted the drawing every time the buffer is repopulated. And as this log shows it could be repopulated many times a second (first number on each line is a time since the start of a mission) under really bad conditions.

Now I need to understand why it happens for some people, but not for me or for corsaire31. Perhaps it has something to do with the density of objects around the airfield.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (August 11th) - USE AT YOUR OWN RISK - 08/12/14 08:31 PM

Originally Posted By: AnKor
Thanks!
Well, that's exactly what I hoped to see in the log. It perfectly matches my assumption about the reason for crashes and visual glitches.

My dll uses a fixed size memory buffer to cache airplane and other 3D models and apparently it seems to run out of this buffer in some cases.
Curiously those glitches recorded by Robert_Wiggins were causes by a separate bug which briefly corrupted the drawing every time the buffer is repopulated. And as this log shows it could be repopulated many times a second (first number on each line is a time since the start of a mission) under really bad conditions.

Now I need to understand why it happens for some people, but not for me or for corsaire31. Perhaps it has something to do with the density of objects around the airfield.


Could it have something to do with the graphical settings in workshop. I run everything on max except the aircraft because I want to see bullet holes. Maybe Corsaire and yourself do not run max.

p.s. I have updated my earlier post with the video clip so you can view it now if you like but this video did not have logging on. I have now set logging on so any future one I can send the logs. I will PM you when I have something.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (August 11th) - USE AT YOUR OWN RISK - 08/12/14 10:55 PM

I run 5 4 4 5 5 with high-res skins on planes, normal terrain textures and trees high. So probably not the problem there.
Try outs of new version show stable as well so far with a little gain on framerates when time compress or looking down in the cockpit. Normal view and spot outside view stable 60 fps as before.
I like the new tint combined with my ENB settings.
Posted By: samba_liten

Re: DirectX 8 to 9 converter (August 11th) - USE AT YOUR OWN RISK - 08/16/14 03:05 PM

This might be nonsense, but i never suffered a crash before, until i enabled Aris' screenshot mod today. I'm running the previous version, so no log file I'm afraid.
Posted By: corsaire31

Re: DirectX 8 to 9 converter (August 11th) - USE AT YOUR OWN RISK - 08/16/14 03:51 PM

I also have Aris' screenshot mod and still no pb. smile2
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/16/14 06:29 PM

Ok, I've made another version, this time the bug should be fixed.
I had to increase video memory usage to allow for large number of aircrafts and ground objects, but I also reworked some parts to let the converter use that memory more efficiently.

I also slightly reduced the blue tint, but it is still there.

Now, hopefully everything will work good and I will be able to get back to implementing new visual effects smile
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/16/14 09:50 PM

Ankor, I'm running with your latest 2014-08-16 D3D9 shadowing mod and so far so good. I have turned on logging in the .ini file just in case.

There is one interesting thing I have noticed and it probably is not related to your release. I tried your new mod in QC first and noted I get 60+fps when over the airfield. When I switched to campaign mode it immediately changed to 30+ FPS while on the runway and during most of the mission. I'm not sure why but there is probably quite a difference between QC and campaign with respect to graphics load, spawned activities, etc and that probably has something to do with it. Just a guess on my part. Everything runs smooth at 30+ fps so I have no complaints.

Best Regards;
Posted By: gecko

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/18/14 04:43 AM

Sorry for the slow response, the last month has been pretty hectic, not much PC time. Yep, tests in WOFF and CFS3 produced similar results, it comes in pretty sharp and strong and seems a bit odd, though I think I understand what you're trying to do.

FPS may be somewhat better, but I've not seen this conclusively yet. I have noticed what I believe is the reason for lower fps in cockpit view. I was zooming in and out in external view and noticed that when fully zoomed in on the aircraft looking at it from an angle where I could see it casting lots of shadows on itself the fps dropped to the same levels experienced under the same conditions in cockpit view. The drop happened all at one time, not gradually. So apparently, looking at shadows closer than some specific range is hard on fps. Knowing you I'll bet you knew this a long time ago and have been figuring out what to do with it, but I thought I'd at least report it since I noticed.

I have not had time to test crashes yet, hopefully I'll get enough time to do that this week.
Posted By: Tilman

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/18/14 06:44 PM

Latest version gives me a WOFF.dll runtime crash again. Seems like only the 2nd last version runs stable on my system.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/18/14 06:59 PM

With the July version, I could almost fly a whole mission before a crash. With your Auguat version, I do not even get 1,000' into the air before a crash. (Nvidia video card) As a result, I'm back to your stable March version.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/20/14 11:20 AM

I only get a lock-up / crash if I toggle the 0/Ins key repeatedly to look at things with the shading effects on/off.

p.s. In CFS3 I find the water rendering looks more natural if I change the first two parameters in the SeaWater.fx file from 1.0 to 5.0. This limits the deep blue that was dominating the water color, and shortens the spacing between peaks so they look like a series of waves and not very long drawn out swells.

#ifndef WaveBump
#define WaveBump 5.0
#endif
#ifndef WaveScale
#define WaveScale 5.0
#endif
Posted By: Andy73

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/29/14 02:02 PM

Ankor,
your latest Version works best for me. No Crashes. Even works good with OFF Phase 3. FPS are normal. The best Version IMO until now.
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/29/14 02:32 PM

The latest version is a curious thing.
I've been away from my PC and had to use my notebook with built-in Intel GPU. And it worked perfectly there.

Now I'm finally back home and tried it on my trusty NVidia... Started a QM and bam! It constantly crashes after less than a minute of flying. And that blue tint which looked nice and subtle on Intel appeared as awful almost solid band on NVidia.

I've already figured out and fixed the cause of crashes and will remove the tint until I write a better code for it.
I still want to do more tweaks, but the new version is going to be released soon.

MajorMagee,
I made those "defines" available for tweaking on purpose, so that one could adjust them to one's preferences smile

I will probably revert the water code to something closer to what it was in the beginning. Not sure yet.
And by the way, the size of waves is affected by "Water Detail Texture Size" in CFS3 config's Texture Info section. WOFF sets that parameter to 2 and that's the setting I used when tweaking the look.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/29/14 03:12 PM

I'm an nvidia guy and I have no idea about the blue band you're all talking about. However, I get some crashes on the ground sometimes (which is new experience for me).
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/29/14 03:41 PM

Maybe my GTX285 is just too old and it is not uncommon for rendering specifics to change between generations of GPUs.

Here is how it was supposed to look. It is stock CFS3 and I turned off all textures to keep focus on the lighting:

Note how the cockpit is in shadow, but you can still figure out the shape of the yoke and handles. This tint adds more volume to objects in the shadow. Of course it is not as pronounced with textured objects, but the difference is noticeable.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/29/14 04:06 PM

Originally Posted By: AnKor
The latest version is a curious thing.
I've been away from my PC and had to use my notebook with built-in Intel GPU. And it worked perfectly there.

Now I'm finally back home and tried it on my trusty NVidia... Started a QM and bam! It constantly crashes after less than a minute of flying. And that blue tint which looked nice and subtle on Intel appeared as awful almost solid band on NVidia.

I've already figured out and fixed the cause of crashes and will remove the tint until I write a better code for it.
I still want to do more tweaks, but the new version is going to be released soon.

MajorMagee,
I made those "defines" available for tweaking on purpose, so that one could adjust them to one's preferences smile

I will probably revert the water code to something closer to what it was in the beginning. Not sure yet.
And by the way, the size of waves is affected by "Water Detail Texture Size" in CFS3 config's Texture Info section. WOFF sets that parameter to 2 and that's the setting I used when tweaking the look.


Ankor, Just want to say thanks for all you have done and plan to do. It is appreciated by all!! thumbsup
Posted By: manitouguy

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/30/14 05:59 AM

yes, it absolutely is!! thanks!!

Ron
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/30/14 05:35 PM

Uploaded a new version, available in the first post.

Quote:
Change list:
- Should solve frequent crashes a few minutes into a mission.
- Removed ambient lighting tint until better times (it was an experiment).
- Added a setting into the ini file which allows to reduce shadow quality for better performance and lower memory usage. The highest quality (#5) is the same as it was in prior versions. It is also possible to turn shadows off completely by setting the quality to 0.
- No more shadows on the blurred propeller disc. Also should slightly improve performance.
- Improved performance of point lights (especially noticeable in CFS3 with many guns firing).
- Slight changes in water shader. This one is really difficult to get right.
- CFS3: Experimental self-illumination for reflector sights. Only for stock textures.
- Some compatibility fallbacks for older AMD GPUs. Theoretically it may even run on X1000 series (with shadows turned off though). Of course it is irrelevant for WOFF, but some people play CFS3 on rather old PCs.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/30/14 05:43 PM

Thank you, Maestro! Will test right now
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/30/14 06:04 PM

Originally Posted By: AnKor

MajorMagee,
I made those "defines" available for tweaking on purpose, so that one could adjust them to one's preferences smile

I will probably revert the water code to something closer to what it was in the beginning. Not sure yet.
And by the way, the size of waves is affected by "Water Detail Texture Size" in CFS3 config's Texture Info section. WOFF sets that parameter to 2 and that's the setting I used when tweaking the look.


That is helpful to know. The default in CFS3 is 5, and switching it makes a big difference on the size of the waves. 1 is basically flat, and 9 are monsters. Going from 5 to 2 makes quite a big difference.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 08/30/14 07:22 PM

No crashes during 2 long missions
Posted By: HumanDrone

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 09/02/14 02:51 AM

On the WOFF "User Downloads" section, it has a July date, but here we are talking about an August 16th date. I want that one! It's my dear wife's birthday (as well as my dearly departed grandmother's birthday).

It's been recommended to me to help with navigation (keep your strut shadows at the same angle), and I must admit shadows like that would be really cool!
Posted By: Panama Red

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 09/02/14 08:46 AM

HumanDrone:
AnKor's latest is 20140830, not 20140811 and they do make a difference.
Posted By: Polovski

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 09/02/14 11:43 AM

AnKor asked not to put each version up on our website for the moment, just come here, look at page 1 of this thread the the latest is there. Soon we will incorporate it into WOFF.
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/02/14 01:21 PM

Current version is from August 30th. I forgot to update the subject of this thread smile
There indeed was an update made at 16th, but it appeared to be too buggy and I had to put it down. The latest one should be good however.
Posted By: Adger

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/02/14 01:35 PM

Thank you once again for your incredible work Ankor
Posted By: Panama Red

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/02/14 02:21 PM

Ankor:
I really like your 20140830 version:
1. I have flown two long missions with no problems (last version this stable was your March version).
2. The planes colors look real now, no more blue planes that are suppose to be silver.
3. FPS exterior views are 50's to 60 and fantastic FPS interior views (almost completely 60 FPS 100% of the time).
4. Waves look realistic now.
5. Like the "lighter" shadows versus the older "dark" shadows.

The only time I get a "crash" is if I toggle between the shadow and non-shadow version of you mod to check the colors and FPS between the two. If I do that, someplace during the mission, it will drop me out of the mission. The only thing I can think of is that in doing the toggling, it starts to "fill up" a buffer of yours and when it is full, the mission stops.

Thanks

Nvidia card for reference.
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/02/14 03:26 PM

Thanks for the info.
Toggling shadows on and off is supposed to be a developer feature so it may be cause odd results, but I will try to look if there is anything wrong which may cause other problems.

Like the "lighter" shadows versus the older "dark" shadows.
It probably also was a side effect of the tint which caused shaded areas to appear more dark.

The planes colors look real now, no more blue planes that are suppose to be silver.
The blue tint will be back someday, but not before I will make it work properly smile
Take a look at these pics.
A screenshot showing what I intended to get with this tint (from a couple of pages back):

And here is a real photograph (not my) of a vase which is supposed to be white:

Also note the color of all shadows on the snow smile

I understand it may be difficult to accept. We are so used to this look in real world that our brain just ignores the tint as something very minor and tells us "the color is white", but we aren't used to this in games and thus notice it as something unusual.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/02/14 03:38 PM

AnKor:
What gets me is the blue Nieuports that are suppose to be silver.

Any way you could make this optional or able to set the amout of "blue" in your future versions ???

Thanks
Posted By: Polovski

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/02/14 03:42 PM

As AnKor says it's subtle so the Silver or white or whatever colour object will have a tiny bit of blue in some areas from the huge blue reflector called sky - but if it's very blue then maybe it's not working correctly on some PCs. It's awesome to have it in a sim, we rarely see things like this!
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/02/14 04:32 PM

Yes, as Polovski says there is a chance it wasn't working properly on your PC. Anyway I removed it for now and busy with other features so it will be some time before I get back to it.
And yes, I can make it optional. I perfectly understand how opinions my vary and how some things may be just annoying. Ironically, I was one of quite a few haters of BF3's blue tint... though that one was of a different nature smile
Posted By: Panama Red

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/02/14 04:54 PM

AnKor:
I would say it is probably how everybody "tunes" their monitor colors versus a problem with the PC itself.

I happen to like the original colors of OFF/WOFF planes (on my monitor), so I am just trying to keep it that way. biggrin

Thanks.
Posted By: AROTH

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/03/14 12:17 AM

Where does one locate this recent mod?
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/03/14 12:46 AM

Aroth, go to the first post of the thread.
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/03/14 01:31 AM

Originally Posted By: Panama Red
Ankor:
I really like your 20140830 version:
1. I have flown two long missions with no problems (last version this stable was your March version).
2. The planes colors look real now, no more blue planes that are suppose to be silver.
3. FPS exterior views are 50's to 60 and fantastic FPS interior views (almost completely 60 FPS 100% of the time).
4. Waves look realistic now.
5. Like the "lighter" shadows versus the older "dark" shadows.

Nvidia card for reference.

Ankor:

I agree with everything Panama said...just superb, FPS hasn't dropped below 60 under any conditions, and I really like the subtler shadowing. Blue tint is just right for my monitor. I'm fortunate, I guess, but I haven't experienced crashes with any version of your mod with my ATI 7870.

Thanks!! Time for another donation...
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/04/14 06:18 PM

Ankor, your last version is, for me, the most stable. Really good frames and lovely color shades. Shadows are much better too, thanks very much sir.
Posted By: lederhosen

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/04/14 07:59 PM

I too lowered the waves setting and it looks super.

I was afraid to try this new version but it runs fine...for me
Posted By: Andy73

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/06/14 08:15 AM

Works fine. No Problems. NVIDIA User. bananadance
Posted By: 77_Scout

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/06/14 06:42 PM

Just tried the new version and flew a long (~2hr) mission with no problems. Looks great!
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/06/14 07:26 PM

Ankor; I have been using your latest since release and have had no problems to date!
Posted By: KodiakJac

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 09/08/14 03:26 AM

Originally Posted By: MajorMagee
Originally Posted By: AnKor

MajorMagee,
I made those "defines" available for tweaking on purpose, so that one could adjust them to one's preferences smile

I will probably revert the water code to something closer to what it was in the beginning. Not sure yet.
And by the way, the size of waves is affected by "Water Detail Texture Size" in CFS3 config's Texture Info section. WOFF sets that parameter to 2 and that's the setting I used when tweaking the look.


That is helpful to know. The default in CFS3 is 5, and switching it makes a big difference on the size of the waves. 1 is basically flat, and 9 are monsters. Going from 5 to 2 makes quite a big difference.


MajorMagee/Ankor,

From your discussion in the past few pages I'm seeing deep blue color, spacing between wave peaks, and wave size being discussed and I would like to understand this better.

Could you please explain how these three values work:

Water Detail Texture Size (CFS3 Config)

WaveBump (SeaWater.fx)

WaveScale (SeaWater.fx)

Are they three unique values or is Ankor's mod overriding one (or both) of the values set by Water Detail Texure Size? I would like to better understand the relationship and function of these values.

In my first pass I'm getting this from your discussion:

Water Detail Texture Size (CFS3 Config) = Wave Size

WaveBump (SeaWater.fx) = Depth of Blue Color

WaveScale (SeaWater.fx) = Spacing Between Wave Peaks

Is this correct?

Thanks!

P.S. Your 20140830 version is working perfectly with my AMD 7850 so far, Ankor! Thank you smile2
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 09/08/14 07:41 AM

Good to know that the dll finally seem to work for everyone smile
With all stability issues gone I focused on new features now and something really cool is already in the work.

Bucksnort,
Manually editing WaveBump and WaveScale only intended for CFS3, it won't work for WOFF as is (and probably for OFF) because my dll automatically sets these parameters based on weather info specific to OFF/WOFF.

Water Detail Texture Size defines the overall size of the repeating water texture.
If I recall correctly increasing this setting by one step doubles the actual size of waves, i.e. with this setting at 5 the waves will be 8 times larger than at 2.

WaveScale works in a similar way, though the scale is linear, thus you need to double WaveScale to double the visible size.

WaveBump defines the "strength" of waves, i.e. how high do they appear. It has other side effects as well, so yes it may affect overall color. Values of this setting are actually inverted, so 0.5 results in higher waves than 1.0, and setting it to something like 10 will produce almost flat water.
Posted By: ArisFuser

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 09/08/14 12:29 PM

Quote:
With all stability issues gone I focused on new features now and something really cool is already in the work.


boing
Posted By: KodiakJac

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 09/08/14 03:33 PM

Thanks for the explanation, Ankor! I also play CFS3 so it is still very helpful information smile2
Posted By: Wolfstriked

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 09/08/14 07:13 PM

Was flying off the coast in a storm and the sea looked violent and then I turned it all off with NUMPAD0 and was blown away.Astonishing how much this improves the water.Superb work and thanks Ankor!! winner
Posted By: gecko

Re: DirectX 8 to 9 converter (August 16th) - USE AT YOUR OWN RISK - 09/09/14 07:42 PM

I have tested the latest version, and it seems to be working well. I have been unusually busy the past month and got myself hooked into a project on Spitfire which took longer than expected. Everything seems stable, though I still have the shooting into the water crash (will post the log tonight for you.) FPS is the best yet, only down to 45 for brief periods in the cockpit, and when firing (even with eight guns) down to 30. It used to drop below 10. The gunsight lighting works, would be nice if it used the color from the reticle texture, all of mine showed up as plain white.

Other issues - I know you weren't fixing these in the last update, just wanting to keep track of them as sometimes issues can appear or get fixed in different versions.

-parts that have had an alpha texture applied to them to make them invisible still cast a shadow.
-no environment map on glass parts.

Very interested in what your new feature is. Thanks for all your work!
Posted By: gecko

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/10/14 06:44 AM

I have included the log of the shooting at water bug. I loaded CFS3, flew a quick combat mission, which started in external view. I cycled through the views until I got to the cockpit view, turned towards the ocean, and once close enough fired at the water until the game crashed. About 1.5 seconds of firing before the crash.

Also, a couple more things I noticed:
-shoreline glows at night
-I could not get the game to load while using a modified shaders.xml, so I put in the stock shaders.xml and everything ran fine. Still trying to figure out the reason for this.

Crash log:
Click to reveal..
0.00: DllMain - Starting up.
76.13: CreateD3DWrapper - Direct3D 9 Loaded.
76.19: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
76.19: D3DWrapper::GetAdapterModeCount - 56
76.19: D3DWrapper::EnumAdapterModes - 0, 0 : 0 = 640, 480, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 1 : 0 = 640, 480, 75, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 2 : 0 = 640, 480, 59, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 3 : 0 = 720, 480, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 4 : 0 = 720, 480, 75, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 5 : 0 = 720, 576, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 6 : 0 = 720, 576, 75, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 7 : 0 = 800, 600, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 8 : 0 = 800, 600, 75, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 9 : 0 = 1024, 768, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 10 : 0 = 1024, 768, 75, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 11 : 0 = 1152, 864, 75, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 12 : 0 = 1280, 720, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 13 : 0 = 1280, 720, 75, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 14 : 0 = 1280, 768, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 15 : 0 = 1280, 768, 75, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 16 : 0 = 1280, 800, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 17 : 0 = 1280, 800, 75, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 18 : 0 = 1280, 960, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 19 : 0 = 1280, 960, 75, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 20 : 0 = 1280, 1024, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 21 : 0 = 1280, 1024, 75, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 22 : 0 = 1360, 768, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 23 : 0 = 1366, 768, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 24 : 0 = 1600, 900, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 25 : 0 = 1600, 1024, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 26 : 0 = 1680, 1050, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 27 : 0 = 1920, 1080, 60, 22
76.19: D3DWrapper::EnumAdapterModes - 0, 28 : 0 = 640, 480, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 29 : 0 = 640, 480, 75, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 30 : 0 = 640, 480, 59, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 31 : 0 = 720, 480, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 32 : 0 = 720, 480, 75, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 33 : 0 = 720, 576, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 34 : 0 = 720, 576, 75, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 35 : 0 = 800, 600, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 36 : 0 = 800, 600, 75, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 37 : 0 = 1024, 768, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 38 : 0 = 1024, 768, 75, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 39 : 0 = 1152, 864, 75, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 40 : 0 = 1280, 720, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 41 : 0 = 1280, 720, 75, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 42 : 0 = 1280, 768, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 43 : 0 = 1280, 768, 75, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 44 : 0 = 1280, 800, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 45 : 0 = 1280, 800, 75, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 46 : 0 = 1280, 960, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 47 : 0 = 1280, 960, 75, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 48 : 0 = 1280, 1024, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 49 : 0 = 1280, 1024, 75, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 50 : 0 = 1360, 768, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 51 : 0 = 1366, 768, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 52 : 0 = 1600, 900, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 53 : 0 = 1600, 1024, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 54 : 0 = 1680, 1050, 60, 23
76.19: D3DWrapper::EnumAdapterModes - 0, 55 : 0 = 1920, 1080, 60, 23
76.19: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
76.19: D3DWrapper::CreateDevice - Forcing Hardware Vertex Processing
76.19: D3DWrapper::CreateDevice - AutoDepthStencilFormat 75
76.19: D3DWrapper::CreateDevice - Adapter = 0, Type = 1, Flags = 0x42
76.19: D3DWrapper::CreateDevice - Windowed: 0, Width: 1920, Height: 1080, Refresh: 0, Format: 22, Multisampling: 0
77.17: FakeDevice::FakeDevice - Available Texture Memory 4013 MB
77.17: EffectBase::LoadEffect - Loading: Texture.fx
77.17: ModelBuffer::Init - SSE4.1 is available
77.17: ModelBuffer::Init - Create Buffers. Capacity = 800000
77.17: ModelsPreComputeLoop - Background Thread Started
77.17: ModelBuffer::Init - Available Texture Memory 3980 MB
77.17: ModelBuffer::Init - Create Buffers. Capacity = 400000
77.17: ModelBuffer::Init - Available Texture Memory 3968 MB
77.17: Models::OnInit - Shadow Map Size: 2048, Filter: On
77.17: Models::OnInit - Available Texture Memory 3917 MB
77.17: Recorder::LoadShaders
77.17: EffectBase::LoadEffect - Loading: GroundShadow.fx
77.17: SeaWater::LoadShaders - SeaState = Light (3.0 8.0)
77.17: EffectBase::LoadEffect - Loading: SeaWater.fx
77.18: EffectBase::LoadEffect - Loading: Scenery.fx
77.18: EffectBase::LoadEffect - Loading: Terrain.fx
77.18: EffectBase::LoadEffect - Loading: Models.fx
77.18: EffectBase::LoadEffect - Loading: RenderShadows.fx
77.18: EffectBase::LoadEffect - Loading: ZPrePass.fx
77.19: FakeDevice::LoadSpecialTextures - Cube Texture
77.19: FakeDevice::LoadSpecialTextures - WOFF Cube Texture - FAILED. HR = 0x88760B59
78.42: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 16384
82.66: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 16384
82.66: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 8192
82.66: SeaWater::SetupNormals - Normal Map #1: 256 x 256
82.77: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x102, Size = 131072
82.77: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x102, Size = 16384
85.85: SeaWater::SetupNormals - Normal Map #2: 256 x 256
85.86: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x2, Size = 16384
85.86: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x2, Size = 8192
86.01: SeaWater::SetupNormals - Normal Map #3: 256 x 256
86.19: SeaWater::SetupNormals - Normal Map #4: 256 x 256
86.32: SeaWater::SetupNormals - Normal Map #5: 256 x 256
86.44: SeaWater::SetupNormals - Normal Map #6: 256 x 256
86.58: SeaWater::SetupNormals - Normal Map #7: 256 x 256
86.78: SeaWater::SetupNormals - Normal Map #8: 256 x 256
86.81: SeaWater::SetupNormals - Normal Map #9: 256 x 256
86.94: SeaWater::SetupNormals - Normal Map #10: 256 x 256
87.08: SeaWater::SetupNormals - Normal Map #11: 256 x 256
87.19: SeaWater::SetupNormals - Normal Map #12: 256 x 256
87.33: SeaWater::SetupNormals - Normal Map #13: 256 x 256
87.44: SeaWater::SetupNormals - Normal Map #14: 256 x 256
87.58: SeaWater::SetupNormals - Normal Map #15: 256 x 256
87.92: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x144, Size = 16384
88.33: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x1C4, Size = 8192
89.34: SeaWater::SetupNormals - Normal Map #16: 256 x 256
115.40: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 32768
116.34: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 65536
116.34: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768
116.41: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 65536
116.48: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 131072
116.53: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x1C4, Size = 16384
116.61: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 262144
116.74: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x1C4, Size = 32768
116.78: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 16384
116.87: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 524288
117.03: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x1C4, Size = 65536
117.15: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 131072
117.29: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 1048576
117.57: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 32768
117.59: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x1C4, Size = 131072
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/10/14 08:23 AM

Hi gecko!

I can't yet tell what are these new features (they are secret wink ), but I have some good news specifically for you (WOFF may also benefit from this in the long run). I've recently discovered a way to get exact names of textures used by the game. This means I can make it possible to add self-illumination or bump texture or anything else just as a separate file with a name similar to the original one.
For example, there is "b_gauges_2.dds" used for cockpit instruments. Now, you just have to create "b_gauges_2.lightmap.dds" and this new texture will be picked up by my dll and used to illuminate the instruments. No hex editing, no need to touch the original texture, no side effects without my dll.
This feature isn't completed yet as I'm focused on something different and more important for WOFF, but I've already got it working in my experimental builds. I will provide a detailed instruction when it is ready.

The gunsight lighting works, would be nice if it used the color from the reticle texture, all of mine showed up as plain white.
Very odd. It should use texture color. The shader for the reticle works exactly as this: read texture, add more transparency, done. Just 3 lines of code. Maybe it appears "whiteish" because of transparency?
This is an experimental feature anyway, I hope to get back and improve it later.

parts that have had an alpha texture applied to them to make them invisible still cast a shadow.
It might be already fixed for the next version, but if you tell which aircraft has this problem I will take a closer look to verify.

no environment map on glass parts.
Figured out the reason (very noticeable on Groundcrew's BF110), now just need to fix it in the code.

included the log of the shooting at water bug
Unfortunately nothing suspicious in the log, it seems the crash happens in some unexpected place. I will try to cover more code with the log in the next version.
One thing I noticed from the log is that your GPU reports a lot of RAM, but you are getting rather low FPS. What is your GPU model?

shoreline glows at night
I more or less understand the cause, but I need to see it with my own eyes in the game. Any suggestions?

I could not get the game to load while using a modified shaders.xml
My dll expects certain settings from some stock shaders. It uses them to detect what is being drawn currently.
I can elaborate on this, but after I finish with current features.
Posted By: OldHat

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/10/14 09:42 AM

Hi Ankor,

I'm glad you're still working on WOFF, it's looking better with each iteration of your mod. Good Show!

If you have a bit of time, I'm curious to know if these values would make any difference in the game. I don't know if this information would help you at all, but no harm in asking....

Vertex Lighting with Specular modulated by gloss map was Enabled (true). I'm guesing that this is what would disable shadows on objects.

UI polygons and UI polygons point sampling were enabled. This sounds something to do with "user interface"?

Shadow lighting was set to "true". Have no idea about this one.

Lighting for rendering quad sprites was set to true. No idea.

These values were modified in a shaders.xml file that was intended for CFS3, but if they mean nothing to you, then please excuse my ignorance.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/10/14 10:31 AM

That would explain why I had some installed versions that stopped working with newer revisions. The offending changes to some of my shader.xml files seem to be all in the water section.

This Works:

<Water Desc="Water texture effect"
Lighting="False" SpecularEnable="False"
SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha"
ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True"
AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True"
TexCoordIndex0="0" TexTransformFlags0="Count2"
ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor"
MinFilter0="Linear" MagFilter0="Linear" AddressU0="Wrap" AddressV0="Wrap" Texture0="0"
TexCoordIndex1="0" TexTransformFlags1="Count2"
ColorArg11="Texture" ColorOp1="BlendTextureAlpha" ColorArg21="Current"
MinFilter1="Linear" MagFilter1="Linear" AddressU1="Wrap" AddressV1="Wrap" Texture1="1"
/>
<WaterReflectionA Desc="Water reflection texture effect A"
Lighting="False" SpecularEnable="False"
SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha"
ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True"
AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True"
TexCoordIndex0="0" TexTransformFlags0="Count2"
ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor"
AlphaArg10="Texture" AlphaOp0="SelectArg1" AlphaArg20="TFactor"
MinFilter0="Linear" MagFilter0="Linear" AddressU0="Clamp" AddressV0="Clamp" Texture0="0"
/>
<WaterReflectionB Desc="Water reflection texture effect B"
Lighting="False" SpecularEnable="False"
SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha"
ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True"
AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True"
TexCoordIndex0="0" TexTransformFlags0="Count2"
ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor"
AlphaArg10="Texture" AlphaOp0="Modulate" AlphaArg20="TFactor"
MinFilter0="Linear" MagFilter0="Linear" AddressU0="Clamp" AddressV0="Clamp" Texture0="0"
/>


This Crashes:

<Water Desc="Water texture effect"
Lighting="ture" SpecularEnable="true"
SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha"
ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True"
AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True"
TexCoordIndex0="0" TexTransformFlags0="count3"
ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor"
MinFilter0="Linear" MagFilter0="Linear" AddressU0="Wrap" AddressV0="Wrap" Texture0="0"
TexCoordIndex1="cameraspacerefectionvector" TexTransformFlags1="Count3"
ColorArg11="Texture" ColorOp1="BlendTextureAlpha" ColorArg21="Current"
MinFilter1="Linear" MagFilter1="Linear" AddressU1="Wrap" AddressV1="Wrap" Texture1="1"
/>
<WaterReflectionA Desc="Water reflection texture effect A"
Lighting="false" SpecularEnable="true"
SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha"
ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True"
AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True"
TexCoordIndex0="0" TexTransformFlags0="Count3"
ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="TFactor"
AlphaArg10="Texture" AlphaOp0="SelectArg1" AlphaArg20="TFactor"
MinFilter0="Linear" MagFilter0="Linear" AddressU0="Clamp" AddressV0="Clamp" Texture0="0"
/>
<WaterReflectionB Desc="Water reflection texture effect B"
Lighting="true" SpecularEnable="True"
SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha"
ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True"
AlphaBlendEnable="True" AlphaTestEnable="True" AlphaRef="4" MultiSample="True"
TexCoordIndex0="0" TexTransformFlags0="Count3"
ColorArg10="Texture" ColorOp0="Modulateinvalpha_addcolor" ColorArg20="TFactor"
AlphaArg10="Texture" AlphaOp0="Modulate" AlphaArg20="TFactor"
MinFilter0="Linear" MagFilter0="Linear" AddressU0="Clamp" AddressV0="Clamp" Texture0="0"
/>
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/10/14 10:35 AM

These modifications from default seem to be okay:

<ModelSpecularGloss Desc="Vertex lighting w/ Specular modulated by Gloss map"
Lighting="True" SpecularEnable="True"
SrcBlend="One" DestBlend="Zero"
ZEnable="True" ZFunc="[ZFunc]" ZWriteEnable="True" ZBias="0" FogEnable="True"
AlphaBlendEnable="true" AlphaTestEnable="true" AlphaRef="8" MultiSample="True"
ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="Diffuse"
AlphaArg10="Texture" AlphaOp0="SelectArg1" AlphaArg20="Current"
Texture0="0"
ColorArg01="Current" ColorArg11="Specular" ColorOp1="MultiplyAdd" ColorArg21="Texture"
AlphaArg11="Current" AlphaOp1="Modulate" AlphaArg21="TFactor"
Texture1="3" TexCoordIndex="0"
/>


<FoggedSkybox Desc="For rendering fogged skybox"
Lighting="False" SpecularEnable="False"
SrcBlend="SrcAlpha" DestBlend="InvSrcAlpha"
ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="True"
AlphaBlendEnable="True" AlphaTestEnable="False" AlphaRef="0" MultiSample="True"
ColorArg10="Diffuse" ColorOp0="SelectArg1" ColorArg20="Diffuse"
AlphaArg10="Diffuse" AlphaOp0="SelectArg1" AlphaArg20="Diffuse"
MinFilter0="Linear" MagFilter0="Linear" AddressU0="Clamp" AddressV0="Clamp" Texture0="0"
/>


<Add Desc="Additive blending for special effects"
Lighting="False" SpecularEnable="False"
SrcBlend="One" DestBlend="One"
ZEnable="True" ZFunc="LessEqual" ZWriteEnable="False" ZBias="0" FogEnable="False"
AlphaBlendEnable="True" AlphaTestEnable="False" AlphaRef="0" MultiSample="True"
ColorArg10="Texture" ColorOp0="Modulate" ColorArg20="Diffuse"
AlphaArg10="Texture" AlphaOp0="Modulate" AlphaArg20="Diffuse"
MinFilter0="Linear" MagFilter0="Linear" AddressU0="Wrap" AddressV0="Wrap" Texture0="0"
/>
Posted By: gecko

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/10/14 09:16 PM

Well I'm sure we'll all be blown away when the time comes to let the secret out, you've got a pretty good track record of that so far. The texture names feature sounds like it will be incredibly useful and will make adding the effects way easier. Do you plan to use this trick to add specular maps for the WOFF aircraft? I think they would really benefit from something like that.

Understood on the gunsight lighting, not a big deal now anyway as it sounds like a lot will be changing. On that note, is there any way I can start modifying .xdps in preparation for the reflector sights? I guess I'd just need to know if there is anything specific about how the sprite needs to be placed and sized for it to work.

I'm running a 1GB Nvidia GTS 240 and 8GB ram. I have also installed the 4GB patch to CFS3 so it can make use of it. I wasn't watching FPS but it didn't seem low, except immediately before the crash.

I'll email you a couple aircraft so you can see what I mean with shadows cast by transparent parts tonight, as well as a suneffect.xml that makes the nights dark enough to see the glowing shoreline. With the stock effect and with WOFF as well, everything stays really bright on the ground and you cant't see the difference.

No problem on the shaders differences, I noticed no real difference in how things looked with the stock file as. Most of my changes have been overridden by your work anyways.
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/13/14 05:29 PM

OldHat, MajorMagee,
sorry, I can't comment much on stock shaders.xml. Although I can probably figure out what each parameter does and what is exact incompatibility this research will require much time and will be of dubious value because with my dll it is just easier to keep the stock shaders.xml and then let my new DirectX 9 shaders do the work smile

gecko,
I see, GTS 240 is almost the same generation as my GTX 285 (despite the name your is slightly newer), but has perhaps half the processing power. Will try to do more testing, hopefully will be able to catch the bug.

Quote:
Do you plan to use this trick to add specular maps for the WOFF aircraft? I think they would really benefit from something like that.

Yeah I would like to see specular maps used in WOFF. As I mentioned the coolest thing is that no changes in m3d are needed, it will work even for models which never had a _s texture. A modder's dream smile
Another cool thing specifically for WOFF is that there would be no need to copy the texture for "cloned" m3d files, just one new texture per aircraft.

I recall we discussed two options regarding reflector sights: either 1) drawing a new reticle on a sprite and hiding the original one, or 2) using an invisible sprite as a guide to properly align the original reticle.
The benefit of the latter approach is that the shape of reflector glass could be a circle for example, while the sprite is always a square. Thus you'll get an odd effect of reticle moving outside the glass. It is important for WOFF as well with airplanes using Aldis sight which is a tube.
On the other hand having a sprite of arbitrary size can help with some models which have the reticle texture applied to a very small area of the glass. I can probably solve "out of bounds" issue with additional mask texture, but it increases the complexity a lot.
Ah, so many things to consider. I need to think (like I haven't already had several months to think, but alas, was very distracted).

We should perhaps keep this discussion in PM, but maybe it is interesting for other people as well smile
Posted By: gecko

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/13/14 09:14 PM

Originally Posted By: AnKor
Another cool thing specifically for WOFF is that there would be no need to copy the texture for "cloned" m3d files, just one new texture per aircraft.


Not sure I understand this. How does it know to apply the same specular texture to different copies of an m3d when those m3ds are calling for different main textures? Anyway, it sounds interesting and it will definitely make it as easy as possible to add these new features to existing content, very handy both for WOFF and for CFS3. A modder's dream indeed!

I think you've pretty well laid out all the issues with the reflector sights. The shape is a big one, and the Aldis sight in WOFF will probably be the most exacting one to get right.

Option 1 seems to offer the most flexibility. We could easily remove all the existing recticle textures either by hex editing the m3ds or applying an alpha channel to the texture (probably the latter as it requires changes to far fewer files). Then we create a sprite effect in the effects.xml of the appropriate size and position it in the correct position in the aircraft's .xdp file. Then we use the texture called for by the sprite effect both for the actual reticle texture and any shaping that needs to happen to ensure the reticle is not visible off the glass or outside of the Aldis tube.

This is where my lack of knowledge will probably show itself, but perhaps a specific color could be used by your code to denote an out of bounds area. (0, 255, 0 pure green might work well as I can't recall any WWII gunsights that used green, and obviously black shouldn't be used so as not to conflict with the Aldis sight). Then the rest would look much like a standard reticle texture. If all this information can't be combined in one texture, perhaps two identical sprite effects could be used, placed in the exact same location on the aircraft, with one calling for the main reticle texture and the other one calling for a texture that defines the out of bounds.

I don't know if the above would make anything more or less simple, but from the things we've discussed it sounds like it might work.

Another thing to consider is having the ability for the code to recognize a variety of different sprite effects for different aircraft applications, as each one will likely be unique, even on aircraft that model the same type of gunsight. Perhaps one of your .fx files could include a section where the sprite effect names are listed and more can be added?

Just my thoughts, hopefully they are helpful.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/13/14 10:07 PM

Originally Posted By: gecko
Originally Posted By: AnKor
Another cool thing specifically for WOFF is that there would be no need to copy the texture for "cloned" m3d files, just one new texture per aircraft.


Not sure I understand this. How does it know to apply the same specular texture to different copies of an m3d when those m3ds are calling for different main textures? Anyway, it sounds interesting and it will definitely make it as easy as possible to add these new features to existing content, very handy both for WOFF and for CFS3. A modder's dream indeed!

I think you've pretty well laid out all the issues with the reflector sights. The shape is a big one, and the Aldis sight in WOFF will probably be the most exacting one to get right.

Option 1 seems to offer the most flexibility. We could easily remove all the existing recticle textures either by hex editing the m3ds or applying an alpha channel to the texture (probably the latter as it requires changes to far fewer files). Then we create a sprite effect in the effects.xml of the appropriate size and position it in the correct position in the aircraft's .xdp file. Then we use the texture called for by the sprite effect both for the actual reticle texture and any shaping that needs to happen to ensure the reticle is not visible off the glass or outside of the Aldis tube.

This is where my lack of knowledge will probably show itself, but perhaps a specific color could be used by your code to denote an out of bounds area. (0, 255, 0 pure green might work well as I can't recall any WWII gunsights that used green, and obviously black shouldn't be used so as not to conflict with the Aldis sight). Then the rest would look much like a standard reticle texture. If all this information can't be combined in one texture, perhaps two identical sprite effects could be used, placed in the exact same location on the aircraft, with one calling for the main reticle texture and the other one calling for a texture that defines the out of bounds.

I don't know if the above would make anything more or less simple, but from the things we've discussed it sounds like it might work.

Another thing to consider is having the ability for the code to recognize a variety of different sprite effects for different aircraft applications, as each one will likely be unique, even on aircraft that model the same type of gunsight. Perhaps one of your .fx files could include a section where the sprite effect names are listed and more can be added?

Just my thoughts, hopefully they are helpful.


dizzy So, when the sun goes down the stars come out but only if the clouds don't hide them Right!! sigh
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/13/14 11:31 PM

I've just recalled what was the problem with xdp sprites!
They aren't limited to the cockpit view, but are applied to external view and all aircrafts. This makes it more complex to code properly, thought nothing impossible as I can just choose the nearest one.

The color key for defining the shape might work. I think the most common color key is magenta (255,0,255), but it is not really that important.

Quote:
How does it know to apply the same specular texture to different copies of an m3d when those m3ds are calling for different main textures?

They use the same pattern like "camel_***_t.dds". It isn't that hard to make my code recognize it.
There are more difficult problems though, so it is unlikely to be available in the next release anyway.

Robert_Wiggins, sorry!
gecko, we definitely need to use PM for this discussion smile
Posted By: Wolfstriked

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/13/14 11:33 PM

Ankor,is it possible to fix the issue where the gauge on the E.III becomes unreadable with your mod turned on?Its like a high reflection where you can't read the dial then.
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/14/14 02:50 AM

Originally Posted By: Wolfstriked
Ankor,is it possible to fix the issue where the gauge on the E.III becomes unreadable with your mod turned on?Its like a high reflection where you can't read the dial then.


This seems quite natural to me. Just like when you get the sun shining and reflecting off any instrument panel or windscreen (car, motorcycle, etc.). It clears up when you change directions.
Posted By: Wolfstriked

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/14/14 03:04 AM

Originally Posted By: Robert_Wiggins
Originally Posted By: Wolfstriked
Ankor,is it possible to fix the issue where the gauge on the E.III becomes unreadable with your mod turned on?Its like a high reflection where you can't read the dial then.


This seems quite natural to me. Just like when you get the sun shining and reflecting off any instrument panel or windscreen (car, motorcycle, etc.). It clears up when you change directions.


I was just flying and saw that it went away when the sun moved from your rear so I agree its realistic. salute
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 09/14/14 03:24 AM

Originally Posted By: AnKor
I've just recalled what was the problem with xdp sprites!
They aren't limited to the cockpit view, but are applied to external view and all aircrafts. This makes it more complex to code properly, thought nothing impossible as I can just choose the nearest one.

The color key for defining the shape might work. I think the most common color key is magenta (255,0,255), but it is not really that important.

Quote:
How does it know to apply the same specular texture to different copies of an m3d when those m3ds are calling for different main textures?

They use the same pattern like "camel_***_t.dds". It isn't that hard to make my code recognize it.
There are more difficult problems though, so it is unlikely to be available in the next release anyway.

Robert_Wiggins, sorry!
gecko, we definitely need to use PM for this discussion smile


Ankor, Gecko;

Don't mind me. Clearly all this is over my head, but I find it fascinating so don't let me stop you. It's just my warped sense of humor coming through. I really would love to understand it all but I would probably need a book
Posted By: seany65

Re: DirectX 8 to 9 converter (that actually works) - 11/05/14 09:51 PM

AnKor, sorry if this has been asked before, but can you please tell me if the 30th Aug. version DX8-DX9 converter can be used with OFF3?
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/05/14 10:22 PM

It should work. It even works with the stock CFS3.
Though I haven't tried this version specifically with OFF3, but older versions were confirmed to work and there is no reason for this one to behave differently.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/06/14 02:02 AM

Yes, I have it working with OFF3.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/06/14 02:22 AM

Ditto here as well..
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/06/14 10:18 AM

Originally Posted By: Robert_Wiggins
Originally Posted By: Wolfstriked
Ankor,is it possible to fix the issue where the gauge on the E.III becomes unreadable with your mod turned on?Its like a high reflection where you can't read the dial then.


This seems quite natural to me. Just like when you get the sun shining and reflecting off any instrument panel or windscreen (car, motorcycle, etc.). It clears up when you change directions.

Sorry I forgot to answer back then.
Yes, it is sun reflection, but I think it is very overdone on that specific gauge. It looks ok for most other glass surfaces so I suspect it is caused by very unusual material settings for that object.
I will look into it.
Posted By: Polovski

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/06/14 10:19 AM

By OFF3 I guess you mean the odler "Phase 3" Over Flanders Fields: Between heaven and Hell. Just have to clarify as there is enough confusion around.

Probably time you guys should get try to upgrade and get WOFF.
Posted By: cptroyce

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/06/14 04:55 PM

Just to clarify for my reply above..I use Ankor's Mod for WOOF, OFF (if I feel like experimenting with something)
and CFS from time to time. Works great on all three sims.
Posted By: seany65

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/06/14 09:04 PM

Thanks for the replies, AngKor, MajorMagee and cptroyce.



@Polovski, If you'll gve me the £, I'll upgrade my PC so's I can get WOFF.

Deal? hahaha

Is there a version of OFF that is later than OFF3 that isn't actually WOFF?

I nearly forgot to ask: Is the "Hat In The Ring" expansion still available for OFF3 and if so how big is it? I need to know thi, as I want it, but I don't really have fast broadband which could cope with big files.
Posted By: Polovski

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/06/14 09:13 PM

Lol then we'd need a heck of lot more people to buy WOFF (see my previous post ;))
Posted By: seany65

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/13/14 08:47 PM

@Ankor, Sorry for being a bit dim on this one, but I've just read a post which mentions your 'self-shadowing mod', and I was wondering if that is a separate mod or is it part of your DX8-DX9 converter mod?
Posted By: Polovski

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/13/14 08:59 PM

one and the same
Posted By: seany65

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/14/14 06:54 PM

Thanks for that, polovski.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/25/14 08:11 PM

I noticed in the new v2.0 that I get some strange shadows on the ground at low altitudes during Spring and Summer (lemon shapes that repeat themselves). These same strange shadows do not appear during Autumn or Winter.

I have tried it on two PC's (both NVidia cards) and these shadows appear in the same places in each PC.
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/25/14 08:49 PM

Heh, didn't take long for this bug to show itself frown

It is an odd glitch which I can't fully eliminate so far. I will check if it depends on the season, but I actually doubt it. However, I noticed that it seem to be very dependent of location - i.e. I see it more often in certain areas, but very rare in others, can you tell me where did you notice it?
I also believe it appears more often if you use time compression.

My code tries to eliminate these repeating shadow shapes after they appeared, but it happens gradually (and faster if you look around a lot instead of focusing on them smile ).

It isn't a game breaking bug, but definitely annoying and I will be looking into it again soon.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/25/14 10:31 PM

First, I want to say that this is the "BEST" version you have put out so far. My FPS seldom ever drop below 60 and when they do, never below 50 with all 5's in the Workshop (and using your default DX9 settings). I can even land at my airbase with 60 FPS now.

You are correct in that the bug is definitely not a show stopper, just a minor visual annoyance when down low.

The two places I have found it so far (flying QC) is Brail-le-Sec, Marne and Abeele, Flanders.

Thanks again for this great mod and I hope the above info helps. cheers thumbsup
Posted By: Andy73

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/29/14 12:40 PM

Ankor, thanks for your good and outstanding Work on 2.0 thumbsup

I like the new Vsync Option in the Workshop, it really helps me to get rid of some Micro Stutters. Absolutely great Stuff!!!

The Shadows are marvellous biggrin
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/29/14 04:54 PM

Thanks smile

I always enabled vsync in driver's control panel, but then came across a few posts (even on this forum, but can't find now) which mentioned that d3dswapeffect_copy_vsync setting in cfs3 config overrides solves the stuttering issue. However this setting wasn't supported by my DirectX converter because it was no longer available in DX9.
After some research (i.e. reading Direct3D help docs wink ) I found a way to enable vsync without bothering with swap effect setting and thought that it will be convenient to have this option available for everyone.
Posted By: Andy73

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 11/29/14 08:33 PM

Ankor, just one thing: That was an great Idea! biggrin
Posted By: Wolfstriked

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/03/14 05:25 AM

Ankor,I have a little issue lately that at times the game looks sorta fluorescent but I kept thinking its in my head.Then today I pressed NUMpadO key to turn off your mod and I noticed the trees glowing.Here are some pics to show what I mean and could use some advice.


Posted By: gecko

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/03/14 06:53 AM

What you're seeing is how CFS3 (and thus WOFF) renders the trees by default. Ankors shaders fixed this bug, but it comes back if you disable them.
Posted By: Rover_27

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/03/14 07:12 AM

You mean we can disable all other Vsync settings and leave only Force on in the Workshops? Is it going to help reduce stutters? I mean, all PC's are different but theoretically...
Posted By: Wolfstriked

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/03/14 06:49 PM

Originally Posted By: gecko
What you're seeing is how CFS3 (and thus WOFF) renders the trees by default. Ankors shaders fixed this bug, but it comes back if you disable them.


Thanks for the answer Gecko. biggrin
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/03/14 09:55 PM

Originally Posted By: Rover_27
You mean we can disable all other Vsync settings and leave only Force on in the Workshops? Is it going to help reduce stutters? I mean, all PC's are different but theoretically...

I added this option for those who don't like (or don't know how) to change driver's settings. If you already had vsync enabled before I doubt it will make any difference. NVidia also has adaptive vsync in its drivers which might work better than my "Force on" option. Or not. All PCs are really different smile
Posted By: seany65

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/15/14 07:04 PM

Angkor, I just wanted to check something.

Does it matter if I install the self-shader/DX8-DX9 converter After OFF3 but before HITR or should I do it after installing both?
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/15/14 10:46 PM

No difference.
The DX9 converter doesn't replace any files so you can install in any order.
Posted By: seany65

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/17/14 04:35 PM

Thanks Ankor.
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/18/14 08:39 PM

Slightly unexpected anniversary post smile

A year has passed since my first attempt to mod WOFF graphics: http://simhq.com/forum/ubbthreads.php/topics/3879254
Prior to that I found which settings are needed to enable SSAO in NVidia Inspector, but that attempt to edit shaders.xml was my first real mod for WOFF, even if mostly unsuccessful.

I still clearly remember how I was staying awake till 4 AM for a couple of days, experimenting and drawing charts for math functions in Excel trying to find a good combination of fixed shaders to get more contrast for aircraft lighting. I had very limited understanding of DirectX rendering back then - I did some shader mods for ROF, knew a bit of theory and that's it.

At the same time people were looking for a way to use SweetFX which required DirectX 9 to work and I also hoped that it will improve the lighting. There was a ENB converter which didn't work for CFS3/WOFF and I decided that I could try to make my own, which at least would have allowed SweetFX to work and at best allowed to replace fixed function graphics with real shaders.
It was kind of overly optimistic, given that I had no idea where to start and haven't programmed in C++ for about 10 years (I'm 29 now so it is really a lot! smile ).
Luckily I found a good project to learn from - Morrowind Graphics Extender - which is open source and basically does the same thing - takes DX8 game and enhances it to use DX9 features.

So it took me less than a week to put together a simplest DX9 wrapper and the rest is in this thread. I never expected it to go this far. However inspired by the Red Baron game I wanted to work on a WWI flight sim since I was in school and this project is probably the closest I can get to that dream.

I have plans for new features in the upcoming year, we'll see how it will turn out smile
Posted By: Robert_Wiggins

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/18/14 09:08 PM

Always thankful to have someone with your skills willing to provide extra features and enhancements to WOFF!

Wisbing you a very Merry Christmas with health, happinesz, and prosperity in tbe coming years!

Thanks for all you have given us thumbsup
Posted By: BirdDogICT

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/18/14 11:09 PM

Originally Posted By: Robert_Wiggins
Always thankful to have someone with your skills willing to provide extra features and enhancements to WOFF!

Wisbing you a very Merry Christmas with health, happinesz, and prosperity in tbe coming years!

Thanks for all you have given us thumbsup

+1
Posted By: Polovski

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/19/14 12:13 AM

Thank you sincerely Ankor for your perseverance and time to take WOFF to a new level of immersion. We always wanted and dreamed to have lighting to get closer to our goal of a WW1 airwar to surpass Red Baron and many other flight sims, and you have certainly helped greatly to make it happen.

I'm looking very much forward to seeing what can be achieved. Thanks and Happy Christmas to you and yours.
Posted By: MajorMagee

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/19/14 12:25 AM

salute
Posted By: OldHat

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/19/14 12:30 AM

I am consistently amazed at the scenery in WOFF and how life like it looks....

Great job to all the modders who strive to improve on an excellent game!
Posted By: cptroyce

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/19/14 03:12 AM

Much thanks for all your efforts Ankor..your work has taken the already terrific WOFF graphics to a new level!
Can't imagine what else you are working on, but I am certain we are all looking forward to it cheers
Posted By: gecko

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/19/14 04:37 AM

Well you certainly learned quickly! By the time I found out about it you seemed like an expert! Thanks for doing it, it has really done a lot for both CFS3 and WOFF.

As a side note, I hadn't seen that thread with your first work, is it completely obsolete now or would it still add some additional depth to the scenery? I liked how that second comparison pic looked.
Posted By: AnKor

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/19/14 06:33 PM

Thanks everyone!
And Merry Christmas smile

Originally Posted By: gecko
As a side note, I hadn't seen that thread with your first work, is it completely obsolete now or would it still add some additional depth to the scenery? I liked how that second comparison pic looked.

Those are of course obsolete, they were the first thing I replaced with DX9 shaders. I experimented with making shadows darker during WOFF 2.0 development, but eventually decided against it because some people might not like the change.
Posted By: Panama Red

Re: DirectX 8 to 9 converter (August 30th) - USE AT YOUR OWN RISK - 12/19/14 09:13 PM

"I experimented with making shadows darker during WOFF 2.0 development, but eventually decided against it because some people might not like the change."

Thank you, thank you, thank you that you didn't !!!!!! cheers
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