

lefuneste01
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Should be relevant to all planes, because it's explosion created by ammunition, and only compliant/tested with 2.7.9.17830. I did not have time to check with last update yet.
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There is only one link for a "user file" in DCS library web site and the 12.0 version is not compliant with the stable version. So I put both versions in the zip file for the mod, otherwise the 11.2 it will no more be downloadable from DCS user files.... Maybe I should create 2 entries in DCS user files, one for OB and one for stable...I'll see for the next version.
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I was very surprised to see I can use my mod to fix GPU saturation when using CBU, Minigun or playing scene with a lot of explosions (even far after the explosions). It has been reported to devs, but if you do not want to wait a fix that may come a day, you can have a look here : https://forums.eagle.ru/topic/207154-3dmigoto-vr-mod-for-dcs-label-masking-color-enhancement-sharpen-fxaa-copypaste-of-radio-msg By using my mod and playing a track with CBU, my fps went from 20 to 60 fps when all CBU explosed ! After the explosion I remained at 60 fps, wihtout the mod it is ~30 fps... The mod will also avoid you to have GPU saturation when firing minigun.
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Version 12.0 available in first post. Finally I added the fps fix into menu, in MISC. page. You can switch the option in game by using LALT+F3, but it will allow you to check which mode is used. There are 3 options : 0 => no fix 1 => fix for remaining shaders after explosion only (I did not see real visible impact) 2 => reduce number of smoke shaders for CBU and Minigun By using option 2, I am able to read the track from @Flappie and remained at 60 fps during the whole sequence ! I tuned the maximum number of shader to display, you may have to reduce it regarging your GPU. See first post for more details. I quickly checked with the Huey in quick mission / weapon practice. I blew a lot of things and did not notice something obvious. Using very long Mingun shot is creating some CPU latency, but no more GPU saturation !
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Just to confirm that fix is also fixing other cases than CBU : https://forums.eagle.ru/topic/289446-fps-very-low-at-outpost-for-missions-51-and-52/?do=findComment&comment=4856191 Why should you need more CPU when aligned on ground at idle than when flying (having the complex flight model running) and using your sensors ? From my point of view, you may have the highest fps number in this case, this is the opposite. For me, this is showing that is some case the game is not able to use the power it can access, it may have side effect in other case.
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Hello, I made more analysis on the fps issue for missions 5.x and 6. I used a track I made for mission 6. At first, I do not know why, there are some CPU peaks every 2 seconds...Maybe when mortar fire ? Then there is the infamous bug with crater fps drop, that is fixed by the last version 12 of my mod. Without the fix option toggled on With the fix option toggled on
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Hello, I tested the mod with @speed-of-heat clear water no IC version of kegetys mod. There is a patch to apply on the "clear water" mod to link it with kegetys options, mostly for haze and NVG and make it compatible wiht my mod. Did you apply this patch to the "IC" version ? In this case, I think it should break the IC compatibility. Or did you just use the two mods as they are ? If you did not apply the patch for IC mod, were all features of my mod working ? So, on the ground, you should you have ~50 fps with low usage of CPU and GPU...
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I do not agree. Shadow need to ne computer, it may take some time for it. From my point of view there are three main issues for fps that affect gameplay low fps with very low usage of GPU and CPU. The game is waiting something, but what ?...Eg quick mission / takeoff for a10C. You are stuck at 40-50 fps... High CPU latency on same situation, regarding the direction you look at, even if there is nothing really different (number of object to drawn,...) Lack of parralelism to handle a lot of units in scripted campaigns.
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I'm not a developper, I just did some kind of low level shader unactivation. I do not know what these shaders are aimed for and did not program anything. By the way, I found also it is possible to deactivate dust cloud created by CBU explosion. Explosions remain (but without this dust cloud) but my fps are kept at 60 fps during the whole track ! I need to check if there are no side effects for other things like normal bombs, fire,...But I may provide an option to hide them.
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I do not know what these shaders are doing. I just identify them by looking at the number of shader call before and after the CBU explosion. At first I was thinking they were used for smoke, but there are still smoke when they are de activated. So if craters are still there and the GPU is not saturated, that's good. But you should have more than 30% of fps win. With my config I went from 30 fps to 60 fps in VR. I identify shaders with Kegetys mod, I'll check if it impacter thèse shaders also.
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Hello, I provided a beta version in the mod thread, in order to wait the final version with good flat shadow soften. I do not know what you mean by "file specific disables shader". If you expect to have shaders files in "bazar\shader" this will not be the case, because 3dmigoto library is dumping uncompiled shaders, so at a lower level than the shader code in this folder. As I know, there is no easy way to get back from 1 shader dumped by 3Dmigoto to the original .fx or .hlsl file. I will not spit my mod into features, it is already a lot of work to maintain it and there is an entry ticket of ~2 fps for using 3dmigoto library. Morevorer, as all features can be disabled (and are not enabled by default) using an "in game" menu, splitting the mod will only allow you to win 1 or 2 fps at maximum in regard to a lot of work for me. But you can do it if you want, things are in clear text files : d3dx.ini for shader list (see "fix crater bug" section) and key selection to toggle fix in users_settings\user_keymapping.ini.
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The new 12.0 version is not officialy released, as I still have to improve flat shadow soften feature. In the meantime, you can get a 12 beta version here : https://www.mediafire.com/file/xk1auhm2hilxbkg/3DmigotoDCS_VR_12.0beta.zip/file, that features the fix for crater (toggled on/off by ALT F3) and the flat shadow soften (toggled on/off in MISC menu). I did also some cleaning, this version is only working with the last OB. I also provided a patch for Kegetys/SpeedOfHeat VR Shaders mod clear water-non IC (in folder "update Kegetys SpeedOfHeat VR Shaders mod for 3Dmigoto v1.2") to allowit to work wiht my mod.
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I added a new fix in the new version : https://forums.eagle.ru/topic/287270-cluster-munition-craters-cause-huge-fps-drop-what-is-hmdendframe/?do=findComment&comment=4854229 +300% fps in not a bad thing. All is ready and compliant with Speed of Heat version of Kegetys shader mod, but I had an issue with flat shadow soften feature. It is not working when there are shadow under fog (which is as odd feature of the engine). I need to find a better way to do it.
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Fix is done. Alt+ F3 will toggle it off/on. I won't set any menu option, as the devs should fix that for a next release... I tested the mission weapon training in UH1, I did not see any problem. I put a lot of things on fire and had a lot of flame and fume. But I'm not happy with my flat shadow soften function, I need to fix it before releasing the new version of the mod.
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VR Shaders mod for better VR experience
lefuneste01 replied to Kegetys's topic in Utility/Program Mods for DCS World
I did some measurement to know if it's worth to keep compatibility of my mod with it. I still win 5 fps on ~48 in A10C / quick mission / takeoff, MSAA2x. Knowing that it should allow you (like my mod) to get rid on infamous VR canopy reflects on every planes and have a good NVG size in VR. -
I did more analysis, in 2D only. Here is the number of call per shader call before CBU explosion: And the same number after the CBU explosion: You can see that 10 shaders are involved in high call numbers, only 1 is common to 2 situation. So what if I skip them using the 3dmigoto library ? The two screenshot have been taken with the game in pause, I just add the skip of the nine shaders between both. 9 shaders not skipped 9 shaders skipped Do you guess what will be the next feature of my mod ? I think we can live without the craters if we have the fps and the choice to toggle them on/off by a single keypress... Unfortunatelly, I need to finalize the last version of my mod for the Kegetys usage with the 2.7.9 beta before releasing it...
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I did some analysis with 3dmigoto library on your track. Same as you, my fps went down to 20 after explosions. There remains some shaders active after the explosion. One pixel shader is called for frame 000784 to 002156 for left eye, then from 2925 to 4301 for right eye, every 2 frames, there are ~650 calls per eye logged by the library !!!!! I tried to skip all the involved shaders with the 3dmigoto library; it make fps going from 20 to 26 fps...fpsVR is still showing my 3080Ti saturated. I changed the output of the shader to red to show where it is drawn and put a screenshot. I joined also the log of the library. @BIGNEWY : it seems to me that this is an obvious issue to be analyzed and solved by the devs. this is just making the game unplayable in VR. You have a track above to reproduce it. log.zip
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So it should be the reason why you did not feel it, because in VR you divide fps by a factor 2. In order to have a smooth experience you need at least 30 fps with reprojection => >60 fps in 2D. See here for an example of strange game behaviour : https://forums.eagle.ru/topic/289444-example-of-50-of-fps-loss-for-a-reason-not-obvious-to-guess/#comment-4852337. I like the way you design missions and the campaign, but I also have a real life and a family. So it's a balance between free time to fly and time to spend to do the mission. It should not be easy, as I said you should be worth of the Huey at the end of this campaign. But unfortunatelly there is no save feature in the game, and even if rack replay is doing the job most of the time, sometime it is not accurate enough to replay very tricky moment and your Huey will crash.... So that's why it may be an help for replayability to split long missions into different parts. But it should not involve spending too much time for mission building...That's a difficult balance. Flying in VR in an helo is very immersive but also a bit tiring, especially if fps are too low (I crashed the Huey more than once because it was a bit too stuttering to detect and react quickly enough on my too rough landing approach)
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I think it's not related to cluster bomb only. On the campaign "worlds apart" mission 5.x, there is an outpost with mortar shelling insurgent not so far. Mortar created crater and as soon as you look in their direction fps are dropping below 30 fps. It's a slideshow mission, not fun when you are in a huey and in VR...fpsVR shown me GPU and CPU in red.
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Hello, I wonder if this is the same bug than this one :https://forums.eagle.ru/topic/287270-cluster-munition-craters-cause-huge-fps-drop-what-is-hmdendframe/page/2/#comment-4852258 but I go below 20 fps when looking at some directions around outpost. This makes the whole mission unpleasant, especially when you should mark vehicles but you have to flight in a slideshow...I know this is not your fault, this is just to inform you. At last, missions 5.1 and 5.2 and 6 are really hard. Even without the performance issue, I had to replay them a lot of time with tracks (untill it is possible, is some parts the track can not reproduce what I did, so the hello crash) in order to finish them and skip them in the campaign... Bad weather + non flat landing areas + small landing zone surrounded by trees + ennemy activity + long missions + performance issue, that's a lot. Maybe you should have split them in more parts to allow beginners to do them piece by piece in a easiest way. By the way, thanks for the annotation in maps. It makes things clearer.