

lefuneste01
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Hello, I did not check for last beta, but it was the case in the past, I loose time because I worked on it without understanding it was not displayed in HMD ! Fine ! At least it's logical. The mod is not compatible with anything that change the way the game display things...If the other mod is acting on different part than my mod both will works, otherwise not.And as the 3dmigoto is not modifying anything in gale, it will always ne broken by the others... Try to keep all but Mustang mods, shadows, grayscale. Add one by one except Mustang shader mod, because I know it changes game shaders I use. Menu is displayed only in one eye, because otherwise I would have to handle convergence. I do not know how to find it by default. I may try to put it in the same display than menu messages, but will it creates a lot of side effects...so for the moment it will remains as this.
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I do not understand what's going on with your config...You do not have the same shader reference than me, and if I use your graphic settings my mod is working. So something is changing your DCS vs mine (and other users, as other can use my mod). The only logical explanation should be a mod...Unfortunatelly, I can not find the shader reference on your config, and moreover I can not do a mod version for each user with differences... Can you give here your config : CPU, GPU, VR HMD, windows version, ... ?
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Ok, that's a good way. So you should use in all of these Pixel shader (they will be used regarding of MSAA option) MSAA global rendering PS 4x 8b2720269b2fef03-ps_replace.txt 2x 35bd8a65f8e600a3-ps_replace.txt 0x c766164a4e2c8c2e-ps_replace.txt the resource "ResourceMapCopy", as done for the 7288416414f5fa50. To do that, add in d3dx.ini the command "pre ps-t27 = reference ResourceMapCopy" for each shader, and in the shader itsefl, a line like "Texture2D<float4> ResourceMapCopyText: register(t27);" Then you can sample the texture ResourceMapCopyText and put is where you want, as the 3 PS are global screen rendering, if you draw something at 0.1,0.1, it will be on left upper of the screen whatever you look. It will be visible in mirror view but also in VR. If you want to avoid it, another way should be to identify the PS used only for mirror view, I do not have its reference. To find it, set "hunting=2" in d3dx.ini, once in game, press NUM0, then cursor up or down. It will cycle all PS one by one, making the PS output pink. Once you will have the mirror view pink but not the view in HMD, you will have find it. Press NUM3, a dump of the shader will be done in ShaderFixes. You can now add entries in d3dx.ini to inject the ResourceMapCopy to this shader, and modify it to handle it.
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good ! that means the 3dmigoto lib is loaded. Can you replace your d3Dx.ini file in DCS bin directory by the one attached here, then lauch the game, go to instan t action / Su 25T / free flight at... Once in cockpit, press num0 then F8 => you will have a flash, and a quick message. Quit the game, and post here as a zip the contain of the directory FrameAnalysis-2021-01-* that should have been created. Can you also post here your graphic settings ? And finally : save "option.lua" in savegame/DCS.openbeta (or DCS if you are using the stable), modiy it with notepad++ and replace the "graphic" section by this one : ["graphics"] = { ["DOF"] = 0, ["LensEffects"] = 0, ["MSAA"] = 0, ["SSAA"] = 0, ["SSAO"] = 0, ["SSLR"] = 0, ["anisotropy"] = 2, ["aspect"] = 1.7777777777778, ["chimneySmokeDensity"] = 5, ["civTraffic"] = "low", ["clouds"] = 1, ["clutterMaxDistance"] = 0, ["cockpitGI"] = 0, ["effects"] = 3, ["flatTerrainShadows"] = 1, ["forestDistanceFactor"] = 0.6, ["fullScreen"] = true, ["heatBlr"] = 1, ["height"] = 1080, ["lights"] = 2, ["messagesFontScale"] = 1, ["motionBlur"] = 0, ["multiMonitorSetup"] = "1camera", ["outputGamma"] = 2.3, ["preloadRadius"] = 100000, ["rainDroplets"] = false, ["scaleGui"] = true, ["shadowTree"] = false, ["shadows"] = 2, ["sync"] = false, ["terrainTextures"] = "max", ["textures"] = 2, ["treesVisibility"] = 5000, ["useDeferredShading"] = 1, ["visibRange"] = "High", ["water"] = 1, ["width"] = 1920, }, Theorically, with this settings the mod should work. If not, do the same operation with F8 and post also here the second directory FrameAnalysis-2021-01- as a zip. d3dx.zip It is possible, but honestly it will make me do a specific feature just for ony I people...I put it in 3D window because at first that's where radio messages are displayed and otherwise I have to handle convergence, and I do not know how to get it...
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No, and it's not possible to do a special version for shader mod, because changing any setting in it (eg mask size) will break the compatiblity. And it multiply my work by a factor 2 at least, because I will have to maintain two versions with and without shader mod compatibility. And I also modify some common things: reflect on cockpit glasses, for example. Morevoer, I did not see anymore fps improvement with this mod, so I'm not motivated to support it, because I'm not using it.
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Hello, I'm afraid I can not help. I copy rendered frame from a shader, that is a bitmap, to another texture for another shader. But 3dmigoto has no output channels. Even if you managed to put an OCR into a shader, you won't be able to send anything to game than display changes...No way to write files or send data to a port... But the lib is opensource : https://github.com/bo3b/3Dmigoto/releases
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It's not wanted...I forgot to have a look on it. I will fix it for next version. Only labels are masked by cockpit frame by default, All other things should remain as in standard game, except bugs. copy / paste of radio message will also work by default, but you will have to press the keys to activate the function. You should have a look on NVG scaling, it's also nice.
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Or see here :
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I messed around with my mod and released a new version that allows sharpening HUD. And that's really cool, especially for the A10C ! I'm so happy of it that I advertise it here, in case of you never look in mod thread... Of course, all other features are also interesting, as described here:
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My feedback : you must calibrate a "seated" roomspace in WMR. You must also care about the yaw angle in steamVR : the triangle on ground must be in front of you. If not, calibrate WMR again. And, as shaun57 said, you'll have to mapl the reset bouton and use it once in cockpit, so best way is to use the same as view reset.
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The VRNeckSafer is still WIP for DCS, but I'm confident J2_NobiWan will make it work soon. But in the meantime you can use the first solution (with OVRAS), even if a bit complicated it works flawlessly.
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If you use SteamVR, you should have a look here : Or far far far better here : https://forum.il2sturmovik.com/topic/67985-simple-tool-to-check-your-six/ You should have set a seated space with WMR to make the second tool work with the Reverb...
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VR Shaders mod for better VR experience
lefuneste01 replied to Kegetys's topic in Utility/Program Mods for DCS World
You can try my mod too : It does not appear in the request above. -
I made some testing again, and except night dim (which is not displayed with the saved value until you changed it) all is OK for me... Do you use a steam install or a "normal" install ? Do you use Left Alt ? Can you try to change the line "hunting=0" to "hunting=2" in d3dx.ini, start DCS check by pressing NUM0 that a some green text are displayed on screen (not in HMD), and then press ALT+F12 ? You should have a message saying "successfully reloading..." If you have a red message during DCS loading or by using ALT+F12, that means something is wrong in your configuration. You can also try to rename d3dx_user.ini in d3dx_user.ini.bak and see if setting saving is working.