

Gryzor
Members-
Posts
1221 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Gryzor
-
Micro-stuttering / hitch & Frametime spikes issue
Gryzor replied to Rachmaninoff's topic in Game Performance Bugs
Where is the power service in services.msc? Can you give me the name or executable that controls it (I use non english Windows version)? -
Hi, I modified the d3dx.ini with: [ShaderOverrideFlagTestP1] Hash=1ba049780bcf324b handling=skip And It works! No FPS huge hits at dusk/dawn over cities like Nevada! MANY THANKS! However I noticed that not ALL flat shadows are removed, so there is still a FPS on these situations.I attach a screenshots (shadow from building are removed by 1ba049780bcf324b, but flat shadows of tree remains, whick still causes huges frametimes at dusk/dawn). In some situations, these tree flat shadows causes a HUGE FPS hit at dusk/dawn, is very noticeable over Caucasus forests (please let me know if you need a track). Could you find please what shader controls tree flat shadowing just for removing ALL flat shadows? MANY THANKS for your support. I hope some ED see your thread, I agree totally with you that ED must make an effort to optimize the sim with DX, specially these bottlenecks (effect HUGE FPS hit and DUSK/DAWN flat shadoing FPS HIT), even they´re moving to Vulkan. EDIT: I add two tracks with FLAT SHADOWING GPU FRAMETIME HUGE INCREASED over Caucasus forest. Huge performance it occours concretely at 8:23 (peak fps hit), and lowers from that to normal performance at 8:45 (with your mod, this only occours with forest, not in big cities because flat shadows from buildings are not rendered). FLAT SHADOWS ON - FPS REDUCTION AT DAWN 8_45_NORMAL!!!.trk FLAT SHADOWS ON - FPS REDUCTION AT DAWN 8_23_HUGE!!!.trk
-
Hi Lefuneste, I will ask if you could disable flat shadowing by your mod, just to avoid a bug related with HUGE fps reduction, that occours at 5-10 minutes interval (just at dawns or dusks, when the sun rises or hides). I posted this many times to ED. It seems to me there is a bug related with "enlargegment" of objects FLAT SHADOWS rendering, specially at 5 minutes interval, during dusk and dawns, that cause ENORMOUS / HUGE fps / frametime GPU reduction. Specially its quite noticeable over forest or big cities (I posted this bug many times in other threads, since many years ago) I post 3 tracks at different times. 4:28 AM, 4:35 AM and 4:45 AM. As you can see, exactly in 4:28 AM track, just before the sun rise, there is a HUGE fps reduction, everytime flat shadows are enabled. After five minutes, FPS becomes normal. With flat shadows off, there is no penalty reduction. Any chance to disable ONLY flat shadow rendering by your 3DMIGOTO mod, make us possible disabling flat shadowing WITHOUT disableing terrain and mountain shadows?, just before shaders encryptation in 2.7.8 we can disable by modding a shader files. In addition, I post other threads I noticed regarding the old mod of flatshadowing, that allows maintain other shadows from ground terrain, just only removing the ugly flat shadows: FLAT SHADOWS ON - FPS REDUCTION AT DAWN 4_28_HUGE!!!.trk FLAT SHADOWS ON - FPS REDUCTION AT DAWN 4_35_NORMAL.trk FLAT SHADOWS ON - FPS REDUCTION AT DAWN 4_45_NORMAIL.trk
-
I posted this many times. It seems to me there is a bug related with "enlargegment" of flat shadows specially at 5 minutes interval, during dusk and dawns, that cause ENORMOUS / HUGE fps / frametime GPU reduction. Specially its quite noticeable over forest or big cities (I posted this bug many times in other threads, since many years ag). I post 3 tracks at different times. 4:28 AM, 4:35 AM and 4:45 AM. As you can see, exactly in 4:28 AM track, just before the sun rise, there is a HUGE fps reduction, everytime flat shadows are enabled. After five minutes, FPS becomes normal. With flat shadows off, there is no penalty reduction. Please ED, look at this because I think I posted about this bug many times, or at least, make us possible to disable flat shadowing WITHOUT disableing terrain and mountain shadows, just before shaders encryptation in 2.7.8 we can disable by modding a shader file. I attach other thread I started that refers other issues caused by flatshadowing. @ED: COULD YOU MAKE US POSSIBLE PLEASE TO DISABLE ONY FLAT RENDERED SHADOWS, WHILE MAINTAIN OTHER TERRAIN SHADOWS ENEABLED?? or at least fix this huge performance drawback that occurs at very exact moment. FLAT SHADOWS ON - FPS REDUCTION AT DAWN 4_28_HUGE!!!.trk FLAT SHADOWS ON - FPS REDUCTION AT DAWN 4_35_NORMAL.trk FLAT SHADOWS ON - FPS REDUCTION AT DAWN 4_45_NORMAIL.trk
-
- 2
-
-
It removes a lot of them, even artillery fire not only CBU (craters and smokes that ruins FPS), but I think that there are some shaders not touched by Lefuneste fix, for example, CBU bomblets concretely in AJS-37 (some sort of cruise missile that drop cbu parachutes, I dont remember weapon name...), those weapons still creates a lot of shaders and smokes. @Lefuneste: how do you can visualize with shader are active in each scene or situation? maybe I can identify some others modding the d3dx.ini by myselft. In addition I would be very interested in disabling shader that control flat shadows, maybe we can have the mod that allows us to turn off shadow flat rendering. Thanks PD. What I surprise to me... test the mission "Battle" in Caucasus with KA-50. Before LF fix, was unplayable, mainly due artillery fire and craters. Now, I can maintain 45 fps in VR everytime, without framedrops! In some situations, the performance gain is about even 400%. Hats OFF Lefuneste!
-
I can confirm increase of 300% in performance in some situtations in VR. My frametimes went from 40 ms to 10 kms specially in these scenes with a lot of craters, CBU or artillery bombing, etc
-
I attach two pictures. The same scene, with and without F3 Lefuneste fix: From 45 to 23 FPS (previously many rockets "landed" near the tank column). With the same graphics details and settings !!! In frametimes (sorry I watch thorought steam VR tool, not FPS_VR), I pass from 10 ms (Lefuneste fps crater fix) to 44 ms (Vanilla version). In this scene. That is no a little fix, it i over 440% more performance... making the sim playable in VR again, specially with there are many units and effects. @DEVs please look at it.
-
correct as-is Flak not firing??? under very close distance
Gryzor posted a topic in Bugs and Problems
I noticed in ALL stock missions I tested, there is no flak firing, under very close distance. Any thoughts? -
Excellent, so please let me know. I modified your file (d3dx.ini) just to make "crater FPS fix" compatible with VR Shaders Ic Pass compliant, just by disabling the last shader with ";": ;[ShaderOverrideFlagTest7PS] ;Hash=bd234844c8e82a5c ;if $fixCraterBug ; handling = skip ;endif If that shader was enabled, I had side effects,... like invisible cockpit or objects. Let me know if you want my personal mix of mods in a ZIP, currently I have quite good frametimes (over Dubai, 12-13 ms, with a 3090 and 5900x), ultravisibility, flat shadows on, Steam SS 204%). I mixed your mod, VR shader Ic mod, and reshade mod just to increase sharpening and colours-contrasts.
-
In some cases more than 300% improved (persian gulf FC3 MiG-29 column attack... when viewing craters without fix, frametimes goes above 60ms... with it, 18-19 ms, ant PRACTICALY with the same graphics rendered in the scene). I expect some DEV look at this, because maybe you could train them a bit in code optimization. Incrdible such findings not by DEVs but by users...
-
The render thiner is the shadow what is rendered. BUT the wire is not rendered in one eye. I have the same issues. Recently a patch fixed most of not rendering deteails in one eye, but there is some glitches left (like carrier wire - only when the wires are "extending while AC is landing", not in static position... - and tracer gund details). Summarizing, the bug "wire not rendered" only happen just when the wire extents, during AC touching at landing. Maybe just by this Dev not noticed it - in static position, wires are fine in both eyes -. with parser "true" you have other glitches like flood rendered in one eye, and not in the other. This issue is happens with tracers, detail rendering is not the same in both eyes, causing a strange effect when tracers coming to you.
-
DCS: AJS-37 Patch Dec 23rd 2021 - Feedback Thread
Gryzor replied to IronMike's topic in DCS: AJS37 Viggen
Just to report it --- MACH number indicator shows wrong values. -
@ED, Could we have at least patch notes?? Any improvement in multicore? that trhread is not updated since october... Thanks
-
FLAT SHADOWS OFF removes GROUND MOUNTAIN CAST SHADOWING
Gryzor replied to Gryzor's topic in General Bugs
@ED. Please, could you fix this only to have FLAT SHADOW from objects removed? And NOT mountain&terrain shadowing! We have it with a little shader fix as I stated before. Thanks. -
Any reply or support to this, please ED?