Jump to content

Gryzor

Members
  • Posts

    1227
  • Joined

  • Last visited

Everything posted by Gryzor

  1. Hi Lefuneste, below I copy and paste groups of shaders that control flat shadows shadows: P1 to P7 controls flat shadows from terrain static trees, buildings, etc... P8 to P10 control objects shadows (planes, trains, tanks, etc...). I think that there is no flat shadow left to control. Regards. [ShaderOverrideFlagTestP1_BUILDINGS_PG_NEVADA_CAUCAUSUS] Hash=1ba049780bcf324b handling=skip [ShaderOverrideFlagTestP2_TREES_PG_NEVADA_CAUCAUSUS] Hash=216ae19e7524d52c handling=skip [ShaderOverrideFlagTestP3_BUILDINGS_PG] Hash=38136c6536b18b31 handling=skip [ShaderOverrideFlagTestP4_BUILDINGS_PG_NORMANDY] Hash=8ac29f8cc63522ba handling=skip [ShaderOverrideFlagTestP5_TREES_SYRIA_NORMANDY_MARIANAS_CHANNEL] Hash=930b574b0c42d082 handling=skip [ShaderOverrideFlagTestP6_BUILDINGS_SYRIA_MARIANAS_CHANNEL] Hash=def00304f11893cd handling=skip [ShaderOverrideFlagTestP7_TREES_NEVADA] Hash=9bcb18e137508c64 handling=skip [ShaderOverrideFlagTestP8_OBJECTS1] Hash=2393ddf929fb4877 handling=skip [ShaderOverrideFlagTestP9_OBJECTS2] Hash=5087ac772dd942e7 handling=skip [ShaderOverrideFlagTestP10_OBJECTS3] Hash=2896a7ba24106577 handling=skip
  2. At what time that fps reuduction occuours? at dusk and dawn there is a bug with huge fps hits, due flat shadow rendering (recently fixed by a user mod - Lefuneste -). Do you have flat shadows enabled? Try it without them and let us know.
  3. What is the different in having hot plug disabled by editing autoexec.cfg, or by switching in DCS button menu option? They cause the same effect? I don´t understand why having 2 options now.
  4. I noticed the same
  5. Sure!, in addition I found also the flat shadows shaders referred to objects like planes, thanks, etc (some shaders are specific of objects gropus), and I will put in various cathegories, and pass to you.
  6. Hi Lefuneste, with the edits you´ve provided, objects and building shadows from Syria are removed, but not building shadows. Yesterday I was "hunting" shaders, I completely removed all flat shadows for every terrain (incluiding Syria). I was testing one by one each shader. I pass to you my findings (In addition, in PG MAP there is another shader that controls some shadows of some building, its quite difficult to notice it because it is much more specific). In total, there is 7 shaders that controls flat shadowing: [ShaderOverrideFlagTestP1] Hash=1ba049780bcf324b handling=skip [ShaderOverrideFlagTestP2] Hash=216ae19e7524d52c handling=skip [ShaderOverrideFlagTestP3] Hash=38136c6536b18b31 handling=skip [ShaderOverrideFlagTestP4] Hash=8ac29f8cc63522ba handling=skip [ShaderOverrideFlagTestP5_SYRIA] Hash=930b574b0c42d082 handling=skip [ShaderOverrideFlagTestP6_SYRIA] Hash=def00304f11893cd handling=skip [ShaderOverrideFlagTestP7_NEVADA] Hash=9bcb18e137508c64 handling=skip Regards
  7. 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)?
  8. Yes of course, I post 2 tracks, one of them currently at 5:32 AM are the peak fps hit (just before the sun rises above horizon). The other one, shows the shadows projected. FLAT SHADOWS ON - SYRIA_NORMAL FPS!!!.trk FLAT SHADOWS ON - SYRIA_HUGE AT DAWN 5_32 FPS HIT!!!.trk
  9. Thanks, Syria flat shadows stills remains with last lines you´ve provided
  10. 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
  11. 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
  12. 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
      • Like
  13. Smoke columns of destroyed vehicle are not affected, are the same as before. Only the "dusts" generated when CBU or others are exploding.
  14. 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!
  15. 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
  16. 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.
  17. I noticed in ALL stock missions I tested, there is no flak firing, under very close distance. Any thoughts?
  18. Its works perfectly Flappie, finally no FPS reduction in VR when CBU bombing or gun strafing !!! I posted about this bug since many months ago
  19. I think its a good idea, lets pray to have something with multicore
  20. I attatch d3dx.ini LeFuneste modified file by me, just for fix wonder woman cockpit. It mantains however ALT+F3 fps fix. d3dx.ini
  21. 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.
  22. 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...
  23. I tested 12.0, and with ALT+F3 framerates are improving (in some case, by 20 or 30% thanks!!!), however you still can see the craters rendered even with ALT+F3... is that suppose to happen? I thought that craters would be completely off, completely out of rendering scene.
  24. Many thanks Lefuneste... could do you send to me what file specific disables shader craters allowing more fps? thanks It would very kind of you if you can do only a MOD that removes ONLY shader craters, it could be possible please? many thanks.
  25. Craters or some sort of algorith make this huge fps degradation. It would be wise from ED remove completely the craters, meanwhile they search for a fix.
×
×
  • Create New...