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Everything posted by Kbu
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Trying to get optimal graphic settings for SP and MP?
Kbu replied to Gil80's topic in Virtual Reality
The project is on backburner due to the recent changes that ED made regarding texture streaming, as of now i don't recommend using any 3rd party mods, DCS is just too unstable on it's own right now. I'm gonna return to in in a couple months when they fix the stability for everyone. -
Can't install: 3341805 - 404 3341958 - 7z error 3341956 - 7z error
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Thanks for the suggestions! It's definitely doable with the already existing filters, just gonna need to run the script a couple of times. I'll try it out when I wake up.
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For folks that fly a bunch of things and not just one airframe, it's very cleary that a lot of modules suffer from inconsistency in texture size. Apache might need a medium setting, while a Huey definietly needs Ultra. Other user already suggested a texture setting per module, but i think choosing the right texture size based on.. it's size might be a better solution to the problems of some modules having too high textures on the "High" setting. The problem is very pronounced with the Medium setting looking more like Low than Medium, looks like it's 1024px, some users even manually resize the textures of new Modules like the Apache, A-10C II or the CH-47F down to 2048px to get better performance while still maintaining better quality than the "Medium" setting. Can we get more texture quality options? And instead of them being a factor of the original texture resolution, make it so it picks it depening on the actual texture size (or the highest possible if that texture size doesn't exist). e.g: Potato - 128px Ultra Low - 256px Low - 512px Medium - 1024px High - 2048px Ultra - 4096px
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UPDATE 28.10.2024: Changed default minTexSize to 2048, i hope this will eliminate pixelated reflections at night, not sure why i set it that low (512) earlier. Most of the offending textures are 4096px anyways
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No need to do that, you just type R and hit enter. If an user can't read a console message i wouldn't trust him to run the script properly. Just read that message, looks like in this case restrictionPolicy is not respected, weird one. That's why a whitelist for Folders exists, from what i checked there's some things that include cockpit and terrain
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UPDATE 05.09.2024 (V0.2.4) 1. Fixed filed inside zips not respecting the blacklist (this time for real (forgot to copy paste one line)) 2. Changed customizaion comments to make it more clear what the functions do 3. Separated white/black lists for files inside zips and loose files Cockpit / Terrain: # --------------- CUSTOMIZE HERE --------------- # Textures below or at this size do not get compressed $minTexSize = CHANGE-ME # 2 means divided by 2 on the X and Y axis, so 1/4 of the original resolution $compressionRatio = 2 # Zip names that get searched recursively in the main directory $whitelistedZipNames = @("*cockpit*.zip", "*terrain*.zip") # What to exclude from the above search $blacklistedZipNames = @() # All .zip files inside those folders get searched, even if they aren't in the whitelist above. This is a bypass in case the zip is not called like usual. Not connected to the function above. $whitelistedFolders = @("*cockpit*", "*terrain*") # What to exclude from the above search $blacklistedFolders = @() # Files inside .zips from above searches cointaining these filters get compressed. $whitelistedFilesInZips = @( "*" ) # What to exclude from the above search $blacklistedFilesInZips = @("*refl*") # Loose file names cointaining these filters get compressed, they are searched recursively in the main directory. Simillary to $Folders, this is in case the files are not in a .zip like usual. $whitelistedFiles = @( "*cockpit*.dds", "*terrain*.dds", "*pilot*.dds", "*cockpit*.tga", "*terrain*.tga", "*pilot*.tga", "*cockpit*.jpg", "*terrain*.jpg", "*pilot*.jpg", "*cockpit*.png", "*terrain*.png", "*pilot*.png", "*cockpit*.bmp", "*terrain*.bmp", "*pilot*.bmp" ) # What to exclude from the above search $blacklistedFiles = @("*refl*") # --------------- CUSTOMIZE HERE --------------- All except cockpit and terrain: # --------------- CUSTOMIZE HERE --------------- # Textures below or at this size do not get compressed $minTexSize = CHANGE-ME # 2 means divided by 2 on the X and Y axis, so 1/4 of the original resolution $compressionRatio = 2 # Zip names that get searched recursively in the main directory $whitelistedZipNames = @("*") # What to exclude from the above search $blacklistedZipNames = @("*cockpit*.zip", "*terrain*.zip") # All .zip files inside those folders get searched, even if they aren't in the whitelist above. This is a bypass in case the zip is not called like usual. Not connected to the function above. $whitelistedFolders = @("*") # What to exclude from the above search $blacklistedFolders = @("*cockpit*", "*terrain*") # Files inside .zips from above searches cointaining these filters get compressed. $whitelistedFilesInZips = @( "*" ) # What to exclude from the above search $blacklistedFilesInZips = @("*refl*") # Loose file names cointaining these filters get compressed, they are searched recursively in the main directory. Simillary to $Folders, this is in case the files are not in a .zip like usual. $whitelistedFiles = @( "*" ) # What to exclude from the above search $blacklistedFiles = @( "*refl*", "*cockpit*", "*terrain*", "*pilot*" ) # --------------- CUSTOMIZE HERE ---------------
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ED changed how textures are streamed to VRAM, i guess they decided to optimize it backwards.
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No, looks like i need to clarify a few things: $whitelistedZipNames is not in any way, shape or form tied to $whitelistedFolders, these are two different searches that get added together. In case of the second one it's hardcoded to look for .zip files in the folders you point it to. DXT5 is the 8-bit .dds format, i DO NOT know if removing it from texconv parameters will default texconv to 32-bit or if it'll save in the original file format. If you want to try it out you can search for this and remove it, use CTRL + F with notepad++ or Visual Studio Code, it's in lines 118 and 224. A big part of this script is converting textures to 8-bit, but that's not recommended for colored textures, only roughmets and normals. -f DXT5 If you guys have any ideas for what to use the script write a detailed explanation, i can try to make the script more modular.
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Search for that phrase in the script, it's not a file type, it's a type of .dds files.
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Put an empty string in the blacklists: "" $blacklistedFolders = @("*Cockpit*"),@("*Terrains*") should be: $blacklistedFolders = @("*Cockpit*", "*Terrains*") $blacklistedZipNames = should be: $blacklistedZipNames = @() Also what you're trying to do isn't working, because of the *.zip in whitelistedZips, it searches tor every zip in the game directory in that case, put nothing there and just use the Folders feature and it should work.
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I know, but with how spaghetti DCS is i wouldn't assume one thing doesn't affect the other. Sinai actually has nothing to compress, pretty much all textures are below 2048. Anyways, my whole PC crashed, i've opened it up and the dust was an obvious problem, cleaned all that out and reseated and cleaned my GPU and RAM contacts, hopefully that fixes my recent issues.
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Back on the topic of performance issues/crashes, can someone confirm that Sinai runs fine with this mod? I've just got it a couple days ago and performance was worse than on Syria so far.
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What do you mean? I haven't made update in a while. No. Run a slow repair before running the scripts if you had conflicting mods installed.
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DCS Super Hercules mod by Anubis
Kbu replied to Eight Ball's topic in Flyable/Drivable Mods for DCS World
Anyone got this working with simshaker? -
I did my whole Mods/Terrains folder with it and observed no change in quality at 1440p. I did up the minTexSize to 2048 though. Yeah don't do that, some textures do require the 32-bit format. I think if you search for "-f DXT5" and just delete it everywhere it should default back to the original format of the texture, don't quote me on that though. Editing terrain textures is still very untested and i only posted that config as a playing ground.
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This should convert ALL textures.
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I think the root cause of the issue was my GPU driver acting up, i had memory errors happen about 2-3 times since I bought this card and DDU fixes it every time, I hope it isn't dying. I've uninstalled process lasso because I thought multicore finally behaves normal but apparently nope, above normal priority and unchecking some of your cpu cores is still increasing performance. (In my case CPU0, 11 cores remaining for DCS) I'm gonna add things one by one to see if there's any issues, thanks for letting me know that this script doesn't cause any problems.
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Yeah, i recommend using visual studio code to edit it. How is your guys performance after the recent update? I'm experiencing some issues and i don't know if it's due to this mod, as ED changed how VRAM is managed in the last update.
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Yes Interesting, so it did not work on a 32-bit Powershell 7.4?
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If you don't use a mod manager for it then absolutely yes. If you use a mod manager not really. Ideally yes, if you don't experience any problems then no need though.
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Sadly only cows are optimizable without loosing quality. You could make medium terrain textures with this script if you really wanted tho, just need to adjust the whitelists
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Path for the Rita/almaz/betty sounds not in sdef_and_wave_list.txt
Kbu replied to Kbu's topic in DCS: Ka-50 Black Shark 3
@BIGNEWY @NineLine Anything? -
Why do you want tnullo run it again? Today's patch introduced cool tinted windows :kappa: I've taken a look and it's correct as is, most of these liveries do not contain roughmet or normal textures and just use the default ones.
