Gryzor Posted October 8, 2012 Share Posted October 8, 2012 Nobody noticed that sun glare is visible through the cockpit?? 1 Link to comment Share on other sites More sharing options...
cichlidfan Posted October 8, 2012 Share Posted October 8, 2012 I had been meaning to bring that up. ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup: Link to comment Share on other sites More sharing options...
Corrigan Posted October 8, 2012 Share Posted October 8, 2012 That's how it should be. Win10 x64 | SSDs | i5 2500K @ 4.4 GHz | 16 GB RAM | GTX 970 | TM Warthog HOTAS | Saitek pedals | TIR5 Link to comment Share on other sites More sharing options...
Tailgate Posted October 8, 2012 Share Posted October 8, 2012 It looks like it's shining through the beveled part of the canopy, which is still translucent. It looks pretty normal. Link to comment Share on other sites More sharing options...
cichlidfan Posted October 8, 2012 Share Posted October 8, 2012 Seemed a little overdone to me, but what do I know. ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup: Link to comment Share on other sites More sharing options...
Gryzor Posted October 8, 2012 Author Share Posted October 8, 2012 Sun glare is visible even with cockpit plugs it Link to comment Share on other sites More sharing options...
Mustang Posted October 8, 2012 Share Posted October 8, 2012 (edited) HDR.fx was changed in recent versions, try reverting to this older version if you dislike the current one (extract to Bazar\shaders\PostMotionEffect\HDR) i will ask the devs if they can investigate. edit: attachment removed due to version incompatibility Edited February 28, 2013 by Mustang Link to comment Share on other sites More sharing options...
PeterP Posted October 9, 2012 Share Posted October 9, 2012 HDR.fx was changed in recent versions, try reverting to this older version if you dislike the current one (extract to Bazar\shaders\PostMotionEffect\HDR) i will ask the devs if they can investigate. Thanks for the FX shader file - but it fixes/changes nothing. As mentioned before : Originally Posted by Mustang Yes i've been using the most recent 1.2.1 with your mod along with the nvd.fx, i haven't had to do anything to get it all to work, it just does Thanks for answer. ... I did run a couple of tests again - I don't get my modified nvd.fx shown up in the sim. I can even brake the file - that would normally cause a crash when switching the NVG On.... but they still work. As Sumerion confirms : It will always look like the default. I have the suspicion that "our" version has compiled shaders and don't reads the functions - while the "Tester" version uses the original files. Same applies to the HDR.fx. It is not possible for the end-user to use edited shader files anymore. Besides the new subtitle glare that is always visible - even if the sun is hidden - I noticed this annoyance : Link to comment Share on other sites More sharing options...
Aries Posted October 9, 2012 Share Posted October 9, 2012 I noticed just a little too much glare overall... all is somehow more whiteish... ...can it be fixed with any of that "smaller sunmod's"? :unsure: [sIGPIC][/sIGPIC] ...the few, the proud, the remaining... Link to comment Share on other sites More sharing options...
PeterP Posted October 9, 2012 Share Posted October 9, 2012 (edited) No - there is no possibility for the end-user to change the HDR strength any more. Using this mod Realistic Sun 1.2.4 for DCS World will have no effect on the HDR and size of the sun. I would also like to revert back to my "original" mod. Edited October 9, 2012 by PeterP Link to comment Share on other sites More sharing options...
PeterP Posted October 9, 2012 Share Posted October 9, 2012 Scratch the post above! To get edited FX files working in 1.2.1 you have to use them together with the attached graphics.cfg in your DCS World install. >>>How to edit Shaders in 1.2.1.6192 From config/graphics.cfg change PrecompiledEffects mode to "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES" (Its already there, but commented out) and it should work. Link to comment Share on other sites More sharing options...
Aries Posted October 13, 2012 Share Posted October 13, 2012 Ok... It works... Less glare and the HUD is visible most of the time... Changed the graphics.cfg, inserted Mustang's hdr.fx an I copy-pasted the diveplanes 3 "smaller sunmod" files which I used in 1.2.0 and which I like... PeterP can you explain the purpose of the other changed files from your Realistc Sun 1.2.4, the difference regarding diveplanes 3 sun files for HDR folder, and what would be the right thing to do/use for 1.2.1? [sIGPIC][/sIGPIC] ...the few, the proud, the remaining... Link to comment Share on other sites More sharing options...
PeterP Posted October 14, 2012 Share Posted October 14, 2012 (edited) PeterP can you explain the purpose of the other changed files from your Realistic Sun 1.2.4, the difference regarding diveplanes 3 sun files for HDR folder, Diviplanes mod only changes the look of the Rays - without resizing the glow/sun-disk. The "Realistic Sun 1.2.4" changes also the shaders how the Sun-disk is rendered and makes the sun much smaller. And we now have a modified variant of the "alternate version when flickering" in 1.2.2" ...and what would be the right thing to do/use for 1.2.1?It's really up to you... I use now the HDR.fx that Mustang has posted (without the constant Glare). But I raised the power of the HDR-effect, so I have back the missing simulation of readjusting the eyes to the light strength . This effect isn't working right now with the default 1.2.2 files. My edit: \DCS World\Bazar\shaders\sky\skyQuad.fx line #49 Out.cOut.xyz = tex2D(mySampler, tex0) + step(0.84, D) * 260.0 * HDR; Edited October 14, 2012 by PeterP Link to comment Share on other sites More sharing options...
Aries Posted October 20, 2012 Share Posted October 20, 2012 My line says: Out.cOut.xyz = tex2D(mySampler, tex0) + step(0.4, D) * 300.0 * HDR; What's with this step(0.84, D) and step(0.4, D) diffrence? [sIGPIC][/sIGPIC] ...the few, the proud, the remaining... Link to comment Share on other sites More sharing options...
Aries Posted October 20, 2012 Share Posted October 20, 2012 (edited) Here is my final verdict and guide... Config file fix from this post: http://forums.eagle.ru/showpost.php?p=1574003&postcount=11 Mustang's HDR file from this post: http://forums.eagle.ru/showpost.php?p=1573391&postcount=7 Mustang's overcast fix from here (cause it didn't make it into 1.2.1): http://forums.eagle.ru/showpost.php?p=1530997&postcount=1 Diveplanes files from here (like the little "sun tears" in the corner): http://files.digitalcombatsimulator.com/en/202346/ And finally, from your archive: http://files.digitalcombatsimulator.com/en/214328/ ...I used only skyQuad.fx with the abovementioned change of HDR value in line #49 Out.cOut.xyz = tex2D(mySampler, tex0) + step(0.4, D) * [b]260.0[/b] * HDR; I didn't touch the 0.4 value, and the "eyes to sun glare" adaptation is working... There is this one problem, if I put the sky.fx file from your archive, it breaks my game giving this error in dcs.log: 0011.708 ERROR DXRENDERER: Can't create effect: sky/sky.fx. Reason: C:\Eagle Dynamics\DCS World\Bazar\shaders\sky\sky.fx(131,15): error X3004: undeclared identifier 'fogCalcMiaAttenuation' ...so I kept stuck to the original sky.fx. I didn't change the shaders for terrain and water neither, cause in this thread: http://forums.eagle.ru/showthread.php?t=92125 it says z-fighting fix made it into 1.2.1 and it is practically the same files and I was affraid to change them... should I have? Is the z-fighting fixed in your archive files in the the same way it is fixed in 1.2.1? I hurt my head figuring and writing this out... hope it helps someone... :smartass: Edited October 20, 2012 by Aries [sIGPIC][/sIGPIC] ...the few, the proud, the remaining... Link to comment Share on other sites More sharing options...
Aries Posted October 23, 2012 Share Posted October 23, 2012 bump... :music_whistling: [sIGPIC][/sIGPIC] ...the few, the proud, the remaining... Link to comment Share on other sites More sharing options...
Aries Posted February 28, 2013 Share Posted February 28, 2013 How's all this working in 1.2.3? Did anyone try to modify the HDR effects? [sIGPIC][/sIGPIC] ...the few, the proud, the remaining... Link to comment Share on other sites More sharing options...
Home Fries Posted March 3, 2013 Share Posted March 3, 2013 I'm also a big fan of the mods (was using PeterP's Realistic Sun 1.2.4 until reading this thread and integrating the mods listed above), but I just went to 3 monitors (left to right: viewscreen 1920x1080, LMFCD,RMFCD both 1024x1280, total res 3968x1080) and the sun rays now only show up when the sun borders on the left side of the camera. I assume this has to do with how DCSW treats its image as an entire resolution (rather than discreet displays), which PeterP eloquently captured here, but I was wondering if there has been any progress in assigning these values in config files to conform to custom monitor setups. I'm also wondering the answer to Aries' latest question as well. -Home Fries My DCS Files and Skins My DCS TARGET Profile for Cougar or Warthog and MFDs F-14B LANTIRN Guide Link to comment Share on other sites More sharing options...
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