Shahdoh Posted June 22, 2016 Posted June 22, 2016 I am seeing this too, right after I was recommending this to friends. They all were experiencing the same problem as well. Seems to be right at the point where it transitions from LOD's to imposters or back.
Why485 Posted June 23, 2016 Author Posted June 23, 2016 In general I love this mod, however I have a pretty major Hangup that keeps me from using it. All is good until other aircraft get between 300 and 500 meters or so, where they completely vanish unless I zoom way in. Really kills it for my Messerschmitt flying. Perhaps I have done something incorrectly with this mod? I'd have to check to see if something has changed with recent patches, but assuming nothing is different, it sounds to me like you're just getting close enough that it switches to the regular models.
x39crazy Posted June 23, 2016 Posted June 23, 2016 Yep, my thoughts as well. Pretty bad trying to line up ponies in my revi.
Why485 Posted June 23, 2016 Author Posted June 23, 2016 (edited) After a quick look at the test scenario I always use, it doesn't seem like it's any different from what it used to be. It's always been an awkward band-aid onto a flawed system. The snapping between different angles in particular will create sudden changes in visibility when they should be more gradual over time. There's also the fact that no matter how visible I make an impostor, once the model gets close enough that it switches to the 3D model, that 3D model will be as difficult to see as it always has been. Are you sure it used to be better? I also want to point out that in most situations, this mod will make things harder to see versus the vanilla medium/large visibility settings. The vanilla impostors are much bigger at most ranges because they don't scale with distance. Edited June 23, 2016 by Why485
Shahdoh Posted June 23, 2016 Posted June 23, 2016 Can't compare to a previous time, but we have been using small imposters to greater effect then with this current mod. In comparison to small imposter setting, it seems your imposters disappear sooner then the stock ones. Maybe because they are larger then small imposters? Not sure the reason, but everyone I recommended the mod to has stopped using it because of the issue.
Why485 Posted June 23, 2016 Author Posted June 23, 2016 Can't compare to a previous time, but we have been using small imposters to greater effect then with this current mod. In comparison to small imposter setting, it seems your imposters disappear sooner then the stock ones. Maybe because they are larger then small imposters? Not sure the reason, but everyone I recommended the mod to has stopped using it because of the issue. The switch to impostors in the mod will happen at closer ranges compared to the current settings that DCS uses. At medium ranges they should be about the same, and at long ranges small should be easier to see. If you want, you can try changing the maxsize in Config\Effects\impostors.lua of all the settings to 16 from 12 if you want to try the setting that vanilla uses. I was actually surprised to see that ED raised it so high, especially for small, compared to the values it used to have. That's actually a good thing, as I think the system works best with settings like that. That's about all I can say, as the rest of the features are so different. If small works best for you, then you should use that. This mod was never really meant to be for people to practically play with, but just a visual aid in a point I was trying to make about how flawed the current system is and ideas on how to make it work better.
klem Posted June 23, 2016 Posted June 23, 2016 (edited) WHY485, I've been playing with the fx file that you created for the opposite reason that you created the mod, I wanted to find a playable solution to WWII/Korean eyeball dog-fighting and I don't like the way the stock imposters are rendered. We will always be up against the MkI eyeball versus monitor problem so a compromise is always going to be necessary. I understand your reasons for going 'realistic' but the DCS visibility system is flawed and IMHO the problem is not with imposters but with model rendering/contrasts at the far rendering distance where there is a 'vanishing point'. So, I also wanted to overcome the vanishing point at switch-over from imposter to model. I'm still playing with it and have actually come back around to the the stock imposter sizes (maxsize = 16) and discovered that it is more about contrast and managing it against distance than anything else. So first off, full credit to you for the fx file mod which does this. Maxsize 16 seems to be about the right size for matching the imposter size to the model at switch-over although that might still change, perhaps to 14 or 15. I also introduced a general contrast factor (less or more) to be applied to the overall results of your distance/contrast calculations to tweak the overall levels. At the moment there is a stage before model rendering where the imposter(?) is a solid crude aircraft shape for the MiG-15 so I still have more work to do on contrast levels although the switch-over seems to have improved as if the imposter is being brought in earlier than before. The distant imposters seem to be different for the MiG-15 and Mustang so I have to research what imposter 3d creations are being used for these although I doubt we can change them, e.g. at longer distances the MiG imposter looks a twin engined a/c but that could be a poor and distorted representation of the wing fences. I'll keep tweaking over the next week or so and see what I can come up with. At the moment my imposters are still too dark at distance. Also, although the switch-over seems to be dictated by model size, it seems the size of imposter that actually first renders can be adjusted using IMP_MIN_DISTANCE so that it can begin to be scaled down at distances closer than the most distant model rendering and so allows imposter first-render size tweaking, i.e. the closest imposter doesn't have to render at MaxSize. I know our objectives are completely different but thanks for the fx file. Edited June 23, 2016 by klem klem 56 RAF 'Firebirds' ASUS ROG Strix Z390-F mobo, i7 8086A @ 5.0 GHz with Corsair H115i watercooling, Gigabyte 2080Ti GAMING OC 11Gb GPU , 32Gb DDR4 RAM, 500Gb and 256Gb SSD SATA III 6Gb/s + 2TB , Pimax 8k Plus VR, TM Warthog Throttle, TM F18 Grip on Virpil WarBRD base, Windows 10 Home 64bit
hollywoodvillain Posted June 24, 2016 Posted June 24, 2016 Just came across this thread looking for answers to this. Thank you Why485. Could someone point me to a post where ED has officially spoken of this issue? Noticing the dates I would be extremely disappointed if this has not been addressed somewhere yet.
Why485 Posted June 24, 2016 Author Posted June 24, 2016 Just came across this thread looking for answers to this. Thank you Why485. Could someone point me to a post where ED has officially spoken of this issue? Noticing the dates I would be extremely disappointed if this has not been addressed somewhere yet. ED has never officially spoken on this issue.
hollywoodvillain Posted June 24, 2016 Posted June 24, 2016 Wow. IMO fixing this issue doesn't belong on some wishlist, its a fundamental flaw that absolutely needs to at the very least be acknowledged. As of now its a complete deal breaker if left untouched.
Aginor Posted June 24, 2016 Posted June 24, 2016 I agree with that. I hope there is an official change to that soon. In the meantime: Thanks for the mod! It isn't perfect, but still much better IMO. DCSW weapons cheat sheet speed cheat sheet
Captain Orso Posted July 8, 2016 Posted July 8, 2016 Could it be that this mod got broken since the last 1.5.4 ob update? I can't really compare, but I just have a subjective feeling :huh: When you hit the wrong button on take-off System Specs. Spoiler System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27" CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
RabidRider Posted July 8, 2016 Posted July 8, 2016 I have a similar impression. Hope ED fixes this themselves.
alonpet Posted July 9, 2016 Posted July 9, 2016 IT'S A PITY THAT THE UNIVERSAL VISIBILITY DOESN'T' WORK ANYMORE with the new DCS update. can anybody find a solution? i can't see the objects ,it's awful!!! pleaseeeee help....
MaxDamage Posted November 21, 2016 Posted November 21, 2016 How do i know this mod is working? because it doesnt seem to be woeking. I cant see anything, i have only a 22 inch monitor.
Why485 Posted November 22, 2016 Author Posted November 22, 2016 How do i know this mod is working? because it doesnt seem to be woeking. I cant see anything, i have only a 22 inch monitor. This mod is no longer relevant because the impostor system isn't used by DCS as of 1.5.5.
klem Posted November 22, 2016 Posted November 22, 2016 IT'S A PITY THAT THE UNIVERSAL VISIBILITY DOESN'T' WORK ANYMORE with the new DCS update. can anybody find a solution? i can't see the objects ,it's awful!!! pleaseeeee help.... For what it's worth... https://forums.eagle.ru/showpost.php?p=2953831&postcount=293 klem 56 RAF 'Firebirds' ASUS ROG Strix Z390-F mobo, i7 8086A @ 5.0 GHz with Corsair H115i watercooling, Gigabyte 2080Ti GAMING OC 11Gb GPU , 32Gb DDR4 RAM, 500Gb and 256Gb SSD SATA III 6Gb/s + 2TB , Pimax 8k Plus VR, TM Warthog Throttle, TM F18 Grip on Virpil WarBRD base, Windows 10 Home 64bit
ESAc_matador Posted November 23, 2016 Posted November 23, 2016 For me the visibility now is really good. You can see enemies from really long. I fact, too long but without those sudden change of size.
shagrat Posted November 23, 2016 Posted November 23, 2016 For me the visibility now is really good. You can see enemies from really long. I fact, too long but without those sudden change of size. I second that. Much better, than the spontaneous "blob" effects... Now when the glare and reflections coming, that will be a nice overall solution to visibility. Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
IzoAzlion Posted December 22, 2016 Posted December 22, 2016 Is this mod working? I don't feel that it is...
98abaile Posted December 22, 2016 Posted December 22, 2016 Is this mod working? I don't feel that it is... 4 posts above you, the creator himself explained why the mod is now redundant.
gavagai Posted December 24, 2016 Posted December 24, 2016 This mod is no longer relevant because the impostor system isn't used by DCS as of 1.5.5. What has replaced it? I can't find the relevant info. P-51D | Fw 190D-9 | Bf 109K-4 | Spitfire Mk IX | P-47D | WW2 assets pack | F-86 | Mig-15 | Mig-21 | Mirage 2000C | A-10C II | F-5E | F-16 | F/A-18 | Ka-50 | Combined Arms | FC3 | Nevada | Normandy | Straight of Hormuz | Syria
OnlyforDCS Posted March 29, 2017 Posted March 29, 2017 Im looking to enable the Impostor shaders again, or something like it. Anyone have any ideas on how to do that. The new system ED has implemented favors HIGH resolution and HIGH contrast monitors and with my eyesight problems I can't compete. Online I play on special servers, but I would like something that would help me to practice against AI in single player. Thanks for any and all assistance. Current specs: Windows 10 Home 64bit, i5-9600K @ 3.7 Ghz, 32GB DDR4 RAM, 1TB Samsung EVO 860 M.2 SSD, GAINWARD RTX2060 6GB, Oculus Rift S, MS FFB2 Sidewinder + Warthog Throttle Quadrant, Saitek Pro rudder pedals.
zaelu Posted March 29, 2017 Posted March 29, 2017 I have 4k monitor (I use native 3840x2160) and I don't feel at all favored. My team mates see faster the contacts (Online on Burning Skies servers, dot on or off) and they use 1080p or less. Imposters are gone... hopefully for good. A failed experiment as expected by many. [sIGPIC][/sIGPIC] I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A, Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least
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