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VR Shaders mod for better VR experience


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3 minutes ago, GrapeFruiT said:

Thanks for your reply.

 

I understand.

 

Let's see when Vulkan Api arrives and multicore support for using more than 2-3 cores... hopefully this will increase performance especially for VR Users.

lets hope; i think it will improve things, by how much is very implementation specific ... but,  remember we see performance improvements eaten straight away with new eye candy... or enhanced workloads like say the dynamic campaign.

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Hello, I give a try again on this mod, and globally went from 30-37 fps without it to 40-45 fps, in the A10CII quick mission /  takeoff on caucasus. 

That makes worth to adapt my mod again to this one, because 2.7 tankered my fps, even if I fly at 60 Hz with forced  reprojection (that is target is 30 fps at min in game). It allows me to have again some margin (but not on Mariana map, I went down to 20 fps.. 😞 ).

So I have a version working for MSAA0x, I still need to do adaptation for MSAA2x and 4x and NVG. It need to mod the shader mod, 2 files are to be overwriten.

To be noticed : the shader mod give insane reflections on A10C instrument glass. My mod will allow to remove them (as currently).

 

 


Edited by lefuneste01

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I spend my time making 3dmigoto VR mods for BoS and DCS instead of flying, see https://www.patreon.com/lefuneste

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@lefuneste01 are you saying you will update your mod to be compatible with this mod again?

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19 minutes ago, speed-of-heat said:

@lefuneste01 are you saying you will update your mod to be compatible with this mod again?

Yes.

I already did it for MSAAx0, I still have to do the remaining MSAA factors and NVG. I forget to mention that feature "Slight mip bias adjustment for text rendering" is disabled (but sharpen option is doing the job better from my point of view). Otherwise I'll have to handle each mode of this option, too much work.

I also may rework the menu feature to put it in the place where menu boxes are drawn.


Edited by lefuneste01
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On 7/11/2021 at 2:18 PM, lefuneste01 said:

Yes.

I already did it for MSAAx0, I still have to do the remaining MSAA factors and NVG. I forget to mention that feature "Slight mip bias adjustment for text rendering" is disabled (but sharpen option is doing the job better from my point of view). Otherwise I'll have to handle each mode of this option, too much work.

I also may rework the menu feature to put it in the place where menu boxes are drawn.

 

I want this!!! 🍿

"...I just wanna fly; put your arms around me baby, put your arms around me baby" - Sugar Ray

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Hi, it seems that these shaders do not work anymore with the 2.5.7.

I've tried to delete "fxo" and "metashaders2" but DCS stays on the launch window several long minutes without doing nothing else. I've uninstalled these shaders and DCS works.

It's too bad because these shaders are really enhancing DCS in VR.

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you have to use the right version, of the mod,  but 2.7.0.4625 version of the mod works for the current version of DCS.  You will need to reinstall the mod each time you update.

also it takes a LONG time for the initial load on my 9700 i would guess it will take longer for you on your 6700


Edited by speed-of-heat
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Hi!

I have the latest version 2.7.0.4625. My CG is not a 6700 but a Titan X.

So, I will try again and being patient.

 

I'll say you !

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It's long but that works. On the first launch of DCS, then after, each first time I want to use a plane or helicopter or a map after the update. After all is quite normal. Thanks !

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I updated my mod to make it compatible with Kegetys shader mod and I made some measurement in Quick mission / A10CII / takeoff (Reverb G1 @1.3 SS in steamVR + no MSAA, 1080Ti) with fraps on first 30s of the mission (there are not so many numbers in this thread to give an idea of real gain of this mod).

I focused on this test case because it creates low fps in DCS (I wonder why) and put my rig at the lower threshod for ASW @ 60fps:

I'm not sure min fps are reliable, I recorded fps when slightly moving my head, otherwise I had too high fps if the HMD was stable on my desk, it was not representative of "real life".

 

DCS  A10CII takeoff  stable vanilla
Avg: 40.667 - Min: 38 - Max: 45

 

DCS A10CII takeoff  stable 3dmigoto all options off
Avg: 39.033 - Min: 33 - Max: 41

 

DCS A10CII takeoff  stable 3dmigoto all options on (color change, sharpen, FXAA, label masking)
Avg: 34.333 - Min: 30 - Max: 38


DCS A10CII takeoff  OB + keygetys only
Avg: 46.000 - Min: 41 - Max: 50

 

DCS A10CII takeoff  OB 3dmigoto+kegetys all options on (color change, sharpen, FXAA, label masking)
Avg: 41.233 - Min: 39 - Max: 44

 

In summary, having the Kegetys mod remove my mod fps losses (mostly due to sharpen and FXAA).


Edited by lefuneste01

P8700K @4.8 GHz, 3080ti, 32 GB RAM, HP reverb Pro.

I spend my time making 3dmigoto VR mods for BoS and DCS instead of flying, see https://www.patreon.com/lefuneste

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2 hours ago, lefuneste01 said:

I updated my mod to make it compatible with Kegetys shader mod and I made some measurement in Quick mission / A10CII / takeoff (Reverb G1 @1.3 SS in steamVR + no MSAA, 1080Ti) with fraps on first 30s of the mission (there are not so many numbers in this thread to give an idea of real gain of this mod).

I focused on this test case because it creates low fps in DCS (I wonder why) and put my rig at the lower threshod for ASW @ 60fps:

I'm not sure min fps are reliable, I recorded fps when slightly moving my head, otherwise I had too high fps if the HMD was stable on my desk, it was not representative of "real life".

 

DCS  A10CII takeoff  stable vanilla
Avg: 40.667 - Min: 38 - Max: 45

 

DCS A10CII takeoff  stable 3dmigoto all options off
Avg: 39.033 - Min: 33 - Max: 41

 

DCS A10CII takeoff  stable 3dmigoto all options on (color change, sharpen, FXAA, label masking)
Avg: 34.333 - Min: 30 - Max: 38


DCS A10CII takeoff  OB + keygetys only
Avg: 46.000 - Min: 41 - Max: 50

 

DCS A10CII takeoff  OB 3dmigoto+kegetys all options on (color change, sharpen, FXAA, label masking)
Avg: 41.233 - Min: 39 - Max: 44

 

In summary, having the Kegetys mod remove my mod fps losses (mostly due to sharpen and FXAA).

 

Sorry I really don't understand what you are saying.

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1 hour ago, speed-of-heat said:

Sorry I really don't understand what you are saying.

I just inform that  I updated my mod : https://forums.eagle.ru/topic/207154-3dmigoto-vr-mod-for-dcs-label-masking-color-enhancement-sharpen-fxaa-copypaste-of-radio-msg/ to make it working with the Kegetys shader mod (object of this thread) and give some fps measurement with or without the two mods.

 


Edited by lefuneste01
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P8700K @4.8 GHz, 3080ti, 32 GB RAM, HP reverb Pro.

I spend my time making 3dmigoto VR mods for BoS and DCS instead of flying, see https://www.patreon.com/lefuneste

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After the lastest DCS update that came a couple of weeks ago, do I have to reapply the Kegetys shaders? 
Just dump them back in? Or are they still valid
Do you have to reapply the shaders for each DCS update?

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5 minutes ago, Gunfreak said:

After the lastest DCS update that came a couple of weeks ago, do I have to reapply the Kegetys shaders? 
Just dump them back in? Or are they still valid
Do you have to reapply the shaders for each DCS update?

yes, after every single update, which is one of the reasons i recommend using a mod manager

 

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The shader mod is working really well, thank you to all supporting it, and Kegetys in particular.

However, I have noticed some heavy writing to the dcs.log file
 

2021-07-24 17:01:22.922 ERROR   DX11BACKEND: Failed assert `this->wantedShader != nullptr && this->wantedTechnique != render::INVALID_HANDLE` at Projects\render\dx11backend_win8\Source\DX11Renderer.cpp:1179
2021-07-24 17:01:22.922 ERROR   DX11BACKEND: Failed assert `shader != nullptr && technique != render::INVALID_HANDLE` at Projects\render\dx11backend_win8\Source\DX11Renderer.cpp:1100


this seems to print every 20ms so it seems to be every frame. This only happens with the F18, and on every map. I have tried other maps/planes and I do not get this warning.
I tried without running any other mod, same message. It only happens in VR and not when running on a monitor


DCS runs well otherwise, but that does make the log file rather large quickly

I have tried without the shader mod, and I do not get these error logs

Anyone might have an idea?

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On 7/22/2021 at 11:21 PM, Gryzor said:

@KegetysIt seems that in latest OB patch, the kneeboard numbers disappears (only happens with this mod enabled). I think its the fille "ils151.hlsl"

I confirm : replace the file in \bazar\shaders\MaterialFactory by the included one and it will fix the issue. But it will also break the compatibility of my 3dmigoto mod with this one...I'll post an update this week.

ils151.hlsl


Edited by lefuneste01
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P8700K @4.8 GHz, 3080ti, 32 GB RAM, HP reverb Pro.

I spend my time making 3dmigoto VR mods for BoS and DCS instead of flying, see https://www.patreon.com/lefuneste

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  • 3 weeks later...

I would like to have the option to have cast shadowing on the glass cockpit surface. If not, the sun onto glass surface make washed pictures. Now with simplified cockpit transparency is disabled. Any file or option just to add those shadows please? any masters of shader editing could update this? thanks

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Try again, seriously… 

There can be some artefacts the first time you load, an absence of cockpit is one of them, it’s usually resolved in subsequent loads

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Yep, you have to manually rebuild the shaders. Depending on your video card, could take anywhere from 3 minutes to 20 minutes, also depending on how many modules and terrains you own.

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