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Posted
17 hours ago, MAXsenna said:

@zbysiek Thank you. Tried it, and like you said. Made a mess of the ground textures. I did get 10-20% better frames and small reduction in VRAM usage. It just not worth it unless one knows exactly what files to compress i guess.

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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.

18 hours ago, Quekel said:

WOW! I added the ALL textures line in the script and the textures have reduced in 70% by size! 

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.

  • Like 2
Posted
11 minutes ago, zbysiek said:

I did up the minTexSize to 2048 though.

In the script? I'll try again. 

 

11 minutes ago, zbysiek said:

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,

One searches the output folder. I'll try that as well. 👍🏻

Posted

I do notice performance increase in VR ( Well no more stutters and more stable FPS ), Still see some artifacts in some cockpits. Need to do some more testing! @zbysiek What edits do you made to the script ?

  • Like 1
Posted (edited)

Before this mod, I used the texture's mod  Taz optimized core, Taz optimized Liveries and Optimized AH-64
Are those 3 mods not more necessary with this texture mod?

Thanks

 

Btw... The first test with VR and my card with only 8Gb Vram are so good. FPS are much stable a better fluidity. 
I tested only cacucas the more light map. Tomorrow will do  a stress test with marianna and multiplayer. Lets see.

Edited by Alexfly65

PSU: 750w - MB: MSI Z490-A PRO - CPU: I7-10700 - Liquid Cooler: Corsair Hydro H100x - GPU: EVGA RTX 3070 TI ultra gaming - RAM; 32Gb 3200 CL. 16 -  NVMe 1Tb per  WIn + NVMe 1Tb for DCS -   VR: OCULUS QUEST 3 - OS: WIN11 PRO

Posted

The powershell script reduces textures size for those already provided by Taz and includes other modules too. I think you only need the Powershell script.

  • Like 1
Posted
2 ore fa, tomeye ha scritto:

The powershell script reduces textures size for those already provided by Taz and includes other modules too. I think you only need the Powershell script.

That's what I thought. 
Thanks

  • Like 1

PSU: 750w - MB: MSI Z490-A PRO - CPU: I7-10700 - Liquid Cooler: Corsair Hydro H100x - GPU: EVGA RTX 3070 TI ultra gaming - RAM; 32Gb 3200 CL. 16 -  NVMe 1Tb per  WIn + NVMe 1Tb for DCS -   VR: OCULUS QUEST 3 - OS: WIN11 PRO

Posted
On 10/13/2024 at 12:01 AM, Quekel said:

I do notice performance increase in VR ( Well no more stutters and more stable FPS ), Still see some artifacts in some cockpits. Need to do some more testing! @zbysiek What edits do you made to the script ?

What do you mean? I haven't made update in a while.

13 hours ago, Alexfly65 said:

Before this mod, I used the texture's mod  Taz optimized core, Taz optimized Liveries and Optimized AH-64
Are those 3 mods not more necessary with this texture mod?

Thanks

 

Btw... The first test with VR and my card with only 8Gb Vram are so good. FPS are much stable a better fluidity. 
I tested only cacucas the more light map. Tomorrow will do  a stress test with marianna and multiplayer. Lets see.

 

No. Run a slow repair before running the scripts if you had conflicting mods installed.

  • Like 1
Posted

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.

Posted
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.
When I ran the script without modifications, it didn't touch the Sinaï at all.

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Posted
29 minutes ago, MAXsenna said:

When I ran the script without modifications, it didn't touch the Sinaï at all.

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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.

  • Like 1
Posted
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.
I see!
Computers = dust suckers

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Posted
14 hours ago, zbysiek said:

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.

 

You mean the vanilla mod without any modification? Yes it runs fine on my end, I've been playing in Sinai for a week building some missions. No issues.

  • Like 2
Posted (edited)

I'm testing 2 different configs :

 

1= For everything except terrains and cockpit textures

# --------------- CUSTOMIZE HERE ---------------
 
# Textures below or at this size do not get compressed
$minTexSize = 512
 
# 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
$whitelistedZipNames = @("*.zip")
# What to exclude from the above search
$blacklistedZipNames = @()
 
# All zips in these folders get checked, even if they aren't in the whitelist above
$whitelistedFolders = @("*")
# What to exclude from the above search
$blacklistedFolders = @("*Cockpit*"),@("*Terrains*")
 
# File names cointaining these filters get compressed inside those zips, loose textures are searched recursively in the main directory
$whitelistedFiles = @(
    "*.dds",
    "*.tga",
    "*.jpg",
    "*.png",
    "*.bmp"
)
# What to exclude from the above search
$blacklistedFiles = @("*refl*")
 
# --------------- CUSTOMIZE HERE ---------------

 

And Nr2. for just cockpits and terrains textures :

 

# --------------- CUSTOMIZE HERE ---------------
 
# Textures below or at this size do not get compressed
$minTexSize = 1024
 
# 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
$whitelistedZipNames = @("*.zip")
# What to exclude from the above search
$blacklistedZipNames = 
 
# All zips in these folders get checked, even if they aren't in the whitelist above
$whitelistedFolders = @("*Cockpit*"),@("*Terrains*")
# What to exclude from the above search
$blacklistedFolders = @()
 
# File names cointaining these filters get compressed inside those zips, loose textures are searched recursively in the main directory
$whitelistedFiles = @(
    "*.dds",
    "*.tga",
    "*.jpg",
    "*.png",
    "*.bmp"
)
# What to exclude from the above search
$blacklistedFiles = @("*refl*")
 
# --------------- CUSTOMIZE HERE ---------------

 

Once the converting is finished it gives an error, even though the files are converted

 

 


 

1.PNG

Edited by Quekel
Posted (edited)
3 hours ago, Quekel said:

I'm testing 2 different configs :

 

1= For everything except terrains and cockpit textures

# --------------- CUSTOMIZE HERE ---------------
 
# Textures below or at this size do not get compressed
$minTexSize = 512
 
# 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
$whitelistedZipNames = @("*.zip")
# What to exclude from the above search
$blacklistedZipNames = @()
 
# All zips in these folders get checked, even if they aren't in the whitelist above
$whitelistedFolders = @("*")
# What to exclude from the above search
$blacklistedFolders = @("*Cockpit*"),@("*Terrains*")
 
# File names cointaining these filters get compressed inside those zips, loose textures are searched recursively in the main directory
$whitelistedFiles = @(
    "*.dds",
    "*.tga",
    "*.jpg",
    "*.png",
    "*.bmp"
)
# What to exclude from the above search
$blacklistedFiles = @("*refl*")
 
# --------------- CUSTOMIZE HERE ---------------

 

And Nr2. for just cockpits and terrains textures :

 

# --------------- CUSTOMIZE HERE ---------------
 
# Textures below or at this size do not get compressed
$minTexSize = 1024
 
# 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
$whitelistedZipNames = @("*.zip")
# What to exclude from the above search
$blacklistedZipNames = 
 
# All zips in these folders get checked, even if they aren't in the whitelist above
$whitelistedFolders = @("*Cockpit*"),@("*Terrains*")
# What to exclude from the above search
$blacklistedFolders = @()
 
# File names cointaining these filters get compressed inside those zips, loose textures are searched recursively in the main directory
$whitelistedFiles = @(
    "*.dds",
    "*.tga",
    "*.jpg",
    "*.png",
    "*.bmp"
)
# What to exclude from the above search
$blacklistedFiles = @("*refl*")
 
# --------------- CUSTOMIZE HERE ---------------

 

Once the converting is finished it gives an error, even though the files are converted

 

 


 

1.PNG

 

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.

Edited by zbysiek
Posted
On 10/12/2024 at 3:23 AM, zbysiek said:

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.

How do I search for DXT5 files ?

  • Like 1
Posted
3 hours ago, Quekel said:

How do I search for DXT5 files ?

Search for that phrase in the script, it's not a file type, it's a type of .dds files.

  • Thanks 1
Posted
32 minutes ago, MAXsenna said:

So add those to the blacklist? 

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.

Posted



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.



I have no idea. This is all new to me.
I'm an It Systems Manager/Administrator, not a dev. Hehe
I do learn something here though, and now I remember the discussion Taz1004 had with one of the moderators, and I seem to remember in his thread that DXT5 was mentioned.
Thanks! Off to Google what roughmets and normals are. 🫡

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Posted

I was genuinely very excited for this, VRAM maxing out has been the bottleneck on my system with DCS for a long type, and despite upgrading from 8GB to 12GB GPU, I'm still forced to run both low general/terrain textures to get a stutter free experience in VR with the Apache in Syria. The process of installing this ran just fine, but I didn't seem to get the results I expected.

First, the VRAM usage isn't significantly different than it was. I always get 11-12GB, and this continued to be the case after applying the mod without changing settings (low/low). I can't say I noticed a difference in visual quality.

Second, I assumed perhaps with this mod I'd now be able to at least increase the setting from low to medium/high, and while medium/low worked, high/low or high/high produced stutters. 

Am I right to think I was perhaps expecting too much, and that this tool is best used to artificially produce a "very low" setting for people who can't play even in low?

Posted

This mod saved my VR experience in Chinook. Texture settings: terrain low, other medium. Optimized just the Chinook cockpit textures. Buttery smooth performance. However, with the latest DCS update, Chinook cockpit stutters are back, even after running the optimizer again after update. I wonder what happened with the cockpit textures. They are considerably larger in file size now after the update (both un-optimized and optimized)

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  • Like 1
Posted

Okay, I don't think it's just the textures tanking performance with the Chinook. I compressed the cockpit textures from 3.6 gigs to 600 MB and performance is still sh*t.

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Posted

I am using 3080ti (12GB VRAM) and I have similar experience with Chinook textures even using this script. Changed configuration to medium textures and Chinook is playable but Huey looks blurry.

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