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Posted

Hi,

 

i have the problem that textures of vehicles or aircraft were loaded too late, so you see only polygons in a too close distance. Itґs not looking very well and disturbing immersion so much for me.

I tried arround some settings in several luaґs but finding no solution. Iґm sure there must be an option somewhwere.

 

Maybe someone can give me a hint:)

 

Greets,

Terrorvogel

 

 

This is what i mean:

_without_textures_1.jpg.9ec4f5ebc778c073f99696a85067c847.jpg

_with_textures_2.jpg.58fe5ed0c30ae5f478d63675d94cf149.jpg

ASROCK X79 Extreme11 (WC), i7-4930K (WC), 32GB G.Skill TridentX, Vertex 3 120GB, GTX 980ti, 3x 39,5" Philips 4K, TrackIR 5, TM Warthog with PeterP´s FFB2 Mod, 2xSaitek Throttle, 2x Thrustmaster Cougar MFD Bezel, Simped Vario Pedals modded with toe brakes, Opencockpit Cards, 4x Soundcard, 2x Buttkicker Gamer 2, 4x GTX 950 with tons of touchscreens...

Posted

There's a section for this in the Config\graphics_bs.cfg file IIRC (at work ATM so cannot check). The keyword you're looking for is "buildings" however (again, IIRC).

 

Someone at their home 'pooters please help the guy out :helpsmilie:

The DCS Mi-8MTV2. The best aviational BBW experience you could ever dream of.

Posted

Thx for fast response!

 

Unfortunately thereґs nothing with "building". Do you mean structure?

Which value do i have to change exactly for earlier textures?

 

Config\graphics_bs.cfg:

 

 

start_position = {-61, 1.2, -70};

start_position = {-180, 10.2, 630};

start_position = {-153.5, 0.1, 438};

start_position = {-60, 0.2, -60};

start_position = {0, 0.2, 0};

PlugIns

{

Renderer = "DXRenderer.dll";

Plugin1 = "MitkaGraphics.dll";

Plugin2 = "ZweiBlau.dll";

Plugin3 = "AVIMaker.dll";

Plugin4 = "Weather.dll";

GrEffects = "Effects.dll";

Plugin5 = "RenderEffects.dll";

}

DisplayMode

{

resolution = {1024, 768};

bpp = 32;

fullscreen = 0;

aspect = 1.333333333;

Interface

{

resolution = {1024, 768};

bpp = 32;

fullscreen = 0;

aspect = 1.333333333;

}

Simulation

{

resolution = {1024, 768};

bpp = 32;

fullscreen = 1;

aspect = 1.333333333;

}

AVI

{

resolution = {640, 480};

fullscreen = 0;

aspect = 1.3333;

}

}

SurfaceMaterials

{

file = ".\\Bazar\\Graphics\\Materials\\mfd.lma";

file = ".\\Bazar\\Graphics\\Materials\\map.lma";

file = ".\\Bazar\\Graphics\\Materials\\infrared.lma";

FixedPipeline

{

file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma";

file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";

}

SWPipelineNoFog

{

file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma";

file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";

}

SWPipeline

{

file = ".\\Bazar\\Graphics\\Materials\\landGf3.lma";

file = ".\\Bazar\\Graphics\\Materials\\mirrorGf3.lma";

}

SWPipeline

{

file = ".\\Bazar\\Graphics\\Materials\\landE3Gf2.lma";

file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";

}

}

Precaching

{

around_camera = 50000;

around_objects = 10000;

around_types = {"world", "point"};

preload_types = {"map", "world", "mission"};

}

TexturePaths

{

path = ".\\Bazar\\TempTextures\\";

path = ".\\Bazar\\Effects\\WaterNormals\\";

path = ".\\Bazar\\TestTextures\\";

path = ".\\FUI\\Common\\BS\\";

path = ".\\FUI\\Common\\";

path = ".\\FUI\\Common\\Net\\";

}

ModelDescriptions = ".\\Bazar\\ModelLOD.txt";

ModelPaths

{

path = ".\\Bazar\\World\\Shapes\\";

path = ".\\Bazar\\Terrain\\Structures\\High\\";

}

Camera

{

current = "Medium";

Low

{

near_clip = 0.2;

middle_clip = 5;

far_clip = 140000;

 

structures = {30, 2000};

trees = {1000, 3000};

dynamic = {300, 20000};

objects = {3000, 80000};

mirage = {3000, 20000};

surface = {10000, 50000};

lights = {50, 10000};

 

lodMult = 1;

lodAdd = 100;

}

Medium

{

near_clip = 0.2;

middle_clip = 5;

far_clip = 140000;

 

structures = {40, 4000};

trees = {1000, 6000};

dynamic = {300, 20000};

objects = {3000, 80000};

mirage = {3000, 20000};

surface = {14000, 80000};

lights = {100, 30000};

 

lodMult = 1.5;

lodAdd = 0;

}

High

{

near_clip = 0.2;

middle_clip = 5;

far_clip = 140000;

 

structures = {60, 6000};

trees = {1000, 9000};

dynamic = {300, 20000};

objects = {5000, 80000};

mirage = {3000, 20000};

surface = {20000, 80000};

lights = {200, 80000};

 

lodMult = 1.5;

lodAdd = 0;

}

}

ShadowLevel = 1;

LightsLevel = 0;

MirrorsLevel = 0;

TextureLevel = 2;

WaterQuality = 0;

FogQuality = 1;

SceneFile = "medium";

TextureCollections

{

highFolder = ".\\Bazar\\TempTextures\\";

common = ".\\Bazar\\Terrain\\Surface\\R2.cdds";

common = ".\\Bazar\\Terrain\\Surface\\R1L.cdds";

common = ".\\Bazar\\World\\smoketrail_mod_DCS-BS.cdds";

common = ".\\Bazar\\Terrain\\Surface\\LandTexturesBMP.cdds";

common = ".\\Bazar\\Terrain\\Surface\\LandTexturesTGA.cdds";

spring = ".\\Bazar\\Terrain\\Surface\\LandTexturesSprBMP.cdds";

spring = ".\\Bazar\\Terrain\\Surface\\LandTexturesSprTGA.cdds";

common = ".\\Bazar\\Terrain\\Surface\\LandTexturesSumBMP.cdds";

common = ".\\Bazar\\Terrain\\Surface\\LandTexturesSumTGA.cdds";

autumn = ".\\Bazar\\Terrain\\Surface\\LandTexturesAutBMP.cdds";

autumn = ".\\Bazar\\Terrain\\Surface\\LandTexturesAutTGA.cdds";

winter = ".\\Bazar\\Terrain\\Surface\\LandTexturesWinBMP.cdds";

winter = ".\\Bazar\\Terrain\\Surface\\LandTexturesWinTGA.cdds";

common = ".\\Bazar\\Terrain\\Surface\\MapTexturesBMP.cdds";

common = ".\\Bazar\\Terrain\\Surface\\MinvodyNEW.cdds";

common = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds";

common = ".\\Bazar\\Effects\\EffectRiverTGA.cdds";

common = ".\\Bazar\\World\\TexturesBMP_weapons.cdds";

common = ".\\Bazar\\World\\RealisticMoonV2.cdds";

common = ".\\Bazar\\World\\WorldTexturesBMP3.cdds";

common = ".\\Bazar\\World\\WorldTexturesTGA3.cdds";

common = ".\\Bazar\\World\\WorldTexturesTGA2.cdds";

common = ".\\Bazar\\World\\WorldTexturesTGA.cdds";

common = ".\\Bazar\\World\\WorldTexturesBMP2.cdds";

common = ".\\Bazar\\World\\WorldTexturesBMP.cdds";

common = ".\\Bazar\\World\\WorldTexturesBMP1.cdds";

common = ".\\Bazar\\World\\ShipTexturesBMP.cdds";

common = ".\\Bazar\\World\\ShipTexturesTGA.cdds";

common = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds";

common = ".\\Bazar\\World\\CockpitsTexturesTGA.cdds";

common = ".\\Bazar\\Effects\\effects.cdds";

common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesBMP.cdds";

common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesTGA.cdds";

common = ".\\Bazar\\World\\WorldTexturesTGA1.cdds";

common = ".\\Bazar\\World\\temp.cdds";

common = ".\\Bazar\\World\\Cockpit-Ka-50 TexturesEn.cdds";

common = ".\\Bazar\\World\\Cockpit-Ka-50 Textures.cdds";

common = ".\\Bazar\\World\\Cockpit-Ka-50 NIGHTextures.cdds";

common = ".\\Bazar\\World\\Y_FInal_Texture.cdds";

common = ".\\Bazar\\World\\Y2_FInal_Texture.cdds";

common = ".\\Bazar\\World\\Y3_FInal_Texture.cdds";

common = ".\\Bazar\\World\\Y4_FInal_Texture.cdds";

common = ".\\Bazar\\World\\Y5_FInal_Texture.cdds";

common = ".\\Bazar\\World\\S-8.cdds";

common = ".\\Bazar\\World\\UAZ-469.cdds";

common = ".\\Bazar\\World\\Y4_FIame.cdds";

common = ".\\Bazar\\World\\Vehicles_misc.cdds";

common = ".\\Bazar\\World\\Weapons10.cdds";

common = ".\\Bazar\\World\\AH-64_Apache.cdds";

common = ".\\Bazar\\World\\gunners.cdds";

common = ".\\Bazar\\World\\KA-27textures.cdds";

common = ".\\Bazar\\World\\UH_60_textures.cdds";

common = ".\\Bazar\\World\\T_Textures.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Swedish_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Snow_Splatter_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Dragon_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Turkey_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Night1_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Olive_Grey_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Apache_Green_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Light_Field_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Dark_Grey_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Desert1_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_USMC_Grey_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Desert2_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Dark_Dirty_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Black_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Tropic_Green_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Black_#26_paint_scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Desert3_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_NewYear.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_DOSAAF_Scheme.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Canadian_Camo1.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_German8320.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_RNAF_01.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_SAA_Standard.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_SAA_Arido.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_SAA_Boscoso.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Belgium_Camo.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Belgium_SAR.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Belgium_Olive.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Denmark_Camo1.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Georgia_Camo1.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_UK_Camo1.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Norway_Camo1.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_USA_MARINES1.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_USA_ARMY1.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_USA_MARINES2.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_RNAF_Wooded.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_France_Camo1.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_France_Camo2.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_France_Desert.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Israel_Camo1.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Israel_Camo2.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Israel_Camo3.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Ukraine_Camo1.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Ukraine_Camo1dirt.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Worn_Black.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_Denmark_Navy_Trainer.cdds";

common = ".\\Bazar\\World\\Ka-50_Fictional_German8332.cdds";

common = ".\\Bazar\\World\\ground_obj_lom.cdds";

common = ".\\Bazar\\World\\CockpitsPlatinumBMP.cdds";

common = ".\\Bazar\\World\\yak-40_tex.cdds";

common = ".\\Bazar\\World\\Su-25T_Fictional_Black.cdds";

common = ".\\Bazar\\World\\Su-25T_BLR.cdds";

common = ".\\Bazar\\World\\Su-25T_DC.cdds";

common = ".\\Bazar\\World\\Su-25T_DCW.cdds";

common = ".\\Bazar\\World\\Su-25T_Lipetsk.cdds";

common = ".\\Bazar\\World\\Su-25T_Lipetsk_2.cdds";

common = ".\\Bazar\\World\\Su-25T_NAVY.cdds";

common = ".\\Bazar\\World\\Su-25T_T8M.cdds";

common = ".\\Bazar\\World\\Su-25_common_textures.cdds";

common = ".\\Bazar\\World\\Su-25_Russian_Skins.cdds";

common = ".\\Bazar\\World\\Su-25_Ukrainian_Skins.cdds";

common = ".\\Bazar\\World\\Su-25_Georgian_Skins.cdds";

}

season = "summer";

RenderStates

{

Folder = ".\\Bazar\\Graphics\\";

Parser = ".\\Bazar\\Graphics\\RenderStateParser.cfg";

DefaultRsFile = ".\\Bazar\\Graphics\\default.rsbin";

}

MaterialAliasFile

{

GF3 = ".\\Bazar\\Graphics\\Materials\\materials.lma";

GF3 = ".\\materials_TT.lma";

GF2 = ".\\Bazar\\Graphics\\Materials\\materialsE3GF2.lma";

}

landfile2 = ".\\Bazar\\Terrain\\Surface\\land.lsa2";

BinScene = ".\\Bazar\\Terrain\\Scenes\\medium.scn";

roads

{

road = ".\\Bazar\\Terrain\\Roads\\roads.rn2";

road = ".\\Bazar\\Terrain\\Roads\\rails.rn2";

}

superficial

{

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Cauc_East.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Cauc_North.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Cauc_West.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Georg.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Georg_Commun.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Georg_TreeLines.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Cauc_MinVody.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_North_TreeLines_1.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_North_TreeLines_2.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_NCauc_TreeLines.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_NCauc_TreeLines_2.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_NCauc_TreeLines_3.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_VPP.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Onlay_Coastline.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Rivers_Banks_1.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Rivers_Banks_2.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Rivers_Banks_3.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\Rivers_Banks_4.sup";

map = ".\\Bazar\\Terrain\\Map\\map_buildings.sup";

map = ".\\Bazar\\Terrain\\Map\\map_lep.sup";

map = ".\\Bazar\\Terrain\\Map\\map_rivers.sup";

map = ".\\Bazar\\Terrain\\Map\\land_map_L0.sup";

map = ".\\Bazar\\Terrain\\Map\\land_map_L2.sup";

map = ".\\Bazar\\Terrain\\Map\\map_towns.sup";

 

english

{

map = ".\\Bazar\\Terrain\\Map\\map_towns_names_en.sup";

}

 

russian

{

map = ".\\Bazar\\Terrain\\Map\\map_towns_names_ru.sup";

}

}

 

LandLodDistances

{

LandDay

{

L01 = 30000;

L12 = 50000;

}

LandNight

{

L01 = 20000;

L12 = 40000;

}

Map

{

L01 = 50000;

L12 = 120000;

L23 = 200000;

L34 = 300000;

L45 = 400000;

}

MapAlt

{

L01 = 50000;

L12 = 120000;

L23 = 200000;

L34 = 300000;

L45 = 400000;

}

MapTex

{

L01 = 50000;

L12 = 120000;

L23 = 200000;

L34 = 300000;

L45 = 400000;

}

MFD

{

L01 = 10000;

L12 = 25000;

}

}

LModelFiles

{

lmf = ".\\Bazar\\Terrain\\Structures\\model.lm";

lmf = ".\\Bazar\\Terrain\\Structures\\land_offside_model.lm";

}

LandTextureLighting = 1;

LandSunFactor = 0.7;

OldLandNoise

{

perSquare = 5;

perSquare2 = 150;

front = 1000;

back = 25000;

top = 2500;

map_high = 20000;

bottom = 2000;

noisemax = 0.5;

noisemin = 0.1;

}

NoiseStrip

{

min = 2095;

max = 2505;

}

ScreenshotQuality = 90;

ScreenshotName = "ScreenShots/ScreenShot_%03d.jpg";

ScreenshotExt = "jpg";

EffectOptions = 0;

Exhaust = 0;

ShadowDensity = 0.6;

PilotName = "No";

FogParam1 = 10;

FogParam2 = 1.1;

CivilianRoutes = "";

AviFolder = "Movies/";

PilotNames = 0;

MaxFPS = 0;

AdvancedEffect = 0;

TreesQuality = 3;

TreeDistance = 870;

RenderEffect = 0;

ObjectTextureQuality = 1;

LandScapeTextureQuality = 1;

CloudAspectThreshold = 0.03;

 

MFD_render_params

{

two_pass_always = true;

dist_multiplier_fov_base = 0.3;

second_pass_start_fov = 0.1;

second_pass_far_clip = 100;

single_pass_near_clip = 10;

}

 

 

ASROCK X79 Extreme11 (WC), i7-4930K (WC), 32GB G.Skill TridentX, Vertex 3 120GB, GTX 980ti, 3x 39,5" Philips 4K, TrackIR 5, TM Warthog with PeterP´s FFB2 Mod, 2xSaitek Throttle, 2x Thrustmaster Cougar MFD Bezel, Simped Vario Pedals modded with toe brakes, Opencockpit Cards, 4x Soundcard, 2x Buttkicker Gamer 2, 4x GTX 950 with tons of touchscreens...

Posted (edited)

Try these values in your graphics_bs.cfg (backup first!) these are the parameters i use, you might want to fine tune them for your PC.

 

Camera

{

current = "Medium";

Low

{

near_clip = 0.2;

middle_clip = 5;

far_clip = 140000;

structures = {60, 15000};

trees = {1000, 15000};

dynamic = {300, 20000};

objects = {3000, 80000};

mirage = {3000, 20000};

surface = {10000, 50000};

lights = {50, 10000};

lodMult = 1;

lodAdd = 100;

}

Medium

{

near_clip = 0.2;

middle_clip = 5;

far_clip = 140000;

structures = {60, 15000};

trees = {1000, 15000};

dynamic = {300, 20000};

objects = {3000, 80000};

mirage = {3000, 20000};

surface = {14000, 80000};

lights = {100, 30000};

lodMult = 1.5;

lodAdd = 0;

}

High

{

near_clip = 0.2;

middle_clip = 5;

far_clip = 140000;

structures = {60, 15000};

trees = {1000, 15000};

dynamic = {300, 20000};

objects = {5000, 80000};

mirage = {3000, 20000};

surface = {20000, 80000};

lights = {200, 80000};

lodMult = 1.5;

lodAdd = 0;

}

 

As for object texture LOD's? not much you can do about that for now, limitation with the current BS graphics engine...when it gets the same engine as DCS Warthog, that problem will go away :)

Edited by Mustang
Posted (edited)
Hi,

 

i have the problem that textures of vehicles or aircraft were loaded too late, so you see only polygons in a too close distance. Itґs not looking very well and disturbing immersion so much for me.

I tried arround some settings in several luaґs but finding no solution. Iґm sure there must be an option somewhwere.

 

Maybe someone can give me a hint:)

 

Greets,

Terrorvogel

 

 

This is what i mean:

[ATTACH]49614[/ATTACH]

[ATTACH]49615[/ATTACH]

 

wow your system spec if thats them you should be running like this

NVIDIA CP, all on, AAQ @ 8x, AA @ 4x, Performance should be at performance. adaptive aliasing should be high power settings.

 

 

see if I can dig up a NVCP profiles pic. with this I get on avrg 20 to 45 fps. 4th jpg is black sharks moving and to the far right of the screen shot you can see vehicles out in the field middle edge.

 

Also set your in games setting at

Edited by Mastiff

"any failure you meet, is never a defeat; merely a set up for a greater come back",  W Forbes.

"Success is not final, failure is not fatal, it is the courage to continue that counts",
"He who never changes his mind, never changes anything," Winston Churchill.

MSI z690 MPG DDR4 || i9-14900k|| ddr4-64gb PC3200 |zotac RTX 5080|Game max 1300w|Win11| |turtle beach elite pro 5.1|| ViRpiL,T50cm2||MFG Crosswinds|| VT50CM-plus rotor Throttle || Z10 RGB EVGA Keyboard/ G502LogiMouse || PiMax Crystal VR || 32 Asus||

Posted

@Mustang

 

I tried out your settings but it changed not my problem as you have already written. The only thing is that i have now stuttering so i went back to my old graphics_bs.cfg which gave me a constant FPS of 30 with 5680x1050 resolution and no stutters. But Thx for your hint!

Will there be an update for BlackShark to same A-10C engine in this century?

 

@Mastiff

 

I already had set some AA-settings in Nvidia config but thats not the problem why i originally started this thread. And donґt forget my high resolution i use...

What are your settings of "not popping up" annoying textures of aircrafts and vehicles in close distance? Thatґs the way you could help me:)

ASROCK X79 Extreme11 (WC), i7-4930K (WC), 32GB G.Skill TridentX, Vertex 3 120GB, GTX 980ti, 3x 39,5" Philips 4K, TrackIR 5, TM Warthog with PeterP´s FFB2 Mod, 2xSaitek Throttle, 2x Thrustmaster Cougar MFD Bezel, Simped Vario Pedals modded with toe brakes, Opencockpit Cards, 4x Soundcard, 2x Buttkicker Gamer 2, 4x GTX 950 with tons of touchscreens...

Posted (edited)
Posted

Terrorvogel,

 

The late loading of textures ( Popping up late), is this not related to the speed of the texture rendering? Could this not be related to your high definition set up?

 

I have seen this when the Memory speed (RAM) and/or the HDD is trying to keep up ( a bottleneck in other words) I also see you have some 7" displays attached as well? Could be thats a lot of display to render?

 

Shoot me down in flames if you think I am talking hogwash!:dunno:

 

Regards.

[sIGPIC][/sIGPIC]i7 Haswell @ 4.6Ghz, Z97p, GTX1080, 32GB DDR3, x3SSD, Win7/64, professional. 32" BenQ, TIR 5, Saitek x55 HOTAS.

Search User Files for "herky" for my uploaded missions. My flight sim videos on You Tube. https://www.youtube.com/user/David Herky

Posted

@Accipiter

 

The idea behind sounds good so far but why does this happen only to vehicles and aircraft and not with buildings and the other stuff which textureґs are lot bigger.

 

I have overall three graphiccards installed (1xGTX470, 2x8400GS). At the two GS8400 are attached a total of three 7"TFT and one 8"TFT so there is no influence to main graphics GTX470 in rendering.

 

I believe that i already had this annoying textures problem before i changed to Matrox Tripplehead2go with three displays and this bigger resolution.

 

There must be somewhere a value to change in some .lua for setting the texture popping distance. It would be interesting if all other Matrox users have the same problem...

 

Greetings,

Terrorvogel

ASROCK X79 Extreme11 (WC), i7-4930K (WC), 32GB G.Skill TridentX, Vertex 3 120GB, GTX 980ti, 3x 39,5" Philips 4K, TrackIR 5, TM Warthog with PeterP´s FFB2 Mod, 2xSaitek Throttle, 2x Thrustmaster Cougar MFD Bezel, Simped Vario Pedals modded with toe brakes, Opencockpit Cards, 4x Soundcard, 2x Buttkicker Gamer 2, 4x GTX 950 with tons of touchscreens...

Posted

@zhucelun789

 

which settings do you mean? Unfortunately i donґt see any...

 

 

Regards,

Terrorvogel

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