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Thread: This Could Be Very Interesting - AnKor's Shaders

  1. #751
    Quote Originally Posted by mongoose View Post
    this seems to suggest your old card still should be fine at top resolution. Explain why you are running in 800 x 600 16 bit.
    Sorry , forgot to mentioned the real problem . If i change the resolution , CTD.

  2. #752
    Moongoose check your PM

  3. #753
    SOH-CM-2019 mongoose's Avatar
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    I did and as I said in reply, the most informed person to help you would be MajorMagee who also knows a hell of a lot more about PC's than I do. Try me as a last resort!

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  4. #754
    Hard to tell what could it be. Maybe a driver issue?

    GTX 660 should be perfectly ok, back when I started working on these shaders I had GTX 285 1GB made in 2009.

    Make sure you've installed the latest version of DirectX 9, available here: https://www.microsoft.com/en-us/down...s.aspx?id=8109

    What seems weird is that you are using 16-bit mode. It is not supported by DX9 shaders and (if I remember it correctly) should not even appear in CFS3Config, only 32 bit modes should be visible.

    Can you find d3d8.log in your CFS3 folder and post its contents here? It is just a text file which will open in Notepad (and Windows will likely show it simply as "d3d8" with an icon like a text file)

  5. #755
    Quote Originally Posted by AnKor View Post
    Hard to tell what could it be. Maybe a driver issue?

    GTX 660 should be perfectly ok, back when I started working on these shaders I had GTX 285 1GB made in 2009.

    Make sure you've installed the latest version of DirectX 9, available here: https://www.microsoft.com/en-us/down...s.aspx?id=8109

    What seems weird is that you are using 16-bit mode. It is not supported by DX9 shaders and (if I remember it correctly) should not even appear in CFS3Config, only 32 bit modes should be visible.

    Can you find d3d8.log in your CFS3 folder and post its contents here? It is just a text file which will open in Notepad (and Windows will likely show it simply as "d3d8" with an icon like a text file)
    Thank you , AnKor for your support and this is my log file.

    0.00: DllMain - Starting up.
    98.08: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
    98.09: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
    98.09: D3DWrapper::CreateDevice - NVIDIA GeForce GTX 660 (Driver Version: 24.21.13.9924)
    98.09: D3DWrapper::CreateDevice - Hardware Vertex Processing
    98.09: D3DWrapper::CreateDevice - Adapter: 0, Type: 1, Flags: 0x42
    98.09: D3DWrapper::CreateDevice - Windowed: 0, Width: 1920, Height: 1080, Refresh: 0, Format: 22, Multisampling: 0
    98.09: D3DWrapper::CreateDevice - AutoDepthStencilFormat: 75
    98.09: D3DWrapper::CreateDevice - SwapEffect: 3, PresentationInterval: 0
    98.68: FakeDevice::FakeDevice - Available Texture Memory 4072 MB
    98.68: FakeDevice::FakeDevice - cfs3.exe version: 3.1.0.30203
    98.68: FakeDevice::FakeDevice - Patching external FOV: 30 (0.523599)
    98.68: FakeDevice::FakeDevice - Patching visibility culling.
    98.68: EffectBase::CheckShaderCache
    98.70: VirtualCockpit::EnableEnhancements - Patching cockpit view.
    98.70: VirtualCockpit::EnableEnhancements - Zoom Settings: 0.800000 1.250000 10.000000
    98.70: VirtualCockpit::EnableEnhancements - Mouse Look Speed: 1.000000
    98.70: LightArray::ApplyPatch - Patching maximum dynamic light count.
    98.70: DrawRecorder:rawRecorder - Starting worker threads.
    98.70: WorkerThread::WorkerThread - Number of Processors: 4
    98.74: ModelBuffer::Init - SSE4.1 NOT available
    98.74: ModelBuffer::CreateBuffers - Capacity = 600000
    98.74: ModelBuffer::Init - Available Texture Memory 4050 MB
    98.74: Models::OnInit - Shadow Map Size: 2048, Filter: On
    98.75: Models::OnInit - Available Texture Memory 4002 MB
    98.75: DrawRecorder::Init - Scenery Shadow Map Size: 8192
    98.75: DrawRecorder::Init - Terrain Shadow Map Size: 2048
    98.75: DrawRecorder::Init - Available Texture Memory 3890 MB
    98.75: DrawRecorder::StartCompileShaders
    98.75: CompileShaders - Starting.
    98.75: SeaWater::CompileShaders - Sea: Light
    98.75: CompileShaders - Finished.
    108.57: EffectBase::CreateEffect - Loading: Texture.fx
    108.59: TextureManager::Init - Loading TextureMagic.ini
    113.12: DrawRecorder::LoadShaders
    113.12: EffectBase::CreateEffect - Loading: Generic.fx
    113.14: EffectBase::CreateEffect - Loading: GroundShadow.fx
    113.15: SeaWater::LoadShaders - Sea: Light
    113.15: EffectBase::CreateEffect - Loading: SeaWater.fx
    113.17: EffectBase::CreateEffect - Loading: Scenery.fx
    113.21: EffectBase::CreateEffect - Loading: Terrain.fx
    113.28: EffectBase::CreateEffect - Loading: Clouds.fx
    113.29: EffectBase::CreateEffect - Loading: Skybox.fx
    113.29: EffectBase::CreateEffect - Loading: Models.fx
    113.32: EffectBase::CreateEffect - Loading: RenderShadows.fx
    113.32: DrawRecorder::LogStats - T:0.9 (0.0 0) MD:0 (0.00) SC:0 TE:0 CL:0 (0;0) SP:0 SH:0 UI:0 Oth:0 LT:0
    113.70: DrawCalls buffer resized to 1024
    113.70: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768

    after the last line , of course , CTD.

  6. #756
    Thanks.
    Nothing really wrong in the log.
    However, could it be that you have set "Safest Settings" in cfs3config? This option may be incompatible with DX9 shaders.
    Try selecting "Default Settings" there and see if it helps.

  7. #757
    Default setting and CTD in loading game

    0.00: DllMain - Starting up.
    32.93: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
    32.93: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
    32.93: D3DWrapper::CreateDevice - NVIDIA GeForce GTX 660 (Driver Version: 24.21.13.9924)
    32.93: D3DWrapper::CreateDevice - Hardware Vertex Processing
    32.93: D3DWrapper::CreateDevice - Adapter: 0, Type: 1, Flags: 0x42
    32.93: D3DWrapper::CreateDevice - Windowed: 0, Width: 800, Height: 600, Refresh: 0, Format: 22, Multisampling: 0
    32.93: D3DWrapper::CreateDevice - AutoDepthStencilFormat: 75
    32.93: D3DWrapper::CreateDevice - SwapEffect: 1, PresentationInterval: 0
    34.14: FakeDevice::FakeDevice - Available Texture Memory 4090 MB
    34.14: FakeDevice::FakeDevice - cfs3.exe version: 3.1.0.30203
    34.14: FakeDevice::FakeDevice - Patching external FOV: 30 (0.523599)
    34.14: FakeDevice::FakeDevice - Patching visibility culling.
    34.14: EffectBase::CheckShaderCache
    34.14: VirtualCockpit::EnableEnhancements - Patching cockpit view.
    34.14: VirtualCockpit::EnableEnhancements - Zoom Settings: 0.800000 1.250000 10.000000
    34.14: VirtualCockpit::EnableEnhancements - Mouse Look Speed: 1.000000
    34.14: LightArray::ApplyPatch - Patching maximum dynamic light count.
    34.14: DrawRecorder:rawRecorder - Starting worker threads.
    34.14: WorkerThread::WorkerThread - Number of Processors: 4
    34.18: ModelBuffer::Init - SSE4.1 NOT available
    34.18: ModelBuffer::CreateBuffers - Capacity = 600000
    34.18: ModelBuffer::Init - Available Texture Memory 4069 MB
    34.19: Models::OnInit - Shadow Map Size: 2048, Filter: On
    34.19: Models::OnInit - Available Texture Memory 4021 MB
    34.19: DrawRecorder::Init - Scenery Shadow Map Size: 8192
    34.19: DrawRecorder::Init - Terrain Shadow Map Size: 2048
    34.19: DrawRecorder::Init - Available Texture Memory 3909 MB
    34.19: DrawRecorder::StartCompileShaders
    34.19: CompileShaders - Starting.
    34.20: SeaWater::CompileShaders - Sea: Light
    34.20: CompileShaders - Finished.
    34.95: EffectBase::CreateEffect - Loading: Texture.fx
    34.96: TextureManager::Init - Loading TextureMagic.ini
    36.48: DrawRecorder::LoadShaders
    36.48: EffectBase::CreateEffect - Loading: Generic.fx
    36.49: EffectBase::CreateEffect - Loading: GroundShadow.fx
    36.49: SeaWater::LoadShaders - Sea: Light
    36.49: EffectBase::CreateEffect - Loading: SeaWater.fx
    36.51: EffectBase::CreateEffect - Loading: Scenery.fx
    36.54: EffectBase::CreateEffect - Loading: Terrain.fx
    36.59: EffectBase::CreateEffect - Loading: Clouds.fx
    36.59: EffectBase::CreateEffect - Loading: Skybox.fx
    36.60: EffectBase::CreateEffect - Loading: Models.fx
    36.62: EffectBase::CreateEffect - Loading: RenderShadows.fx
    36.63: DrawRecorder::LogStats - T:0.7 (0.0 0) MD:0 (0.00) SC:0 TE:0 CL:0 (0;0) SP:0 SH:0 UI:0 Oth:0 LT:0
    57.72: DrawCalls buffer resized to 1024
    57.72: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768



    Ankor you have a pm , thank you

  8. #758
    0.00: DllMain - Starting up.
    3.80: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
    3.80: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
    3.80: D3DWrapper::CreateDevice - NVIDIA GeForce GTX 660 (Driver Version: 24.21.13.9924)
    3.80: D3DWrapper::CreateDevice - Hardware Vertex Processing
    3.80: D3DWrapper::CreateDevice - Adapter: 0, Type: 1, Flags: 0x42
    3.80: D3DWrapper::CreateDevice - Windowed: 0, Width: 1920, Height: 1080, Refresh: 0, Format: 22, Multisampling: 0
    3.80: D3DWrapper::CreateDevice - AutoDepthStencilFormat: 75
    3.80: D3DWrapper::CreateDevice - SwapEffect: 1, PresentationInterval: 0
    4.44: FakeDevice::FakeDevice - Available Texture Memory 4072 MB
    4.44: FakeDevice::FakeDevice - cfs3.exe version: 3.1.0.30203
    4.44: FakeDevice::FakeDevice - Patching external FOV: 30 (0.523599)
    4.44: FakeDevice::FakeDevice - Patching visibility culling.
    4.44: EffectBase::CheckShaderCache
    4.44: VirtualCockpit::EnableEnhancements - Patching cockpit view.
    4.44: VirtualCockpit::EnableEnhancements - Zoom Settings: 0.800000 1.250000 10.000000
    4.44: VirtualCockpit::EnableEnhancements - Mouse Look Speed: 1.000000
    4.44: LightArray::ApplyPatch - Patching maximum dynamic light count.
    4.44: DrawRecorder:rawRecorder - Starting worker threads.
    4.44: WorkerThread::WorkerThread - Number of Processors: 4
    4.48: ModelBuffer::Init - SSE4.1 NOT available
    4.48: ModelBuffer::CreateBuffers - Capacity = 600000
    4.48: ModelBuffer::Init - Available Texture Memory 4050 MB
    4.49: Models::OnInit - Shadow Map Size: 2048, Filter: On
    4.49: Models::OnInit - Available Texture Memory 4002 MB
    4.49: DrawRecorder::Init - Scenery Shadow Map Size: 8192
    4.49: DrawRecorder::Init - Terrain Shadow Map Size: 2048
    4.49: DrawRecorder::Init - Available Texture Memory 3890 MB
    4.49: DrawRecorder::StartCompileShaders
    4.49: CompileShaders - Starting.
    4.49: CompileShaders - Finished.
    4.59: EffectBase::CreateEffect - Loading: Texture.fx
    4.60: TextureManager::Init - Loading TextureMagic.ini
    5.30: DrawRecorder::LoadShaders
    5.30: EffectBase::CreateEffect - Loading: Generic.fx
    5.31: EffectBase::CreateEffect - Loading: GroundShadow.fx
    5.31: EffectBase::CreateEffect - Loading: SeaWater.fx
    5.33: EffectBase::CreateEffect - Loading: Scenery.fx
    5.36: EffectBase::CreateEffect - Loading: Terrain.fx
    5.41: EffectBase::CreateEffect - Loading: Clouds.fx
    5.42: EffectBase::CreateEffect - Loading: Skybox.fx
    5.42: EffectBase::CreateEffect - Loading: Models.fx
    5.44: EffectBase::CreateEffect - Loading: RenderShadows.fx
    5.45: DrawRecorder::LogStats - T:0.9 (0.0 0) MD:0 (0.00) SC:0 TE:0 CL:0 (0;0) SP:0 SH:0 UI:0 Oth:0 LT:0
    5.51: DrawCalls buffer resized to 1024
    5.51: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768
    10.93: WaterBuffer::AddIndexed - Realloc Vertex Capacity: 16384
    10.93: WaterBuffer::AddIndexed - Realloc Index Capacity: 16384
    10.93: ModelDrawData buffer resized to 512
    11.06: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 524288
    11.06: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 16384
    11.07: SeaWater::SetupNormals - Normal Map #1: 256 x 256
    11.09: WaterBuffer::PopulateBuffers - Water Vertex Buffer, Capacity = 16384
    11.09: WaterBuffer::PopulateBuffers - Water Index Buffer, Capacity = 16384
    11.15: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x102, Size = 32768
    11.15: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x102, Size = 16384
    19.25: DllMain - Exiting

    Now run , but can't move the graphic setting slider on full quality , becouse give me a graphic error

  9. #759
    I was doing some restoration work in my base install of CFS3 and wondered why I wasn't seeing the same level of glass reflectivity that I was getting in ETO. Both had AnKor's Shaders installed, but there were other file differences (sky, sun and weather related files, suneffect.xml, shader.xml, etc.). I kept changing the ones in the base install to match what was in ETO, with no effect, until I tried the panoramic_cubic_test.dds, and viola that was it.

    Back when we first started developing the new shaders in 2015 the panoramic_cubic_test file was key to simulating some of the water reflection effects we were trying to show. Over time most of that was done directly within the environment and the importance of panoramic_cubic_test faded. Evidently it still has an important part to play.

    The default panoramic_cubic_test.dds that comes with the game was not laid out correctly, in that the Up, Down, Left, Right sequence was done improperly. I've never provided the improved panoramic_cubic_test.dds I created with the Shader packages, but now perhaps it looks like I should have.

    p.s. Now I wonder if this had anything to do with the differences in the B-17 reflectivity we were recently trying to figure out.

    p.p.s. I see that my improved set of panoramic files was included within the MAW 1943 install package, so many of you have them already.
    Last edited by MajorMagee; January 13th, 2019 at 10:26.
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  10. #760
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    Is there more work being done with this?
    :tgun2: :tgun2: M3 fAiL 3nglush thats umpossible!

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