This Could Be Very Interesting - AnKor's Shaders - Page 19
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Thread: This Could Be Very Interesting - AnKor's Shaders

  1. #451
    THANK YOU!!!


    I am amazed at how each update eclipses the last! Stunning improvement after stunning improvement!

  2. #452
    I'm having trouble with the gunsight reticle ranging animation with these. PM sent.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  3. #453
    Sorry I haven't looked into the gunsight issue yet, but I'm busy with a new big feature which should be ready for testing soon.

    The slight drop of FPS is most likely caused by terrain shader being more complex now as it has to handle aircraft shadows.

  4. #454
    Cool, I'm looking forward to it!
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  5. #455
    I wonder what the new feature is, looking forward to it!

  6. #456
    Ok, it is taking longer than expected

    The new feature is supposed to be the head movement caused by G-forces in virtual cockpit mode. It adds to immersion and makes those reflector gunsights even more useful.
    I've finally found a way to update head position in VC without interfering with TrackIR which was a major obstacale. The new problem however is that I still can't get the movement physics right. It sort of works, but I'm not satisfied with the result.

  7. #457
    Interesting. I've noticed that when I'm flying in game, my body tends to naturally lean in response to the visual cue of the tilting view I'm seeing on the screen during turning movements. Perhaps your G-force response could be tied proportionally to the horizon angle rate of change.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  8. #458
    Very cool! Looking forward to it. Will it look similar to your old video: https://m.youtube.com/watch?v=cNKolIRx4E0

    I really liked how the shaking started with the engine startup.

  9. #459
    @Ankor:

    Thanks so much for including the driver version fake out thing. Works like a charm. There have been two nVidia driver updates since I installed the new shaders and not a single demand to run the config utility!

  10. #460
    Quote Originally Posted by gecko View Post
    Very cool! Looking forward to it. Will it look similar to your old video: https://m.youtube.com/watch?v=cNKolIRx4E0

    I really liked how the shaking started with the engine startup.
    Yes, similar, but probably more subtle by default. I think excessive shaking is too annoying.


    @Threedp, glad it helped

  11. #461
    Quick update. Fixed reticle scaling bug.
    https://dl.dropboxusercontent.com/u/...8.20161212.zip

    Head movement is NOT working yet.

  12. #462
    Thanks, those are working well for me.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  13. #463
    So who wants to be a beta tester?

    I've made an experimental version of d3d8.dll which enables acceleration (g-force) effects for virtual cockpit view.

    You need to use the latest build (20161212) but replace the dll with the one from this archive:

    https://dl.dropboxusercontent.com/u/...adMovement.zip

    There are no adjustment options yet, but I plan to add them.
    I still don't like certain behaviors, but I feel that I need some "user" opinions before continuing

  14. #464
    Quote Originally Posted by AnKor View Post
    Hi!

    Here is the latest version of shaders as I promised:
    https://dl.dropboxusercontent.com/u/...8.20161126.zip

    It includes WOFF UE features, but it is not exactly the same build - I've a few minor tweaks and rebuild it with Visual C++ 2015. It might no longer work on WinXP, but I hope nobody really needed it.

    This version fully replaces stock cfs3 ground shadows with DX9 ones. However you must turn off shadows in cfs3config or you will see double shadows.
    There are also some performance improvements and bugfixes (among them is a fix for black spots appearing on water at low angles).

    The archive doesn't include d3d8.ini and TextureMagic.ini -- you can reuse your existing ones. However there are a couple of new settings supported in d3d8.ini.
    FakeDriverVersion=1
    Will stop cfs3 from asking to rerun cfs3config after each driver update. It will simply report fake driver version 9.0.0.0 Instead of actual driver version.
    AlphaToCoverage=1
    Experimental technique for rendering trees transparency. Works better when multisampling antialiasing is enabled. However it is not tuned well, so might look worse than normal rendering.
    Just want to make shure I have edited the d3d8.ini correctly :

    [D3D8]
    ;Will stop cfs3 from asking to rerun cfs3config after each driver update.
    FakeDriverVersion=1


    ;Experimental technique for rendering trees transparency.
    AlphaToCoverage=1


    ; Change to NoMultisampling=1 for SweetFX compatibility, but it will disable ingame antialiasing.
    NoMultisampling=1


    ; Aircraft shadows. 0 - No Shadows; 1 - Low; 2 - Medium; 3 - Good; 4 - High; 5 - Best
    ShadowQuality=5


    ; Terrain shadows. 0 - Disabled; 1 - Low Quality; 2 - Medium; 3 - High
    TerrainShadows=3


    ; 0 - Disabled; 1 - Enabled
    TerrainBumpMapping=1

  15. #465
    Quote Originally Posted by gosd View Post
    Just want to make shure I have edited the d3d8.ini correctly
    Yes, look correct.
    Neither of these new options are required. So if you don't want "alpha to coverage" you can just remove that line (or change the value to be 0).

  16. #466
    Downloaded! First impressions: this is going to be a great feature! Response seems a bit weak in this version, it might be nice if it were more noticeable, though not as strong as in your video. Also, there doesn't seem to be any response to the roll axis. Response to ground bumps is OK, but based on experience, I think it should be stronger, it looked just about right in your old video. I was really hoping to see the shake from the engine startup as in the video, do you plan on adding it?

    Thanks for continuing to develop your shaders!

  17. #467
    It will be possible to adjust the response, this version is very damped because otherwise it is just too shaky for WOFF to be playable. Their aircrafts tend to shake much more (suspiciously more, I will need to investigate it) than the ones I tried in stock CFS3.

    However, you will be surprised how noticeably any aircraft shakes if the damping is removed. I'm not sure it is fully intentional though, a part of it is definitely caused by calculation errors. After all I have to approximate aircraft speed and acceleration. You see, this feature doesn't "know" about joystick input, ground bumps or engine revs, instead I try to calculate inertial forces from aircraft movement and rotation and then adjust the view. And on top of that my formulas are likely incomplete, but it is been quite a while since I studied physics and I'm too lazy now to go into depths now

    I'd also love to add the roll effect, but it doesn't seem to be possible in cfs3 - the game only supports pitch and yaw rotation for VC view.

  18. #468
    Ah I see, sounds like most of this is way over my head, but it will be interesting to play with adjustments later. I didn't realize you were using existing CFS3 head movement to do this, I thought it might have been some sort of external screen shake approach. But yeah, as far as I know CFS3 doesn't use the roll axis for head movement.

  19. #469
    It's pretty subtle, and that's probably a good thing. I was afraid it was going to make me seasick if it was too strong and unrelenting.

    Perhaps you could tap into the force feedback triggers, and use that to turn up the amplification temporarily?
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  20. #470
    Oh, good idea, most aircraft have that section in their aircraft.cfg. Might offer some additional control and possibilities.

  21. #471
    It is an interesting idea about force feedback, but I can't easily read game settings from my dll.

    Here is another "head shake" test version:
    https://dl.dropboxusercontent.com/u/...8.20161221.zip

    It is more correct now: previous version calculated forces at aircraft's center of gravity, but now they are properly calculated at cockpit location (including gunner stations).
    I've also reduced vertical and forward movement, but increased the range of horizontal movement. I believe this is more correct for human body

    This version also fixes the old "sky-colored triangles at edges of the screen" issue caused by head rotation when using TrackIR (though stock CFS3 doesn't seem to suffer from it as much as OFF). I'm not sure if there are any side-effects, will be interesting to know.

    Finally, the effect is configurable now.
    Add 3 lines into d3d8.ini:
    OffsetSpring=12
    OffsetResponse=6
    RotationSpring=24


    OffsetSpring and RotationSpring controls how fast the view returns to neutral position, i.e. how strong is the resistance to movement (offset) or rotation.
    Minimum value for OffsetSpring is around 4, less than than might cause the view to drift even after a slight shake. Maximum is unlimited but there's probably no difference after 100 or so.
    Setting RotationSpring to very low value produces an interesting effect -- the view tries to stay focused on the same point for some time regardless of aircraft rotation.

    OffsetResponse basically controls the damping of head shake. Note that higher values means LESS damping, i.e. this parameter defines how quick the view responds to acceleration. It has no effect on rotation.

  22. #472
    Thanks! Works well, and even seems to add 2-3 fps with my standard test conditions.

    I used 9, 9, 9 to make the effect more obvious just to see how it behaves. It's pretty intuitive about how your head/body needs to move in response to the view shifts to keep the gunsight reticle in view. It makes a maneuvering dogfight an opportunity for some light exercise.

    I really appreciate that the peripheral triangles have been eliminated too.
    Last edited by MajorMagee; December 21st, 2016 at 09:59.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  23. #473
    I'm finding that I need to develop new piloting skills to account for the head movement. They act in a way that is very realistic, and I now have to move my body counter to the aircraft movements in response.

    Most of the time it's no big problem, but in a swirling dogfight, it takes a whole different level of physical coordination than I'm used to. You have to swivel your head to track where the target is going while keeping your body lined up with the shifting gunsight. I will learn how to do it intuitively with time and practice, but for the time being the AI have a distinct advantage in that they don't have to deal with any of that.

    I have managed to get my first kill, but it took way longer than usual, and I shot a lot of rounds off into empty space before I was done with him.

    Thank you very much for this wonderful addition to your CFS3 modernization project.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  24. #474
    Thanks so much Ankor! I like the head movement a lot, it seems more natural now. And as I use the WOFF scenery in CFS3 I'm very happy not to see the blue triangles anymore!

    The only visual issue I have is that part of the scene seem to tear. Not sure if that's the right way to describe it, and I can't capture it in a screenshot but I will sometimes see a flickering horizontal seam in different places on the screen. It's pretty hard to describe, so I hope that makes sense to you.

    Also, I've had a couple CTDs. Here is the log from my last one:

    Code:
    0.00: DllMain - Starting up.
    108.78: CreateD3DWrapper - Direct3D 9 Loaded.
    108.85: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
    108.85: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
    108.85: D3DWrapper::CreateDevice - NVIDIA GeForce GT 730 (Driver Version: 10.18.13.5382)
    108.85: D3DWrapper::CreateDevice - Hardware Vertex Processing
    108.85: D3DWrapper::CreateDevice - Adapter: 0, Type: 1, Flags: 0x42
    108.85: D3DWrapper::CreateDevice - Windowed: 0, Width: 1920, Height: 1080, Refresh: 0, Format: 22, Multisampling: 8
    108.85: D3DWrapper::CreateDevice - AutoDepthStencilFormat: 75
    108.85: D3DWrapper::CreateDevice - SwapEffect: 1, PresentationInterval: -2147483648
    109.16: FakeDevice::FakeDevice - Available Texture Memory 4020 MB
    109.16: FakeDevice::FakeDevice - cfs3.exe version: 3.1.0.30203
    109.16: FakeDevice::FakeDevice - Patching external FOV: 35 (0.610865)
    109.16: FakeDevice::FakeDevice - Patching visibility culling.
    109.16: EffectBase::CheckShaderCache
    109.16: LightArray::ApplyPatch - Patching maximum dynamic light count.
    109.17: ModelsThread - Background Thread Started
    109.17: AuxThread1 - Background Thread Started
    109.18: AuxThread2 - Background Thread Started
    109.19: AuxThread3 - Background Thread Started
    109.20: ModelBuffer::Init - SSE4.1 is available
    109.20: ModelBuffer::CreateBuffers - Capacity = 600000
    109.21: ModelBuffer::Init - Available Texture Memory 3998 MB
    109.21: Models::OnInit - Shadow Map Size: 2048, Filter: On
    109.21: Models::OnInit - Available Texture Memory 3948 MB
    109.21: DrawRecorder::Init - Scenery Shadow Map Size: 8192
    109.21: DrawRecorder::Init - Terrain Shadow Map Size: 2048
    109.21: DrawRecorder::Init - Available Texture Memory 3836 MB
    109.21: DrawRecorder::StartCompileShaders
    109.21: CompileShaders - Starting.
    109.21: EffectBase::LoadGlobalDefines - Weather: Normal
    109.21: SeaWater::CompileShaders - Sea: Calm
    109.21: EffectBase::CompileEffectFile - Compiling: SeaWater.fx
    109.74: EffectBase::CreateEffect - Loading: Texture.fx
    109.75: TextureManager::Init - Loading TextureMagic.ini
    116.37: EffectBase::CompileEffectFile - Compiling: SeaWater.fx - Done.
    116.37: CompileShaders - Finished.
    123.14: DrawRecorder::LoadShaders
    123.14: EffectBase::CreateEffect - Loading: Generic.fx
    123.18: EffectBase::CreateEffect - Loading: GroundShadow.fx
    123.19: SeaWater::LoadShaders - Sea: Calm
    123.19: EffectBase::CreateEffect - Loading: SeaWater.fx
    123.19: EffectBase::CreateEffect - Loading: Scenery.fx
    123.22: EffectBase::CreateEffect - Loading: Terrain.fx
    123.26: EffectBase::CreateEffect - Loading: Clouds.fx
    123.27: EffectBase::CreateEffect - Loading: Skybox.fx
    123.30: EffectBase::CreateEffect - Loading: Models.fx
    123.34: EffectBase::CreateEffect - Loading: RenderShadows.fx
    123.37: DrawCalls buffer resized to 1024
    124.96: DrawCalls buffer resized to 2048
    124.96: ModelDrawData buffer resized to 512
    124.98: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 524288
    124.98: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 16384
    124.99: SeaWater::SetupNormals - Normal Map #1: 512 x 512
    125.18: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x102, Size = 65536
    125.22: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x102, Size = 16384
    125.24: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768
    125.24: DrawRecorder::LogStats - T:1869.9 (264.7 0) MD:132 (4.14) SC:183 TE:365 CL:0 (0;0) SP:675 SH:0 UI:6 Oth:226 LT:59
    125.53: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 32768
    125.53: SeaWater::SetupNormals - Normal Map #2: 512 x 512
    125.96: Clouds buffer resized to 512
    126.33: SeaWater::SetupNormals - Normal Map #3: 512 x 512
    126.43: SeaWater::SetupNormals - Normal Map #4: 512 x 512
    126.49: SeaWater::SetupNormals - Normal Map #5: 512 x 512
    126.61: SeaWater::SetupNormals - Normal Map #6: 512 x 512
    126.69: SeaWater::SetupNormals - Normal Map #7: 512 x 512
    126.81: SeaWater::SetupNormals - Normal Map #8: 512 x 512
    126.96: SeaWater::SetupNormals - Normal Map #9: 512 x 512
    127.02: DrawCalls buffer resized to 3072
    127.08: SeaWater::SetupNormals - Normal Map #10: 512 x 512
    587.11: FakeDevice::TestCooperativeLevel - Device State: 0x88760869
    587.15: FakeDevice::Reset
    587.15: TextureManager::Release
    587.15: DrawRecorder::ReleaseBuffers
    587.15: DrawRecorder::ReleaseEffects
    587.15: SeaWater::Release - SeaWater::Release
    587.15: Clouds::Release
    587.15: Models::Release - Models::Release
    587.15: ModelBuffer::Release - ModelBuffer::Release
    587.63: EffectBase::CreateEffect - Loading: Texture.fx
    587.63: ModelBuffer::Init - SSE4.1 is available
    587.63: ModelBuffer::CreateBuffers - Capacity = 600000
    587.63: ModelBuffer::Init - Available Texture Memory 3998 MB
    587.63: Models::OnInit - Shadow Map Size: 2048, Filter: On
    587.63: Models::OnInit - Available Texture Memory 3948 MB
    587.63: DrawRecorder::Init - Scenery Shadow Map Size: 8192
    587.63: DrawRecorder::Init - Terrain Shadow Map Size: 2048
    587.63: DrawRecorder::Init - Available Texture Memory 3836 MB
    587.63: FakeDevice::Reset - Available Texture Memory 3836 MB
    588.01: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 524288
    588.01: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 32768
    588.03: SeaWater::SetupNormals - Normal Map #1: 512 x 512
    588.32: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x102, Size = 65536
    588.32: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x102, Size = 16384
    588.32: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768
    588.32: DrawRecorder::LogStats - T:522.1 (316.1 0) MD:164 (4.72) SC:184 TE:14 CL:429 (13;376) SP:674 SH:0 UI:7 Oth:233 LT:59
    588.38: SeaWater::SetupNormals - Normal Map #2: 512 x 512
    588.45: SeaWater::SetupNormals - Normal Map #3: 512 x 512
    588.57: SeaWater::SetupNormals - Normal Map #4: 512 x 512
    588.70: SeaWater::SetupNormals - Normal Map #5: 512 x 512
    588.83: SeaWater::SetupNormals - Normal Map #6: 512 x 512
    588.95: SeaWater::SetupNormals - Normal Map #7: 512 x 512
    589.08: SeaWater::SetupNormals - Normal Map #8: 512 x 512
    589.21: SeaWater::SetupNormals - Normal Map #9: 512 x 512
    589.34: SeaWater::SetupNormals - Normal Map #10: 512 x 512
    589.47: SeaWater::SetupNormals - Normal Map #11: 512 x 512
    589.60: SeaWater::SetupNormals - Normal Map #12: 512 x 512
    589.70: SeaWater::SetupNormals - Normal Map #13: 512 x 512
    589.94: SeaWater::SetupNormals - Normal Map #14: 512 x 512
    590.08: SeaWater::SetupNormals - Normal Map #15: 512 x 512
    590.22: SeaWater::SetupNormals - Normal Map #16: 512 x 512
    599.20: FakeDevice::TestCooperativeLevel - Device State: 0x88760869
    599.22: FakeDevice::Reset
    599.22: TextureManager::Release
    599.22: DrawRecorder::ReleaseBuffers
    599.22: DrawRecorder::ReleaseEffects
    599.22: SeaWater::Release - SeaWater::Release
    599.22: Clouds::Release
    599.22: Models::Release - Models::Release
    599.22: ModelBuffer::Release - ModelBuffer::Release
    599.59: EffectBase::CreateEffect - Loading: Texture.fx
    599.59: ModelBuffer::Init - SSE4.1 is available
    599.59: ModelBuffer::CreateBuffers - Capacity = 600000
    599.59: ModelBuffer::Init - Available Texture Memory 3998 MB
    599.60: Models::OnInit - Shadow Map Size: 2048, Filter: On
    599.60: Models::OnInit - Available Texture Memory 3948 MB
    599.60: DrawRecorder::Init - Scenery Shadow Map Size: 8192
    599.60: DrawRecorder::Init - Terrain Shadow Map Size: 2048
    599.60: DrawRecorder::Init - Available Texture Memory 3836 MB
    599.60: FakeDevice::Reset - Available Texture Memory 3836 MB
    599.89: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 524288
    599.89: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 32768
    599.91: SeaWater::SetupNormals - Normal Map #1: 512 x 512
    600.17: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x102, Size = 65536
    600.17: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x102, Size = 16384
    600.19: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768
    600.24: SeaWater::SetupNormals - Normal Map #2: 512 x 512
    600.29: SeaWater::SetupNormals - Normal Map #3: 512 x 512
    600.35: SeaWater::SetupNormals - Normal Map #4: 512 x 512
    600.48: SeaWater::SetupNormals - Normal Map #5: 512 x 512
    600.63: SeaWater::SetupNormals - Normal Map #6: 512 x 512
    600.77: SeaWater::SetupNormals - Normal Map #7: 512 x 512
    600.86: SeaWater::SetupNormals - Normal Map #8: 512 x 512
    600.99: SeaWater::SetupNormals - Normal Map #9: 512 x 512
    601.12: SeaWater::SetupNormals - Normal Map #10: 512 x 512
    601.24: SeaWater::SetupNormals - Normal Map #11: 512 x 512
    601.36: SeaWater::SetupNormals - Normal Map #12: 512 x 512
    601.48: SeaWater::SetupNormals - Normal Map #13: 512 x 512
    601.68: SeaWater::SetupNormals - Normal Map #14: 512 x 512
    601.87: SeaWater::SetupNormals - Normal Map #15: 512 x 512
    601.97: SeaWater::SetupNormals - Normal Map #16: 512 x 512
    606.72: Clouds buffer resized to 1024
    606.76: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 65536
    608.48: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 1048576
    608.48: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x142, Size = 131072
    610.73: ModelDrawData buffer resized to 1024
    615.12: DrawRecorder::BeginScene - World reset.
    615.12: Clouds::Clear
    616.21: DrawRecorder::LockLabelTexture - Creating Label Texture 0, Format = 21
    616.61: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x144, Size = 32768
    621.11: DrawRecorder::LogStats - T:40.5 (2.2 0) MD:442 (2.26) SC:412 TE:486 CL:0 (0;0) SP:681 SH:0 UI:7 Oth:204 LT:59
    624.32: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x102, Size = 131072
    624.66: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x242, Size = 32768
    624.66: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x242, Size = 16384
    636.80: ModelDrawData buffer resized to 1536
    653.88: DrawRecorder::LogStats - T:47.5 (2.2 0) MD:391 (2.04) SC:388 TE:537 CL:0 (0;0) SP:666 SH:0 UI:5 Oth:124 LT:59
    663.88: DrawCalls buffer resized to 4096
    663.88: ModelDrawData buffer resized to 2048
    669.77: GeometryBuffer::PopulateBuffers - Resize Index Buffer FVF = 0x102, Size = 32768
    686.67: DrawRecorder::LogStats - T:51.1 (32.5 856050) MD:360 (1.73) SC:490 TE:509 CL:0 (0;0) SP:237 SH:0 UI:5 Oth:1 LT:10
    686.89: GeometryBuffer::PopulateBuffers - Resize Vertex Buffer FVF = 0x102, Size = 262144
    719.46: DrawRecorder::LogStats - T:37.2 (2.2 0) MD:441 (1.61) SC:588 TE:497 CL:0 (0;0) SP:711 SH:0 UI:5 Oth:1 LT:59
    752.24: DrawRecorder::LogStats - T:30.3 (16.3 0) MD:669 (1.93) SC:587 TE:509 CL:0 (0;0) SP:734 SH:0 UI:5 Oth:291 LT:59
    785.04: DrawRecorder::LogStats - T:32.4 (1.3 0) MD:193 (3.06) SC:299 TE:265 CL:0 (0;0) SP:688 SH:0 UI:5 Oth:217 LT:59
    803.35: DrawRecorder::BeginScene - World reset.
    803.35: Clouds::Clear
    803.88: DrawRecorder::BeginScene - World reset.
    803.88: Clouds::Clear
    817.80: DrawRecorder::LogStats - T:10.8 (3.4 0) MD:91 (2.91) SC:3 TE:426 CL:541 (16;761) SP:4 SH:0 UI:9 Oth:61 LT:0
    850.58: DrawRecorder::LogStats - T:15.8 (5.6 13988) MD:88 (3.01) SC:4 TE:460 CL:529 (16;1020) SP:4 SH:0 UI:7 Oth:54 LT:0
    883.35: DrawRecorder::LogStats - T:11.2 (1.7 0) MD:23 (3.78) SC:112 TE:352 CL:0 (16;1676) SP:7 SH:0 UI:8 Oth:58 LT:0
    885.84: DrawRecorder::BeginScene - World reset.
    885.84: Clouds::Clear
    916.14: DrawRecorder::LogStats - T:31.2 (1.1 0) MD:180 (2.17) SC:79 TE:119 CL:11 (1;25) SP:35 SH:0 UI:15 Oth:5 LT:0
    948.90: DrawRecorder::LogStats - T:45.0 (1.2 0) MD:159 (2.02) SC:294 TE:279 CL:9 (1;25) SP:15 SH:0 UI:11 Oth:5 LT:0
    981.69: DrawRecorder::LogStats - T:27.0 (1.1 0) MD:174 (2.25) SC:122 TE:152 CL:8 (1;25) SP:37 SH:0 UI:5 Oth:5 LT:2
    1014.47: DrawRecorder::LogStats - T:31.1 (1.3 808086) MD:231 (1.83) SC:235 TE:218 CL:12 (1;25) SP:70 SH:0 UI:5 Oth:5 LT:0
    1047.27: DrawRecorder::LogStats - T:36.2 (0.9 0) MD:159 (1.98) SC:6 TE:116 CL:3 (1;25) SP:40 SH:0 UI:41 Oth:1 LT:0
    1080.05: DrawRecorder::LogStats - T:23.3 (0.6 0) MD:26 (4.77) SC:9 TE:133 CL:2 (1;25) SP:87 SH:0 UI:13 Oth:0 LT:0
    1112.83: DrawRecorder::LogStats - T:12.4 (0.5 0) MD:27 (4.59) SC:0 TE:0 CL:12 (1;25) SP:92 SH:0 UI:13 Oth:5 LT:0
    1145.61: DrawRecorder::LogStats - T:43.5 (1.1 0) MD:28 (4.25) SC:432 TE:430 CL:8 (1;25) SP:99 SH:0 UI:13 Oth:1 LT:0
    1178.42: DrawRecorder::LogStats - T:55.5 (1.0 0) MD:166 (12.31) SC:325 TE:331 CL:8 (1;25) SP:45 SH:0 UI:13 Oth:5 LT:0
    1196.55: DrawRecorder::BeginScene - World reset.
    1196.55: Clouds::Clear
    1200.54: DrawRecorder::BeginScene - World reset.
    1200.54: Clouds::Clear
    1211.19: DrawRecorder::LogStats - T:51.1 (1.2 0) MD:177 (2.47) SC:208 TE:190 CL:8 (1;15) SP:86 SH:0 UI:24 Oth:1 LT:0
    1243.99: DrawRecorder::LogStats - T:38.1 (1.1 0) MD:173 (2.23) SC:126 TE:143 CL:9 (1;25) SP:47 SH:0 UI:5 Oth:1 LT:0
    1276.78: DrawRecorder::LogStats - T:64.2 (1.1 0) MD:35 (4.43) SC:343 TE:334 CL:7 (1;25) SP:49 SH:0 UI:13 Oth:1 LT:0
    1309.57: DrawRecorder::LogStats - T:19.1 (0.6 9353) MD:30 (4.13) SC:33 TE:203 CL:2 (1;25) SP:46 SH:0 UI:13 Oth:0 LT:0
    1342.35: DrawRecorder::LogStats - T:27.0 (0.9 0) MD:35 (4.43) SC:297 TE:267 CL:8 (1;25) SP:57 SH:0 UI:13 Oth:0 LT:0
    1373.06: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
    1375.13: DrawRecorder::LogStats - T:33.9 (0.9 0) MD:35 (4.57) SC:308 TE:281 CL:8 (1;25) SP:56 SH:0 UI:13 Oth:0 LT:0
    1399.01: DrawRecorder::BeginScene - World reset.
    1399.01: Clouds::Clear
    1399.15: DrawRecorder::BeginScene - World reset.
    1399.15: Clouds::Clear
    1407.35: DrawRecorder::BeginScene - World reset.
    1407.35: Clouds::Clear
    1408.59: DrawRecorder::LogStats - T:1233.9 (0.6 0) MD:27 (4.59) SC:134 TE:54 CL:0 (0;0) SP:24 SH:0 UI:15 Oth:0 LT:0
    1441.38: DrawRecorder::LogStats - T:46.6 (1.2 0) MD:165 (2.33) SC:309 TE:273 CL:9 (1;25) SP:43 SH:0 UI:17 Oth:0 LT:0
    1474.15: DrawRecorder::LogStats - T:41.9 (1.1 0) MD:166 (1.90) SC:158 TE:262 CL:7 (1;25) SP:16 SH:0 UI:8 Oth:1 LT:0
    1506.96: DrawRecorder::LogStats - T:47.4 (1.1 0) MD:167 (2.14) SC:187 TE:203 CL:8 (1;25) SP:17 SH:0 UI:10 Oth:6 LT:0
    1539.73: DrawRecorder::LogStats - T:29.0 (1.2 0) MD:162 (1.98) SC:203 TE:283 CL:11 (1;25) SP:24 SH:0 UI:8 Oth:5 LT:0
    1572.50: DrawRecorder::LogStats - T:49.1 (1.3 0) MD:166 (1.93) SC:321 TE:315 CL:9 (1;25) SP:6 SH:0 UI:5 Oth:5 LT:0
    Last edited by hairyspin; October 30th, 2017 at 12:09.

  25. #475
    Ok, glad you like it. Yes, it makes it more difficult to aim while turning. I will probably add a few additional settings for adjusting the movement limits.

    The problem of those triangles is an odd one. It seems CFS3 updates view position/direction twice for each frame, but calculates terrain visibility only once. So if any head movement occurs between updates the list visible terrain triangles no longer matches the actual view. And TrackIR seems to update the view at arbitrary moments so it is very likely to happen at "wrong" time.
    I fixed it by simply disabling the second view update (ok, it wasn't so simple to figure out) and looks like it worked well and without side effects. No idea why they made it like this. It might have introduced one frame lag to TrackIR movement, but I guess it is not really noticeable.

    However, I noticed that missing triangles is still an issue when zooming out and when rotating the weapon in gunner position (I tested it in WOFF). Most likely it is a similar problem - view update after visibility check, but currenly I'm not looking into it as it seems to be an entirely different part of the code.


    gecko, screen tearing happens because you have turned off VSync. I guess turning it off helps with frame rate, but the drawback is this kind of tearing when view moves a lot.
    Modern GPUs have something called "adaptive VSync" which prevents tearing and doesn't reduce FPS. It can be enabled in driver settings, but I'm not entirely sure how it works and how modern your GPU has to be.


    As for the CTD, the logs doesn't show anything, but I've also had several CTDs during testing (though not with this latest version) when my mod tried to rotate the view to extreme angles. Maybe I need to add a stricter sanity checks into my math. There is a Russian joke about the military thinking: "during wartime the value of sine can reach 4", but it seems that the game engine doesn't agree with it

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