[DX11] Help regarding Nvidia Profile Inspector (NPI)

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Morrison
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Morrison » August 11th, 2022, 3:18 am

Hi, new user here. I just followed the intructions in the first post and I can't believe how much I was better the overall experience is with a proper AA. But... now i'm torn between all this goodness, and AO. Is there really no way of having both? Thanks for all the effords anyway.
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JHTrucker
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » August 11th, 2022, 12:38 pm

@Morrison

NPI AO was possible in 1.36 & 1.37 but SCS broke it when adding their own SSAO in 1.38.

Why can't we have NPI AA and SSAO?
Basically, when MSAA is forced on to the rendered image it seems to break or remove the depth information within the image. That depth information is what SSAO needs in order to work out what needs to be darker.
If SSAO was applied during the render process like NPI AO was then it would work, but SSAO is a post process and therefore only gets applied after the image is rendered.

It's the same reason why you can't use reshade.

EDIT:
NPI AA and SSAO both on will lighten areas that should be dark. Here's an old example pic.
Image
Look at the underside of the canopy, far too light with AA & SSAO.
multimon_config.sii files: viewtopic.php?p=17658#p17658
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR edits: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
Morrison
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Morrison » August 11th, 2022, 11:13 pm

Thanks for the quick and clear explanation. Unfortunately that means we won't have both at the same time, ever. Oh well, I'm getting used to the new look anyways, and I'll stick with proper AA because the alternative was causing severe strain on my eyes. Thanks again!
Gabe777
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Gabe777 » August 13th, 2022, 2:51 pm

JHTrucker wrote:
August 10th, 2022, 12:50 pm
@Gabe777
You have "2K resolution, RTX3070 & 4xS + 2x SGSS." You must be wanting constant 120+ fps?

My old GTX760 is running 3840x1024 & 2xAA + 2xSGSS but set to half vsync (60hz) 30fps.
I'm sure your 3070 could manage 4xAA + 4xSGSS and lock your fps to 60 or higher.
Hope you realise 4xAA is higher quality than 4xS.


uset g_traffic "1.0" is the global factor, all mods that change the amount of spawned traffic are multiplied by this.
So if jazzycat spawns 250 and you change to 0.5, it'll spawn only 125.
If you set 2.0 then it'll spawn 500...
Set to 0.0 and all traffic stops spawning.
In graphic menu, unticking "secondary vehicle lights" will improve fps around lots of traffic but won't look as good at night time.
Thanks for that.

I'm locked at 60 fps as it varies from 110 to low 50s.

Thnx for the traffic tip.

I've settled at 0.7. All good with Jaz Ai Traffic + motorcycles ... v nice !

I'll try turning off sec lights.

Looking forward to getting a i7 12700k. Should boost my single core cpu by 50 percent.

But I'll need a 3080Ti to get to full 4K.

Things is... at busy junctions at night... my fps tank to low 50s but if I go to external view.... shoots up to 90.

Clearly the combo of cockpit stuff/gps dials etc. AND traffic scripts etc. is just too much for 1 or 2 cpu threads.

Love the game but graphics engine really needs a rework.
Gabe777
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Gabe777 » August 13th, 2022, 2:56 pm

Anyone see a difference between fixed mirror image in ETS2 vs ATS ?

I have EXACTLY same settings in both sims.

ETS2 is awesome.... but in ATS the side mirrors are noticeably worse quality on every level... both IQ and AA.

Strange.
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JHTrucker
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » August 13th, 2022, 4:04 pm

@Gabe777 - At night, at busy junctions, all the vehicle lights (head lights, tail lights, indicators, brake lights & beacons) project their light beam on to surrounding objects. With increased traffic that gets very demanding.

Unticking 'secondary vehicle lights' removes all those projected beams except head lights.
But it also removes them from our truck/trailers which for me is annoying as I can't see where my trailer is in the mirror at night because the indicators and reverse lights don't illuminate that area any more.

That option should be split between 'traffic secondary lights on/off' and 'player secondary lights on/off'.

Traffic mods may also include models far more detailed than game standard traffic models and/or no low detail models for when the traffic is further away from you and will therefore alway display them at high detail. Try the same situation without traffic mods to see if it's the mods or the game that's not optimised.

In cab view is very demanding because of what you stated but also for all the mirrors on view.
Sat in the drivers seat with 2 side mirrors and the centre mirror visable, that's 4 rendered images. I'm sure you know the mirrors are dynamic and change their view as you move your head, they could have been made static to speed things up but dynamic is much better, atleast for me using TrackIR.

It's not 1 or 2 threads, the game uses many threads, check the top of your game log.
It's using only 1 or 2 cpu cores with multiple threads running on them, thats the problem.

This info, for example, is from the game log from someone on here preivously asking for help:
00:00:00.000 : [cpu] CPU0: GenuineIntel [Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz] with 8 cores (8 threads) at ~3600MHz.
00:00:00.000 : [sys] using 6 worker thread(s)
00:00:00.000 : [sys] and 3 worker threads for IO.
00:00:00.000 : [sys] plus 3 real-time worker threads.
multimon_config.sii files: viewtopic.php?p=17658#p17658
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR edits: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
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JHTrucker
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » August 23rd, 2022, 3:01 pm

@RenegadeRaffa - You're restricting your image quality a lot for a 3060 @ only 1920x1080 :

Your "high end rig" should really be using these:
uset r_sun_shadow_texture_size "2048" <-- 4096 or 8192 to reduce shadow flicker.
uset r_anisotropy_factor "0" <-- "1"

NPI
--- Anisotropic filtering mode ------------------------- 'User-defined / Off'
--- Anisotropic filtering setting ----------------------- '16x'
--- Texture filtering - Negative LOD bias ------------ 'Allow'

With filtering set to 8x, only the distance between you and halfway into the distance is filtered, 16x does all the image.
multimon_config.sii files: viewtopic.php?p=17658#p17658
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR edits: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
Arklight
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Arklight » August 23rd, 2022, 6:01 pm

JHTrucker wrote:
August 23rd, 2022, 3:01 pm
@RenegadeRaffa - You're restricting your image quality a lot for a 3060 @ only 1920x1080 :

Your "high end rig" should really be using these:
uset r_sun_shadow_texture_size "2048" <-- 4096 or 8192 to reduce shadow flicker.
uset r_anisotropy_factor "0" <-- "1"

NPI
--- Anisotropic filtering mode ------------------------- 'User-defined / Off'
--- Anisotropic filtering setting ----------------------- '16x'
--- Texture filtering - Negative LOD bias ------------ 'Allow'

With filtering set to 8x, only the distance between you and halfway into the distance is filtered, 16x does all the image.


--- Texture filtering - Negative LOD bias ------------ 'Allow'

This should be set to "Clamp" to reduce shimmer (swimming) in textures. "Allow" does not offer improved texture quality, actually the opposite.

Hope this helps.
RenegadeRaffa
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by RenegadeRaffa » August 24th, 2022, 10:21 am

Hi Arklight,

I've had it at clamp for a few hours until JH told me to revert back to 'allow'.

I haven't noticed any differences yet. I'll give 'clamp' a try again since that sounds good!
Arklight
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Arklight » August 26th, 2022, 7:43 am

The FSAA fix just stopped working for me when I started the game this evening. Only thing I changed was adding a G29 wheel. Any ideas?
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