[DX11] Help regarding Nvidia Profile Inspector (NPI)

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

Post by Road Runner » February 12th, 2020, 10:20 am

@BenganJ & Wombat Trucker

That's very interesting. I note that ProMods gives you a choice of object distance rendering when creating the def file. Perhaps something for other map makers to consider? :roll:
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » February 12th, 2020, 10:30 am

@Road Runner

Hahaha, they call it "Vegetation drawing distance" but is nothing more than what I describe
in first post as LOD changes for trees and grass, vegetation! In essence it's the parameters
I describe in the game_data.sii file, which Promods make changes in according to your
choices done at that DEF file creation page!

NOT EVEN PROMODS can tell the game WHEN objects are drawn (rendered)! :lol: :lol: :lol:
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Road Runner » February 12th, 2020, 11:17 am

@BenganJ

Thanks for the further explanation.....so...the leaf mod with your data would simply overwrite the promod def selected - so no point in selecting anything other than the basic. Would you know if you recommened settings equate to or better than ProMod Ultra def? :?
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Arayas » February 12th, 2020, 2:06 pm

Road Runner wrote:
February 12th, 2020, 10:20 am
@BenganJ & Wombat Trucker

That's very interesting. I note that ProMods gives you a choice of object distance rendering when creating the def file. Perhaps something for other map makers to consider? :roll:
Creating a map some objects MUST be visible as the creator established. Otherwise you will see holes or pop-up things. Not an option to handle with.
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » February 12th, 2020, 2:10 pm

@Road Runner

SCS default:

Code: Select all

	leaves_lod_start: (240.0, 410.0, 50.0)
	leaves_lod_end:   (300.0, 460.0, 100.0)
Promods:

Code: Select all

	leaves_lod_start: (240.0, 910.0, 50.0)
	leaves_lod_end:   (300.0, 960.0, 100.0)
My own:

Code: Select all

	leaves_lod_start: (980.0, 980.0, 980.0)
	leaves_lod_end:   (990.0, 990.0, 990.0)
From that you can see that SCS, as usual is the most conservative, Promods second and of course I'm the worst! :lol: :lol: :lol:
NOTE though, that ONLY the two first positions are documented, the first is about trees, the second about grass. So, Promods
ONLY deals with a further away change of LOD for grass, I also deal with the trees!

To be honest, since day ONE of my DL of Promods, I have always created 2, after ST released, 4 different DEF's.

Code: Select all

1. STANDARD
2. STANDARD WITH RUSMAP
3. STANDARD WITH SPECIAL TRANSPORT
4. STANDARD WITH RUSMAP AND SPECIAL TRANSPORT
All with the "Vegetation drawing distance" set to Ultra! You never know which of them you will use in which combo! :D :D :D
BUT, to add to this complexity, I just made a mod with ONLY the LOD values in a .sui file, which changes the values present in
Drive Safely's Sound Fixes Pack. This game_data.sii file ought to be broken up in the same way I did with another common file
map_data.sii, which you can read about here: viewtopic.php?p=11490#p11490
Both those files are common in other mods, so whatever you do, you will lose some values that might have been a better choice.
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » February 12th, 2020, 3:46 pm

@BenganJ - Just a comment, feel free to ignore!

Perhaps your first post should start with a basic AA implementation and then your settings as enhanced for high end gfx cards?
Some people will just blindly follow your settings without considering the impact on their low/mid range card. When even 4xms & 4xsgss without any other game changes is far better than using just scs's smaa only.
Something like this is enough to get AA working...

Do the following:-
Remove ReShade.
Download and unpack the Multimon config file included in the ZIP file below. Thanx JHTrucker!
You should do this even if you have ONLY ONE MONITOR!

LINK

To install and configure the Multimon configuration after unpacking the ZIP file, follow the instructions below:

1. After unpacking the ZIP you should have a multimon_config.sii file.
2. Place the multimon_config.sii file in the same folder, where you have your global config.cfg file.
3. Then edit the lines in that global config.cfg file, so they reflects the following:
uset r_multimon_mode "4"
uset r_scale_y "1.0"
uset r_scale_x "1.0"
uset r_smaa "0"
uset g_menu_aa_limit "8"

The following are Basic AA settings for non high end cards.

4. NPI settings:-
Antialiasing compatibility (DX1x) 0x80000F7F - Thanx JHTrucker!
Antialiasing - Line gamma Enabled
Antialiasing - Mode Override
Antialiasing - Setting 4xMS
Antialiasing - Transparency SS 4xSGSS
Power management mode Prefer maximum performance
***The rest are driver default***.

All done, play game (ETS2 or ATS).

NOTE: DON'T CHANGE THESE GAME SETTINGS!!!:-
'Scaling'---- '100%'
'SMAA' ------ 'Disabled'

The following are enhanced AA settings and are for HIGH END GFX CARDS.

5. NPI settings:-
Antialiasing compatibility (DX1x)
etc
6. Changes made to my global config.cfg file:
7. My Steam Launch Options:
8. recommended NPI settings:
etc
multimon_config.sii files: viewtopic.php?p=17658#p17658
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » February 12th, 2020, 4:24 pm

@JHTrucker

Thanks for your suggestions, always appreciated. The thing is that when I started this topic,
there were actually NO solution to good AA with only in-game SMAA and Scaling (DSR) available.
So, I started just to list my own settings for what I thought was best at that time. Since then
things has happened pretty fast and I have just updated the first post with the new findings.
Pretty soon there will be a video tutorial made by Wombat to add to the first post and then
I might restructure that post a bit in the manner you lay it out here. We'll see! :D
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Kiszlo » February 12th, 2020, 4:45 pm

Road Runner wrote:
February 11th, 2020, 10:58 pm
@Kizlo

Have you downloaded this file and placed it your Documents/EuroTruck Simulator folder, the one which has the (global) config.cfg file.

multimon_config.sii


If you haven't download it - link on first post . Unzip and extract the file and place it the foilder above.
I have this file and setting
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » February 12th, 2020, 4:52 pm

@Kiszlo

Please, can you explain what the status is for you right now? Do you have any antialiasing (AA) effects?
It would be nice if you could produce a short video to show us what you have got so far! Screenshots
tell us almost nothing!
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Kiszlo » February 12th, 2020, 7:31 pm

BenganJ wrote:
February 12th, 2020, 4:52 pm
@Kiszlo

Please, can you explain what the status is for you right now? Do you have any antialiasing (AA) effects?
It would be nice if you could produce a short video to show us what you have got so far! Screenshots
tell us almost nothing!
Everything works, but I have terrible falls fps.
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