[DX9] Help regarding Nvidia Profile Inspector (NPI) [CLOSED]

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bogdac
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Re: Help regarding Nvidia Profile Inspector

Post by bogdac » December 18th, 2019, 10:48 pm

Well having now made two journeys with all settings enabled I'm not sure if this is an observation or just my imagination :D , but the traffic seemed a bit more aggressive. ie normally I can force my way out of a junction or at a roundabout. This didn't seem to be the case tonight. But as I say I could be barking totally up the wrong tree. :lol: :lol: :lol:
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BenganJ
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Re: Help regarding Nvidia Profile Inspector

Post by BenganJ » December 18th, 2019, 10:55 pm

@bogdac

Barking up the wrong tree? I would say 'barking up the whole forest'! :lol: :lol: :lol:
May I give you a tips? Look up in the first post what the parameters used are
good for! :D :D :D
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BenganJ
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Re: Help regarding Nvidia Profile Inspector

Post by BenganJ » December 20th, 2019, 12:44 am

Folks! After some more frenetic tests, I have now the following settings.

In game:

Code: Select all

Graphic settings on Ultra, Scaling on 400% and SMAA at Ultra.
Vertical Sync V-Sync, enabled.
In global config.cfg, these changes from default:

Code: Select all

uset r_buffer_page_size "30"
uset r_mirror_view_distance "900"
uset g_lod_factor_pedestrian "15"
uset g_lod_factor_parked "15"
uset g_lod_factor_traffic "15"
ReShade shaders enabled:

Code: Select all

TAA, NFAA and Smart_Sharp
NPI enhancements introduced, these 16 ones:

Code: Select all

--- Frame Rate Limiter 'Off'
--- Frame Rate Limiter Mode 'Default'
--- Maximum pre-rendered frames '3'
--- Antialiasing - Mode 'Application-controlled'
--- Antialiasing - Setting '4x [4x Multisampling]'
--- Antialiasing - Transparency Supersampling '4x Sparse Grid Supersampling'
--- Anisotropic filtering mode 'User-defined / Off'
--- Anisotropic filtering setting '16x'
--- Texture filtering - LOD Bias (DX) '-1.0000'
--- Texture filtering - Negative LOD bias 'Allow'
--- Texture filtering - Quality 'High quality'
--- Ambient Occlusion setting 'High quality'
--- Ambient Occlusion usage 'Enabled'
--- Power management mode 'Prefer maximum performance'
--- Memory Allocation Policy '2' (WKS_MEMORY_ALLOCATION_POLICY_AGGRESSIVE_PRE_ALLOCATION)
--- SILK Smoothness '4'
From you I want testing the NPI settings, don't bother with all the other settings,
they depend very much on which hardware you have. Report back here what you,
at least think, get out of the tests.
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clear F1
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Re: Help regarding Nvidia Profile Inspector

Post by clear F1 » December 20th, 2019, 4:44 pm

The delivery was completed as a test.
I don't know what you intended, but as I said earlier, the fence and guardrail also had a lot of flicker, but it seems to have improved.
It seems that the flicker of the electric wire has decreased. However, the white line hundreds of meters away had a lot of flickering (flashing).
I'm not sure if it was effective, but I tested it with 'Antialiasing-Line gamma' set to 'Enabled'. My impression may not be what Bengan intended.
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BenganJ
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Re: Help regarding Nvidia Profile Inspector

Post by BenganJ » December 20th, 2019, 5:12 pm

@clear F1

Thank you for testing! Much appreciated! BUT, as I've said earlier, we can't get a
better anti-alias as what SCS gives us in the game. That's how DX11 works. What
I am trying to use NPI for now, is to get as smooth behavior from the game as
possible and MAYBE also get some textures displayed better, e.g. sign texts at a
distance. As you might have seen in the latest NPI settings I use, there is also
some related to AA, but as the Antialiasing - Mode is set to 'Application-controlled'
the 4xMSAA and 4xSGSSAA settings are NOT working in game. Those settings are
there ONLY to get Texture filtering parameters to work for distant signs. The two
Ambient Occlusion parameters are for better handling of occluded shadows to be
displayed better.

Now that I have revealed the purpose of the different settings in NPI you might test
once more and tell me if my goals are fulfilled or if it is only a placebo effect I see.
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Re: Help regarding Nvidia Profile Inspector

Post by clear F1 » December 20th, 2019, 6:56 pm

I drove for almost an hour today. I'm sorry because I didn't know what you intended.
At that time, I recorded at 24Mbps, but I think that the more I look back. I feel that something is different.
Guardrails and faences can be seen well even after listening to explanations. Sadly, however, the video uploaded to YT appears to be the same as usual because of the compression.
It might have been a placebo effect just before listening to your explanation. :)
In long sentences, there may be mistakes in English. But thank you for always understanding my wrong English.

Today's test video. (To be released tomorrow)
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BenganJ
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Re: Help regarding Nvidia Profile Inspector

Post by BenganJ » December 20th, 2019, 7:20 pm

@clear F1

Well my friend, you always step in and are willing to test things. I like that! YouTube's own
recommendations are 12Mbits/s to correspond to what they are using, so 24 Mbits/s recorded
by you is lost on the way up to YouTube. But you have the quality on your disk! Later, when I
have been running with these NPI settings I will summarize my own findings. Thanks for helping
out with the testing! :D
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Re: Help regarding Nvidia Profile Inspector

Post by Road Runner » December 20th, 2019, 10:26 pm

Mr B, I've looked at some other dx11 games in which people have claimed that SGSS can be forced to post enhance a dx11 game. I have applied this information to ETS2 and it apears to work at least for me!

Using your settings - could I suggest trying the following addition and change:

ADD:

AA Compatability (DX1x) 0x084012C1

CHANGE:

AA Mode ENHANCE the application setting

ALL other settings as MrB

This has sharpened up everything for me without any detriment to FPS (I use Vert/Sync)

Thank you Mr B for all that you do and giving me the incentiveto investigate further. Be interested for any reports.
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BenganJ
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Re: Help regarding Nvidia Profile Inspector

Post by BenganJ » December 20th, 2019, 10:35 pm

@Road Runner

Interesting, because I've read about that too when researching regarding AA on DX11.
I will certainly test this and report back afterwards! One question though, I assume
you have kept the in-game SMAA AA at some level. Mine is on Ultra. Correct?

EDIT: I have interpreted some info about SGSSAA and DX11 that when setting the
AA Mode to 'Application controlled' DX11 will change that to 'Enhance application',
which ought to satisfy your settings in my case too! Is that correct? Except for the
AA Compatability (DX1x) 0x084012C1 setting of course! I'll be back!
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Road Runner
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Re: Help regarding Nvidia Profile Inspector

Post by Road Runner » December 20th, 2019, 11:01 pm

Answer to your question is that I am using ULTRA for AA graphics and 400% scaling. Thus the application puts out its best possible presentation with NVI being forced to post enhance. I believe that using the combination of AA Compatability bit, 4x(Multisampling) and 4xSGSS to act as though the game was DX9.

As for your edit, you may well be right - on the safe side I just select Enhamce to be sure.

Commenting on your original proposals it seemed to work fairly well with the exceptions of road signs which were flickering. Adding in the Compatability bit removed the flickering and sharpened up the signage and graphics generally.

Hope it works for you too!
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