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

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BenganJ
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Re: Help regarding Nvidia Profile Inspector

Post by BenganJ » December 20th, 2019, 11:05 pm

@Road Runner

This is so fun, one idea makes another person get another idea!
I really like this. I will pretty immediately test this and then I'll
give you a report about it! :D
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Re: Help regarding Nvidia Profile Inspector

Post by BenganJ » December 21st, 2019, 12:06 am

@Road Runner

My friend, I have now done a preliminary test and will continue to test and verify,
that my first impression, using your scheme, was to the better. There's still some
flickering, especially horizontal plane textures but also some others. I have one
more question to you though. Where did you get that 0x084012C1 AA bits value?
It looks as one of the valid DX9 ones and i have to ask, did you use that one for
DX9 too? Myself I used the almost same, 0x404012C1, in DX9, giving, according
to me a slightly, tiny better result. I will test my old value too later and if all
seems to add up to a better solution, I will re-make the first post where we will
have both a DX9 and a DX11 section, The DX9 section will be obsolete for ETS2
and ATS, but by changing the AA bits for DX9, the info might help regarding some
other games, still running DX9.

BTW, come to think of it, wasn't it needed to set 'uset r_texture_detail "-1" ' when
using your bit pattern earlier in DX9 to NOT get blank, black signs otherwise??
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Re: Help regarding Nvidia Profile Inspector

Post by Road Runner » December 21st, 2019, 12:27 am

Mr B,

Here is a list of AA compatability bits for many games including ets2 - I believe I did use it in Dx9 -

I believe that 'uset r_texture_detail "-1" was used to disable texture graphics in dx9 - not to sure it was reslly necessary and after a short trial i ceased using it. In any case now we should not do anything to downgrade the games graphics as we now in DX11 only enhancing the image - so would not recommend its use.

Pleased you are getting on well with testing. Tomorrow I am going to test what I used in DX9, that is using MS8, SSGS8 with LOD -1.5. Let you know how I get on.

Now off to bed!
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Re: Help regarding Nvidia Profile Inspector

Post by BenganJ » December 21st, 2019, 12:33 am

@Road Runner

Right, that is the bible place regarding NVI, as you call it, but it's old, and
if you followed the topic we had on SCS forum, still alive though, you might
have seen that RudiRaser came up with the pattern 0x404012C1 and after I
had tested it, it sort of became the new standard. It didn't work for everyone
but there were then also the 0x084012C1 to use. Let's test some more and then
we'll decide what to do, inform others or go back to what we had!

EDIT: And that place I think the patterns posted there are for DX9. Correct
me if I'm wrong!

EDIT2: Testing with the following NPI settings gives flickering too. See video below!

Code: Select all

--- Antialiasing compatibility (DX1x) '0x084012C1'
--- Frame Rate Limiter 'Off'
--- Frame Rate Limiter Mode 'Default'
--- Maximum pre-rendered frames '3'
--- Antialiasing - Mode 'Enhance the application setting'
--- 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'


Changing to --- Antialiasing compatibility (DX1x) '0x404012C1' is similar.



Video name says it all.





Resetting all changes to my latest.



Sadly I can't see any difference in any of these settings and to clarify, I included the Antialiasing
parameter settings to be able to make the Texture filtering settings work. So, as far as these test
go, there's NO impact on aliasing, no better AA!
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Re: Help regarding Nvidia Profile Inspector

Post by Road Runner » December 21st, 2019, 12:09 pm

:( Sadly, after further testing this morning, I have to conceed that in reality there is no improvement in AA by trying to force SSGSAA. It probably is not possible. My test this morning have been carried out on a fixed run at a similar time with clear weather using different flags and SSGSAA settings. And as stated I could not detect any differences in the actual AA in any of the runs.

The list of flags is of course for Dx9. As far as I am aware there are no flags for Dx11 as both Microsoft and Nvidia do not support post enhancement with Dx11.

The only route I can see now for graphic improvement is to use an alternative Anti Aliasing method available for Nvidia users is DSR. Sadly for me that will require an update in hardware.

Back to the drawing board?
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Re: Help regarding Nvidia Profile Inspector

Post by BenganJ » December 21st, 2019, 12:14 pm

@Road Runner

Well, at least we have tested properly both of us and we came to the same
result. That is good in itself. Thank you for the idea and work my friend. To
know, one has to try things out!
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Re: Help regarding Nvidia Profile Inspector

Post by Road Runner » December 21st, 2019, 12:21 pm

Mr B, don't know if you have seen this a petition to Nvidia regarding post enhancement:

www.nvidia.com/en-us/geforce/forums/gam ... mentPage=2
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Re: Help regarding Nvidia Profile Inspector

Post by BenganJ » December 21st, 2019, 12:35 pm

@Road Runner

Yes, I have! I'm there at least one time a day! But the problem for SCS isn't an easy one. They
have, as far as I have learned, a graphic pipeline construct called DEFERRED RENDERING, only
making it possible to use so called Post-Processing AA methods working from the ready rendered
screen image. Very bad results from that. The old methods we used, MSAA and SGSSAA, needs
that pipeline to be the other alternative called FORWARD RENDERING, giving the possibility to
use these methods, which act on a middle state 3D object world. That's why they are far more
effective. They are then often called FORCE METHODS. So, to make it better AA wise, SCS, I think,
has to change the rendering pipeline, and that is not done very easily. The root of this situation is
due to Microsofts decision to implement Dx11 in such a way, that AA MUST be implemented by the
game creator and as a result we can't use the previous FORCE METHOD. We first need SCS to make
an implementation in the game of an effective AA method,
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Re: Help regarding Nvidia Profile Inspector

Post by JohnH » December 21st, 2019, 5:22 pm

@ BenganJ & Road Runner

Many thanks to both of you for your efforts and time inured testing yet another route for an AA fix sorry it didn't work out guys. :( :( :( :(
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Re: Help regarding Nvidia Profile Inspector

Post by BenganJ » December 21st, 2019, 5:30 pm

@JohnH

Yes, as I had read earlier about the same scheme as Road Runner suggested,
I got some hope there for awhile, but I think that I also read at that time,
that to be able to use forced AA methods in DX11, the application (game)
has to have some AA in it like MSAA for us to be able to Enhance it. But, as
I said earlier, for SCS to implement that kind of method they have to modify
their rendering pipeline and that's NOT easy!
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