[DX11] Help regarding Nvidia Profile Inspector (NPI)

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

Post by Wombat Trucker » February 11th, 2020, 10:03 pm

Wheres your multimon file and the config settings
uset r_mirror_view_distance "900"
uset g_lod_factor_pedestrian "15"
uset g_lod_factor_parked "15"
uset g_lod_factor_traffic "15"
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Kiszlo » February 11th, 2020, 10:31 pm

Wombat Trucker wrote:
February 11th, 2020, 10:03 pm
Wheres your multimon file and the config settings
uset r_mirror_view_distance "900"
uset g_lod_factor_pedestrian "15"
uset g_lod_factor_parked "15"
uset g_lod_factor_traffic "15"
Works fine but I have drops fps.
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Wombat Trucker » February 11th, 2020, 10:36 pm

Thats to be expected depending on your graphics card
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Wombat Trucker » February 11th, 2020, 10:46 pm

Is it possible to do something with the draw distance for trees?

Screenshot from RttBS
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Kiszlo » February 11th, 2020, 10:50 pm

Wombat Trucker wrote:
February 11th, 2020, 10:36 pm
Thats to be expected depending on your graphics card
I have gtx970
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Road Runner » 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.
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Road Runner » February 11th, 2020, 11:04 pm

Wombat Trucker wrote:
February 11th, 2020, 10:46 pm
Is it possible to do something with the draw distance for trees?

Screenshot from RttBS
Mr W, have you seen BenganJ page 1 first topic relating to extending the distance that vegetation is rendered. It is immediately below Reshade, the warning relates to reshade not to the item below.
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » February 11th, 2020, 11:09 pm

Damn, I can obviously retire from my support role here! :lol: :lol: :lol:
Thanks guys for stepping in, I had to do some other stuff!

@Wombat Trucker

Object rendereing is determined by the game, when it has time to do it,
AND the mapper, who can set for almost all object a preference for when
an object should be rendered, but the game is the boss! :lol:
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Wombat Trucker » February 11th, 2020, 11:15 pm

Road Runner wrote:
February 11th, 2020, 11:04 pm
Mr W, have you seen BenganJ page 1 first topic relating to extending the distance that vegetation is rendered. It is immediately below Reshade, the warning relates to reshade not to the item below.
Thanks Road Runner, I ignored the posts below reshade and thought the first "DON'T USE THIS AT PRESENT!" was for the reshade and the next "DON'T USE THIS AT PRESENT!" was for Graphics related, LOD, changes in top-most
Ill read through it.

@Bengan, you might wanna change the last "DON'T USE THIS AT PRESENT!" to "END OF DON'T USE AT PRESENT!"
And true, its up to the mapper, but it wasn't as obvious before, like the shadows on the truck I suppose.... ;)
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » February 12th, 2020, 10:06 am

@Wombat Trucker

I talked about OBJECTS! When it comes to shadows, the BIG thing with this DX11 scheme
is the inclusion of Ambient Occlusion which REALLY has improved the handling of lighting
the scenery and also the rendering of the shadows. Much better than we had it before!

So, you didn't see the down arrows and up arrows on that NOTE! Documentation isn't easy! :lol: :lol: :lol:

@Wombat Trucker & @Road Runner

You can't influence when the game renders objects, other than what I said earlier about
the mapper! The LOD configurations for trees and grass, vegetation, is ONLY a preference
at what distance the game will transit from low res textures to hi res textures, but still,
the game decides when the objects are rendered!

Smart mapping can in an indirect way make things easier for the game, thereby minimizing
the popup of objects. E.g. curved roads with trees or buildings on the sides will give the game
mostly near objects, and a limited amount of them, to render. Same with the use of cutplanes,
making the game not "see" a lot of unnecessary objects and then will not render them either.
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