[DX11] Help regarding Nvidia Profile Inspector (NPI)
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@BenganJ
Can you add a note after the:
STEP 3 - Done! Start the game and check if it works OK and if so, you can see if the settings below will work too!
*******
If your game doesn't look as expected, re-check the above steps again or scroll down to the "Trouble shooting common possible issues (Q&A)" section.
*******
Can you add a note after the:
STEP 3 - Done! Start the game and check if it works OK and if so, you can see if the settings below will work too!
*******
If your game doesn't look as expected, re-check the above steps again or scroll down to the "Trouble shooting common possible issues (Q&A)" section.
*******
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
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
Hi guys, what is the purpose of those lod settings? I personally do not see any difference apart from frame rate going down by 50%. So honestly I don't use that setting to maintain pretty much the same image quality with double the frame rate. Also asked the question last night, but I can't see my post anywhere here so I'll try again: is there a way how to increase shadows drawing distance? That is one last thing that irritates me quite a bit. Thank you.
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
Haven't noticed my post ended up few pages back. Thanks. I use as per recommendation: occlusion usage enabled and high quality. I think this is about the engine capability, not the actual ao settings. You know - blocky shadows rendering literally 10m ahead of truck, so annoying and ugly..
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@Jarinage
The LOD's can remain as they are or just double the traffic ones to "2".
But if you don't see the high detail model change from the lower one then no change required.
You can't increase shadow draw distance, ultra.
But you can double the shadow texture size which makes a big difference close up, if you haven't already done that.
In config.cfg:
uset r_sun_shadow_texture_size "8192" <- 4096 is high in game.
The LOD's can remain as they are or just double the traffic ones to "2".
But if you don't see the high detail model change from the lower one then no change required.
You can't increase shadow draw distance, ultra.
But you can double the shadow texture size which makes a big difference close up, if you haven't already done that.
In config.cfg:
uset r_sun_shadow_texture_size "8192" <- 4096 is high in game.
Last edited by JHTrucker on February 20th, 2020, 6:46 pm, edited 1 time in total.
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
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
Will give it a go, thank you.
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@Jarinage
Yes, I responded 3 minutes after you posted, didn't you get notified about it?
To answer your new question about LOD related settings. There are 2 different
sections of settings in the first post, the changes in the config.cfg file and the
changes in the game_data.sii file. LOD = Level Of Detail, and textures in the
game has two levels of detail. Most of them the game handles all by it's own,
without consulting our preferences, but SCS gives us the chance to tell our
preferences, when it comes to random or procedure generated objects, e.g.
pedestrians, parked cars, AI traffic, grass and trees. With them we can tell
the game, when the change from low to high res texture should occur, BUT
obviously the game in the end will decide the very moment it happens,
depending on the workload. If you look carefully you can clearly see, that
the kind of objects I listed get a change in detail and the further away we
wish it to happen, the more of'em will be active at the same time, i.e.
high res ones, which will load the system more, hence the lower FPS. Well,
I hope someone reads this, I have a habit of being a bit spending with words! :D
Yes, I responded 3 minutes after you posted, didn't you get notified about it?
To answer your new question about LOD related settings. There are 2 different
sections of settings in the first post, the changes in the config.cfg file and the
changes in the game_data.sii file. LOD = Level Of Detail, and textures in the
game has two levels of detail. Most of them the game handles all by it's own,
without consulting our preferences, but SCS gives us the chance to tell our
preferences, when it comes to random or procedure generated objects, e.g.
pedestrians, parked cars, AI traffic, grass and trees. With them we can tell
the game, when the change from low to high res texture should occur, BUT
obviously the game in the end will decide the very moment it happens,
depending on the workload. If you look carefully you can clearly see, that
the kind of objects I listed get a change in detail and the further away we
wish it to happen, the more of'em will be active at the same time, i.e.
high res ones, which will load the system more, hence the lower FPS. Well,
I hope someone reads this, I have a habit of being a bit spending with words! :D
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@JHTrucker
DONE! :D*******
If your game doesn't look as expected, re-check the above steps again or scroll down to the "Trouble shooting common possible issues (Q&A)" section.
*******
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@BenganJ Thanks.
EDIT
I can't see in the instructions... for better shadows.
In config.cfg:
uset r_sun_shadow_texture_size "8192" <- 4096 is high in game.
EDIT 2
Can you also expand...
Q - My gfx have no AA.
TO
Q - My gfx have no AA / everything still flickers.
Thanks
EDIT
I can't see in the instructions... for better shadows.
In config.cfg:
uset r_sun_shadow_texture_size "8192" <- 4096 is high in game.
EDIT 2
Can you also expand...
Q - My gfx have no AA.
TO
Q - My gfx have no AA / everything still flickers.
Thanks
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
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
BenganJ: thanks for a thorough explanation, but as I said I can barely see the difference, or I simply don't notice it when I drive so I'm gonna skip these settings as for me it is not worth the frame rate loss. Or maybe I'm gonna fiddle with it some time later, but now a minor immersion breaker for me are those ugly shadows... Still wonder what that graphics update by SCS is gonna be about within this year as per their announcement - hopefully they see those jaggies/shimmer/flicker stuff for themselves so the main stress will be on the implementation of AA method... we'll see.
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@Jarinage
Sure, you are the boss, so you decide what to do. You are the one that see the result.
I just wanted to explain why I have these settings included in this scheme, they are
working on the GRAPHICS!
Sure, you are the boss, so you decide what to do. You are the one that see the result.
I just wanted to explain why I have these settings included in this scheme, they are
working on the GRAPHICS!