[DX11] Help regarding Nvidia Profile Inspector (NPI)

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

Post by Jarinage » February 21st, 2020, 11:46 am

BenganJ:

1) yes, I have sharpening off completely.
2) regarding lod bias I did mean negative values of course, sorry about the confusion. I did try negative values, I'm fully aware what the setting does, have been using it under dx9, always between -1.0000 to even - 2.0000, but this time it simply 'feels' a bit sharper, maybe my preferences have changed over years, or I still might be getting used to it and I might engage she setting eventually, but for now 0 works for me. It looks blurry in the video, because the quality of the video is reduced. As I don't record videos on daily basis, I don't have any proper video capture program so this was just a pure MSI Afterburner business and when I set everything as I wanted, the final video had over 30 Gb, so I reduced the quality to 80% that way the file had 6,5 Gb.

So on my monitor, it's not blurry at all, though I'm seeing sort of a haze in a distance, which actually suits me since in real life human eye can not see distant things and objects sharpened. We see things in a distance, but without much of a detail until we get closer. And that's why I don't use sharpening nor lod bias for now either as these two settings were making the image unnaturally sharper than it should be. But as I said it's just a personal preference and feel, all in all I'm happy how the games look like, feels great again to drive around without the bloody shimmer.
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Road Runner » February 21st, 2020, 11:52 am

@BenganJ

Upload speed is around 50Mbs. They seem a litte vague on this. :o

To return to topic - using Fifa14 as AO and Smart Sharp is a very good combination for me. Running ReShade 4.2.1. Haven't discovered any other anomolies other than ALT/TAB. If used doule clicks and saves on HDR fixes.
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JHTrucker
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » February 21st, 2020, 2:39 pm

@Road Runner - Having the basic Q&A on steam will prompt people to click the link and read the steps the Q&A points out.
It seem's some watch the video and take notes / setup at the same time.
When they get a problem, they'll follow the link and post their problem requesting help, help that has already been given by Q&A and following the steps correctly. No need to register also.

But, opinions are like arseholes... everyone's got one!
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 JHTrucker » February 21st, 2020, 2:56 pm

@Foxman - I hope you're still checking this thread and not just driving your triple screen setup with my first AA solution...

I've now worked out how to get a massive improvement in FPS for triple users.

My test example GTX760 3x1280x1024 = 3840x1024 4xMS 4xSGSS
10 FPS - Triple AA version 1.
21 FPS - Triple AA version 2.
40 FPS - Triple AA version 2 but with only 2xMS 2xSGSS

So people with high end cards should (double?) their FPS meaning they can use 4xMS 4xSGSS.

I'll be back later with a written "how to" as it's not as straight forward as version 1, but still easy enough to follow my instructions, i hope.
Last edited by JHTrucker on February 22nd, 2020, 1:50 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
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BenganJ
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » February 21st, 2020, 3:30 pm

@Road Runner

Just checking. Apart from the Sharpening Strength slider value, which ought
to be adjusted to a personal value, do you have the three ticked ones done
too from the picture in first post? As I also say there is that I use SuperDepth3D
Pack of shaders, containing among many others the Smart_Sharp one. To be
able to watch the game in 3D through a VR headset which has a cell phone
mounted in it, I've used the SuperDepth3D shader to generate the 3D image,
which it does from the Depth Map from the game generated 2D image. We
then noticed that the Depth Map was flipped vertically, so that's why that
tick is needed.
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Road Runner » February 21st, 2020, 3:47 pm

@BenganJ

Just checked I ticked those three after you published. But left the sharpening values at default. :D
System: Windows 11
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » February 21st, 2020, 3:54 pm

@Road Runner

Then you should be good to go, because due to the Depth Map information,
I think that Smart_Sharp does a better job than Nvidias one included in the
driver and accessible through NCP or NPI!
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » February 21st, 2020, 6:29 pm

@JHTrucker

Do you have any idea why ReShade causes the same anomaly,
that we had before you came with the Multimon solution?
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » February 21st, 2020, 6:37 pm

====================================================================================
WARNING: DON'T USE THE INFO CONTAINED IN THIS POST TO SETUP YOUR TRIPLES.
THE FIRST POST INSTRUCTIONS HAVE SINCE BEEN UPDATED. USE THAT FIRST.
But you're still free to read my findings if you want... enjoy.
====================================================================================

Triples now have a massive increase in FPS with my new AA solution.

How? Basically, my original AA (version 1) relied on rendering 3 images all at the full game resolution:
V1 = (3x5760)x1080 = 17280x1080 = 18662400 pixels + AA.
But version 2 just renders 3 images 1/3 the width of the game resolution (game default), so back to 100% scaling:
V2 = 5760x1080 = 6220800 pixels + AA

So, to get version 2 AA on triples, do the following:-
DO NOT use our custom made multimon_config.sii (from STEP 2 in first post) as this is for single monitors only.
DO STEP 1 from first post (if you are new to this).
DO NOT do STEP 2 & 3 from first post.
NEW STEP 3 for triples:-
In global config.cfg
uset r_multimon_mode "4" (Uses your own multimon_config.sii)
uset r_scale_y "1" <- has to be 1
uset r_scale_x "1" <- has to be 1
r_smaa "0"
uset g_menu_aa_limit "8"

DO NOT change in game scaling from 100%, you will lose AA, you have been warned.

Now the trickier bit, you need to edit your multimon_config.sii with the changes made below.

NOTE the section names will be different for you but it's not important, so keep yours as they are currently. Just add/change the bit's i've arrowed. Or use my attached file.

SiiNunit
{
multimon_config : _Triple.AA {
normalized_ui_x: 0.34
normalized_ui_width: 0.32
monitors: 4 <-- SET THIS TO 4 (yes it's for triples!)***
monitors[0]: _Dummy <-- ADD THIS LINE***
monitors[1]: _Center <-- change monitor number to 1 only***
monitors[2]: _Left <-- change monitor number to 2 only***
monitors[3]: _Right <-- change monitor number to 3 only***
}

ADD THE FOLLOWING LINES HERE, BEFORE "CENTER".
monitor_config : _Dummy {
name: Dummy
normalized_x: 0.000000
normalized_y: 0.000000
normalized_width: 1.000000
normalized_height: 1.000000
horizontal_fov_relative_offset: 0.000000
vertical_fov_relative_offset: 0.000000
heading_offset: 0.000000
pitch_offset: 0.000000
roll_offset: 0.000000
camera_space_offset: (0.000000, 0.000000, 0.000000)
horizontal_fov_override: X.000000 <-- SET X FOV TO MATCH YOURS***
vertical_fov_override: 0.000000
frustum_subrect_x: 0.000000
frustum_subrect_y: 0.000000
frustum_subrect_width: 1.000000
frustum_subrect_height: 1.000000
render_interior: false <-- MUST BE FALSE***
render_exterior: false <-- MUST BE FALSE***
}

And that's it, the center monitor is next in the file followed by left and right.
None of these need touching.
Make sure you don't miss any "{" or "}" from above or it'll fail.

I've also attached my test multimon_config.sii for your reference.
You can just use it if you like but you'll need to change your FOV and bezel settings to suit, probably easier than adding the above.
WARNING You need to change all 4 FOV valves for Dummy, Center, Left & Right.
eg horizontal_fov_override: 50.000000 to your preferred one.

So, why 4 monitors for a triple screen solution?
The game requires an image the size of the game resolution to enable my AA solution to work.
Setting uset r_scale_x "3" (version 1) gave us 3 images at the game resolution.
But i discovered that changing the left and right image (within multimon_config.sii) to be smaller, to try and force AA off for them, didn't break the AA and all 3 screens still had AA.
So, what to do... make a 4th screen "Dummy" that is the size of the game resolution but isn't rendered! (render_interior: false & render_exterior: false).
This turns on my AA solution. With the 3 screens at 1/3 the game resolution (set r_scale_x "1") we have AA applied.
EG 5760x1080 instead of 17280x1080.

Hope that makes sense and is easy enough to get working.

PREREQUISITES
Only multimon configurations which are presented to the game as a single big resolution virtual screen are supported. You need to be using either Nvidia Surround or TH2GO.
The large resolution created by nvidia surround or TH2GO is your in game resolution.

I wrote the above assuming triple users would be already setup and working and would just apply my settings to get AA.
So, for those who are just setting up triples, here's a quick start:-

DO NOT use the bezel compensation in nvidia surround, just make the resolution 3 x your native monitor width.

Edit the attached multimon_config.sii file with notepad to fix the bezels like so:-
These are my settings for 10mm bezels (20mm between images).

name: left
heading_offset: 3.500000 - (4.0 moves closer to center / 3.0 away)

Monitor: RIGHT
heading_offset: -3.500000 - (-4.0 moves closer to center / -3.0 away)

See how that looks in game and adjust if required.
You'll only need to be somewhere around 2, 2.5, 3, 3.5 & 4 (+left & -right)

Version 1 for reference:
viewtopic.php?p=15501#p15501
Last edited by JHTrucker on March 3rd, 2020, 3:00 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
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BenganJ
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » February 21st, 2020, 6:48 pm

DAMN, I've said it before! YOU'RE GOOD! :D How about me linking to this info
instead of the previous one in first post?

EDIT: I would even suggest that I replace the whole info in Step 3 (Multi) with
a link to your latest post! OK?
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System: Windows 8.1
Processor: Intel Core i7-4790@
Memory: 16GB
Graphics: ASUS GeForce GTX1660Ti
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