[DX11] Help regarding Nvidia Profile Inspector (NPI)
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
Any praise or recognition that comes your way is richly deserved mate. Sounds like you are going to be extra busy with people wanting help though :D :D :D
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@SoupVC & @bogdac
Thanks guys! Much appreciated! :D
Thanks guys! Much appreciated! :D
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@BenganJ - Captain Q&A reporting for duty...
If someone miss-locates the single multimon_config.sii file, the game will auto generate a triple screen one making the single screen look strange/squashed.
Q - My single game screen now looks strange/squashed.
A - RE-CHECK STEP 2, ensure the single multimon_config.sii file is located correctly.
Overwrite the one the game just generated.
If someone miss-locates the single multimon_config.sii file, the game will auto generate a triple screen one making the single screen look strange/squashed.
Q - My single game screen now looks strange/squashed.
A - RE-CHECK STEP 2, ensure the single multimon_config.sii file is located correctly.
Overwrite the one the game just generated.
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)
@JHTrucker
Speedy here! DONE!
Speedy here! DONE!
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@BenganJ - Thanks!
Another reshade bit of info.
Using driver 353 from 2015 on my GTX760 gave the EXACT same results as my previous post.
Nvidia driver - 353 & GTX760 - Tested at 3840x1024 & 1920x1080.
Reshade 4.5.4 & smart_sharp.fx = Black background on profile / menu area. Black driving screen.
Reshade 4.2.1 & smart_sharp.fx = Working but... don't ALT TAB.
If you like to ALT TAB you have to set "mirror quality=low" Then all is fine.
So reshade issues with our AA are not driver dependent.
The 353 driver i've used since release and works just fine for ATS/ETS2/Project Cars2 all in DX11.
I only changed to 441.12 in December to see what the sharpener tool was all about.
I don't play other games so latest driver isn't a requirement for me.
I'll have a further post on reshade later... it'll be a wall of text.
Another reshade bit of info.
Using driver 353 from 2015 on my GTX760 gave the EXACT same results as my previous post.
Nvidia driver - 353 & GTX760 - Tested at 3840x1024 & 1920x1080.
Reshade 4.5.4 & smart_sharp.fx = Black background on profile / menu area. Black driving screen.
Reshade 4.2.1 & smart_sharp.fx = Working but... don't ALT TAB.
If you like to ALT TAB you have to set "mirror quality=low" Then all is fine.
So reshade issues with our AA are not driver dependent.
The 353 driver i've used since release and works just fine for ATS/ETS2/Project Cars2 all in DX11.
I only changed to 441.12 in December to see what the sharpener tool was all about.
I don't play other games so latest driver isn't a requirement for me.
I'll have a further post on reshade later... it'll be a wall of text.
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)
Didn't we all learn how to climb when we were kids?
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@BenganJ
More thoughts on reshade failings with this AA solution.
If you're reading this expecting a proper solution, then you'll be disappointed.
Reshade 4.2.1 and our AA solution (using just smart_sharp.fx):
uset g_menu_aa_limit "0" <- must be set when using reshade to prevent menu splitting after ALT-TAB.
Start game and reshade is already working at the profile screen.
Drive, the game then loads the deferred rendered driving screen and the deferred rendered mirror images.
Unticking smart_sharp.fx makes the screen smear, re-tick it and screen ok again.
ALT-TAB away and back to game.
Screen now has a strange F2 mirror effect at the bottom left corner.
Toggle HDR off and on to force the driving screen to reload fixes it again until the next ALT-TAB.
So, why does this happen? Lets look at it logically.
Reshade starts first.
Drive screen / mirrors start next.
ALT-TAB away and back.
Does reshade re-initialise whilst the game driving screen is still loaded? Therefore reshade is no longer the first to load as per game start.
Our working AA bit, A7F, works with or without reshade.
Would another AA bit really help to make reshade work in both situations, pre-ALT-TAB and post ALT-TAB?
Reshade 4.5.4 and our AA solution (using just smart_sharp.fx):
I've managed to find a number of combinations of AA bits that remove the back screen issue but not as yet found one that works like A7F.
The results of different combinations are:
Transparent driving screen and menu
Transparent driving screen and semi-working menu (spinning truck transparent)
Transparent driving screen and working menu (spinning truck in full)
Visible driving screen with no AA and working menu (spinning truck in full)
But i then thought, if i did find one that works, like A7F does, then we'll still have the same ALT-TAB issue and therefore not a proper working solution.
My conclusion is that reshade and two deferred rendered images on the same screen with forced AA can't be maintained whilst ALT-TAB'ing.
For a work around for people that really want to use reshade:
Reshade 4.2.1
Change in config.cfg:
uset r_deferred_mirrors "0"
uset g_menu_aa_limit "0"
Now the game has only one deferred rendered image (driving screen) whilst mirrors are set to low quality and are no longer
deferred rendered.
Reshade + 1 deferred rendered image + Forced AA + ALT-TAB = ok.
Reshade + 2 deferred rendered images + Forced AA + ALT-TAB = Image issues.
More thoughts on reshade failings with this AA solution.
If you're reading this expecting a proper solution, then you'll be disappointed.
Reshade 4.2.1 and our AA solution (using just smart_sharp.fx):
uset g_menu_aa_limit "0" <- must be set when using reshade to prevent menu splitting after ALT-TAB.
Start game and reshade is already working at the profile screen.
Drive, the game then loads the deferred rendered driving screen and the deferred rendered mirror images.
Unticking smart_sharp.fx makes the screen smear, re-tick it and screen ok again.
ALT-TAB away and back to game.
Screen now has a strange F2 mirror effect at the bottom left corner.
Toggle HDR off and on to force the driving screen to reload fixes it again until the next ALT-TAB.
So, why does this happen? Lets look at it logically.
Reshade starts first.
Drive screen / mirrors start next.
ALT-TAB away and back.
Does reshade re-initialise whilst the game driving screen is still loaded? Therefore reshade is no longer the first to load as per game start.
Our working AA bit, A7F, works with or without reshade.
Would another AA bit really help to make reshade work in both situations, pre-ALT-TAB and post ALT-TAB?
Reshade 4.5.4 and our AA solution (using just smart_sharp.fx):
I've managed to find a number of combinations of AA bits that remove the back screen issue but not as yet found one that works like A7F.
The results of different combinations are:
Transparent driving screen and menu
Transparent driving screen and semi-working menu (spinning truck transparent)
Transparent driving screen and working menu (spinning truck in full)
Visible driving screen with no AA and working menu (spinning truck in full)
But i then thought, if i did find one that works, like A7F does, then we'll still have the same ALT-TAB issue and therefore not a proper working solution.
My conclusion is that reshade and two deferred rendered images on the same screen with forced AA can't be maintained whilst ALT-TAB'ing.
For a work around for people that really want to use reshade:
Reshade 4.2.1
Change in config.cfg:
uset r_deferred_mirrors "0"
uset g_menu_aa_limit "0"
Now the game has only one deferred rendered image (driving screen) whilst mirrors are set to low quality and are no longer
deferred rendered.
Reshade + 1 deferred rendered image + Forced AA + ALT-TAB = ok.
Reshade + 2 deferred rendered images + Forced AA + ALT-TAB = Image issues.
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)
@JHTrucker
DAMN, you're thorough when you're at it! In a way it's comforting, that someone else confirms what I
myself have discovered, that it is repeatable in another environment! BUT, another way of seeing it,
is that I hate it when it's the same as I have. Well, as of now, I think I will skip Smart_Sharp and try
to find another way of achieving the same thing. Let's all make this scheme settle a bit now and we
maybe will stumble over some odd solution later on by chance!
Mate, thank you so much for your engagement in this, but my thought was from the beginning, that
the ReShade people are sort of fanatic ones, so probably we will lose many of them without a proper
solution. But what the heck, there's still the possibility to use the GeForce Experience FreeStyle filters
for image enhancement! I can admit I haven't even tried the sharpening available there yet. :D :D :D
DAMN, you're thorough when you're at it! In a way it's comforting, that someone else confirms what I
myself have discovered, that it is repeatable in another environment! BUT, another way of seeing it,
is that I hate it when it's the same as I have. Well, as of now, I think I will skip Smart_Sharp and try
to find another way of achieving the same thing. Let's all make this scheme settle a bit now and we
maybe will stumble over some odd solution later on by chance!
Mate, thank you so much for your engagement in this, but my thought was from the beginning, that
the ReShade people are sort of fanatic ones, so probably we will lose many of them without a proper
solution. But what the heck, there's still the possibility to use the GeForce Experience FreeStyle filters
for image enhancement! I can admit I haven't even tried the sharpening available there yet. :D :D :D
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
i dont care about reshade anymore, and the filters from GFE are ok. (thanks to Bengan)
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@BenganJ - I just thought as reshade was the last thing to fix, i might as well finally give it try so you could use your cheap 3D headset again, if i managed it!
But i've never been interested in using it anyway, more data to process, so more of a FPS hit.
I just set my old monitor to "cool temp" to tone down vibrant colours to give what i think is a more natural look, and has zero FPS hit.
But i've never been interested in using it anyway, more data to process, so more of a FPS hit.
I just set my old monitor to "cool temp" to tone down vibrant colours to give what i think is a more natural look, and has zero FPS hit.
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