[DX11] Help regarding Nvidia Profile Inspector (NPI)

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

Post by Pancreas » March 7th, 2020, 4:17 pm

BenganJ wrote:
March 7th, 2020, 2:13 pm
@JHTrucker

Sadly, this is the phpBB and NOT a HTML type of posting! So, I can't link into a post only
to the start of the post! Pancreas has been online here several times this morning, so
if you see this Pancreas, chime in and help us get your solution right!
Yup read it, if i found some time this weekend i go check it out for you guys. I login every morning on several website's when i am awake. Coffee and internet, perfect match to wake up :lol:
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BenganJ
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » March 7th, 2020, 4:20 pm

@Pancreas

GREAT! Thanks! :D
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Road Runner
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Road Runner » March 7th, 2020, 4:22 pm

@black-coffee

Please update your config.cfg file as BenganJ recommends. I recommend that you do this irrespective of whether you intend to continue to use the Crysis 3 AO or not.
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JHTrucker
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » March 7th, 2020, 6:38 pm

@Road Runner
Yes, my TH2GO is just 3 monitors as one large monitor.
But multimon uses that available space to draw the number of images you want, so single or triple.
I've always used the 3840x1024 as one monitor for racing sims etc. Rendering 3 images is more demanding for gfx than 1 large image and i don't like the way the angles move around when looking with trackir at junctions etc. The image does stretch towards the edges but not in way to annoy me.
Perhaps if my monitors were bigger (they're 19") and wide screen 16:9 instead of 5:4 the angles wouldn't be so bad.
But at least it allowed me to develop a triple AA solution even if that wasn't playable for me!
From my Triple AA posts:
Version 1 3840x1024 + ultra + (4xMS + 4xSGSS) + smaa disabled = 10 fps
Version 2 3840x1024 + ultra + (4xMS + 4xSGSS) + smaa disabled = 20 fps
Single AA 3840x1024 + ultra + (4xMS + 4xSGSS) + smaa disabled = 30 fps
Those were just, load game and see what FPS were displayed at the same location, not driving around.
For driving around the whole map ETS2+DLC's and ATS+DLC's (no map mods) i use:
Single AA 3840x1024 + mixed + (2xMS + 2xSGSS) + smaa disabled = 30 fps (vsync2). This way i can drive in and out of cities, through forest lined country roads etc without a stutter or slowdown.
Keeping general gpu usage around 60-70% gives it a better chance of coping when you turn a corner into a more demanding scene.
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 » March 8th, 2020, 12:14 pm

@Road Runner

I changed the Frame Rate Limiter comment in first post like this:
From:
--- Frame Rate Limiter ---------------------------------- '60' //Set it to get a stable FPS = 'VALUE' for at least 90% of the time. I prefer V-Sync. [See Note 3]
To:
--- Frame Rate Limiter ---------------------------------- '60' //Set it to get a stable FPS = 'VALUE' for at least 90% of the time. For Adaptive Sync solutions: [See Note 3]

This to better point to the different Adaptive Sync type of solutions in Note 3!
Does that agree with your suggestions?
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Road Runner
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Road Runner » March 8th, 2020, 5:43 pm

@BenganJ

Noted your change. And in reality the best way to run any game is to ensure perfect syncronization between the game output and the monitor display. ie VSync. Sadly however ets2 is a very bumpy road, increasingly so with the more maps and mods being used. Even with serious hardware it is probably impossible to maintain the desired synchronization using Standard VSync.

The only real solution is for SCS to develop a new ETS3 with an uptodate engine using Dx12 and one that makes real effective use of multi-core processors! As a commercial proposition -dead in the water! Probably 75% of the user base unable to run. Note the forums where many people cannot even run Dx11!

So back in the real world we can only do our best and adopt solutions like adapted, adapted Vsync. It would be helpful if all map mods and others were made specifically for Dx11. In my view the apparent recent increase in frame drops and stuttering relates to mods being given a inadequate 'quick fix' for Dx11.

Back to your post - what other options are there? :(
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BenganJ
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » March 8th, 2020, 6:33 pm

Yes, I have to agree with your analysis there. Actually, both the game engine,
the file system around it and a lot of map mods are now VERY old stuff and will
be increasingly harder to properly maintain. They also contain today a lot of
"dead meat", so to speak, making it unnecessarily bloated and slow.

Other options? It's up to your fantasy, I just tried to make it a tiny bit better
and easier for people to arrive at the Adaptive sync info!
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faxoli
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by faxoli » March 8th, 2020, 8:08 pm

hey guys im running stock game 1.36 with triple+AA working well

but when i use multiplayer there seems to be a memory leak and ram usage get to 14gb then crashes the game. I set mem pool size to 1500 but still get crashes.

is this a multiplayer issue? Do steam launch options work in Multiplayer because i have no intro in launch options but intro stills plays?
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BenganJ
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » March 8th, 2020, 8:15 pm

@faxoli

To get a possibility to see why your Steam Launch Options doesn't work,
I would like you to post your latest game log here. MP is in many ways
on it's own, so there I don't know if those options work. Maybe someone
else knows. Please, game log to get started!
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faxoli
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by faxoli » March 8th, 2020, 8:21 pm

Thanks for reply still working wont be back with log for a while
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