[DX11] Help regarding Nvidia Profile Inspector (NPI)

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

Post by BenganJ » April 11th, 2020, 5:23 pm

@JHTrucker

Just for the record! These two lines in my profiles controls.sii files I have
edited.

Code: Select all

 config_lines[247]: "mix headtrx `clamp(sel(trackiron, trackirx, 0) + sel(eyeposon, eyeposx, 0), -0.25, 0.7) + sel(hmdon, hmdx, 0)`"
 config_lines[249]: "mix headtrz `clamp(sel(trackiron, trackirz, 0) + sel(eyeposon, eyeposz, 0), -0.35, 0.05) + sel(hmdon, hmdz, 0)`"
Default SCS:

Code: Select all

 config_lines[247]: "mix headtrx `clamp(sel(trackiron, trackirx, 0) + sel(eyeposon, eyeposx, 0), -0.1, 0.1) + sel(hmdon, hmdx, 0)`"
 config_lines[249]: "mix headtrz `clamp(sel(trackiron, trackirz, 0) + sel(eyeposon, eyeposz, 0), -0.2, 0.05) + sel(hmdon, hmdz, 0)`"
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JHTrucker
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » April 11th, 2020, 5:30 pm

@BenganJ - I'm thinking you now know scs won't fix this and gently poking me to do it...

I know nothing. Just my early knowledge of basic programming on a zx81 in the 80's and basic on pc's after that. A bit of lisp with Autocad software. But no C+ etc.
It would have to be formatted in whatever scs script dictates, if that file even allows it.

It could be "if x=1 then y=10 else 20" or "if x=1 y=10,20" who knows... well, scs i guess.

I might have a play to see if something conditional can be added as a start.

EDIT: and Reshade 4.6 gives the same black screen as 4.5
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 BenganJ » April 11th, 2020, 6:01 pm

@JHTrucker

I've had my shared part of programming too, as I worked as a systems administrator and programmer
of a huge CAD system called CADDS by a company called Computer Vision, when I started with it in 1986.
I programmed and administrated code in Fortran, C, and their own macro language CVMAC. We created
and maintained the maps of Gothenburg city area here in Sweden. I have also poked around with Algol,
Lisp and Basic, but to a lesser and private extent.

I asked about if that kind of code is even allowed in there, because I can't remember seen any such earlier.
It might be that SCS would hate if people started to script programming there stuff. :D
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » April 11th, 2020, 8:22 pm

@clear F1

JHTrucker posted this for you to test. Have you read it yet?

viewtopic.php?p=18133#p18133
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » April 11th, 2020, 9:06 pm

@clear F1 @BenganJ
Perhaps do that test also with:
uset r_mode_refresh "0"
As that is what you used when you were getting odd results.

@BenganJ - This from SCS forum "due to unpleasant experiences when the camera is halted immediately but you turn your head still, is what i get from Max his post"
That's a rubbish reason to not give the "config.cfg" option to enable it.
Every time i turn my head to look back, when reversing, i always turn too far and the view stops before my head. It's not a problem.

@BenganJ - Remember the rearview camera you wanted? You said "it would be good if you could switch it off"
Well, it seems that now that i've fixed all the multimon files we can now switch between them whilst in game... almost.

Stupidly, the game only loads multimon_config.sii, you can't specify the name. But you can have a batch file.

Do you want to try this?
Last edited by JHTrucker on April 11th, 2020, 9:49 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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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » April 11th, 2020, 9:30 pm

Single Monitor AA Rear Mounted Camera View. - Added combined Drone+rear view file.

This isn't a mirror, it's a view through a camera pointing backwards (how you would see the view if you looked backwards). A mirror view isn't possible with multimon config files, i don't think.
Note: As this is a second image to render, fps will drop when using it.

If you don't want the "rear view" until you need it at the delivery point, then you can swap back and forward whilst in game.
How to swap screen from single to single+rear view camera.

Extract the attached files into ATS or ETS2 home folder (the one with your global config.cfg)

Leave this folder open and start game.
When in driving screen, if you want "rear view camera":
ALT-TAB
Double click MMR.bat
ALT-TAB back to game.
Console
Type: multimon reload
Enter and close console.
You now have the rear view camera screen.

To go back to single, do the same but use MMS.bat

What's in the bat files:
Double click MMR.bat will copy MMR.sii (Single.AAv4.Rearview file) to multimon_config.sii
Double click MMS.bat will copy MMS.sii (Single.AAv4 file) to multimon_config.sii

To relocate the camera view from centre position:
Open the multimon file MMR.sii with notepad:

monitor_config : _nameless.Rearview {
name: Rearview
normalized_x: 0.4 <--- 0.0-1.0 left/right
normalized_y: 0.850000 <--- 0.0-1.0 up/down
normalized_width: 0.2 <--- 0.0-1.0 Width of camera view
normalized_height: 0.150000 <--- 0.0-1.0 Height of camera view

Example - Top left:
normalized_x: 0.0
normalized_y: 0.850000
normalized_width: 0.2
normalized_height: 0.150000

Example - Top right:
normalized_x: 0.8
normalized_y: 0.850000
normalized_width: 0.2
normalized_height: 0.150000

Example - Bottom left:
normalized_x: 0.0
normalized_y: 0.00000
normalized_width: 0.2
normalized_height: 0.150000

Camera changes:
monitor_config : _nameless.Rearview {
pitch_offset: 0.000000 <-- -5.0 angles the view 5 degrees lower
camera_space_offset: (0.000000, 5.000000, 0.000000) <-- 5.0 height of camera above you - 5m.

Relocate Drone left to right:
monitor_config : _Drone.View {
normalized_x: 0.900000 <--- drone on right
normalized_y: 0.000000
normalized_width: 0.100000
normalized_height: 0.200000

Updated drone+rear view with LHD or RHD setups.
Single.AA Drone+rear view LHD-RHD.zip --> https://mega.nz/file/W8p1ASJa#bXOEgmhfn ... fA0msaNkrY
SINGLE+REARVIEW.zip
Drone+rear view LHD-RHD.zip
rearview+drone.png
ATS/ETS2 Additional non standard screen configurations to try for Single, Dual, Triple or Quad screen setups.
Here:
https://roextended.ro/forum/viewtopic.p ... 658#p17658

TRACKIR Open/Close window block (possible) solutions: https://roextended.ro/forum/viewtopic.p ... 250#p19250
Last edited by JHTrucker on October 17th, 2022, 1:39 pm, edited 11 times 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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JHTrucker
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » April 11th, 2020, 11:21 pm

@BenganJ - Trackir, to block or not to block that is the question.
Just thought, i had the trackir answer earlier when i said "i've made a cam that stays in cab all the time", so scs, no need to block at all. just do this for us!

When the window is closed the head sideways movement is locked so you can only turn your head on the spot.
Now you can turn left and see out of the window and further round inside the cab, your head doesn't go through the window.
When window is open the head movement is exactly as it is now, when you look left you also move left passing through the window.
Check out my rubbish sketch!
So the worst that would happen, is you'd look left to check behind you when reversing and you'd just see your seat belt. Aargh, i didn't open the window, open window, now check behind you.
So no need at all to suddenly stop the head movement at the window point.
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 BenganJ » April 11th, 2020, 11:38 pm

@JHTrucker

Right, but the REAL Shakespeare question will still be this! Do we do that movement adjustment,
depending on a game variable, in some of the definition files of the game OR do SCS have to make
that as an implementation within the game as code? That's a proper literary Shakespearian question! :lol:
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » April 12th, 2020, 2:01 am

@BenganJ - SCS should do it. Blocking, even for mouse is a rubbish solution.
"head_offset" (in cam files) just needs to not move sideways when window is closed.
Thereby keeping all rotational movement and nobody is harmed by a sudden screen image stop.

We've saved scs the job of doing proper AA, this tiny task would be nothing to there coders.
In 1.37 if you currently turn with window closed and cam_block=1 do you hear an Aargh sound through their new sound engine when you get blocked/hit head?

Even further off topic, but it just annoys me.
Ownable trailers:
I buy a trailer and go pick up some cargo.
Simple cargo loading screen showing the passing of time. Good.
Drive to destination.
No simple unloading screen showing passing of time, just finished. Bad.
Choose to take another cargo from current location.
But now no simple loading screen showing the passing of time either. Very bad.
So i drive off with the new cargo having been at that location for 3-4hrs but no real concept of it, except now it's raining or dark or light. Half arsed.
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 BenganJ » April 12th, 2020, 2:26 am

@JHTrucker

I agree totally about owned trailers! I've had that thoughts too! They could have
done better stuff with that, even made a couple of animations showing the very
loading/unloading of a general trailer, not the one I own!

I also think that they can do a much better job with that window problem too!
I shouldn't in the first place have to set a variable to get a proper behavior when
try to lean out through the left window, it should just be done in the natural and
proper way!

I was one of those trying to contribute even in the days of DX9 with the AA problem,
as SCS already then made a lousy solution with MLAA and was I disappointed when in
DX11 when they came up with SMAA? YOU BET I WAS! I wonder why they do such things,
when they obviously can see that people come up with hell of a lot better solutions.
Do they count on that happening?
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System: Windows 8.1
Processor: Intel Core i7-4790@
Memory: 16GB
Graphics: ASUS GeForce GTX1660Ti
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