[DX11] Help regarding Nvidia Profile Inspector (NPI)

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

Post by danilozxf » July 30th, 2020, 7:30 pm

BenganJ wrote:
July 30th, 2020, 11:05 am
@danilozxf

Nice, give me some time to look it over and watch the videos. I'll be back!

Okay, after watching the videos I can see that it helped, but I have some questions for you!

1. Which g_grass_density setting do you use?
2. Are you using t_averaging_window_length setting other that default "20"
3. Are you still using the game_data.sii LOD changes?

I'll do some tests too and see if I can get the same result. Regarding testplaces, try the route
Mazyr (RU) to Korosten (UA) and tell me how it looks on the gravel road through the woods!
BTW, that driver adaptable (half the current rate) is of course available to configure in both
NCP and NPI! And I think we have been onto that before, until JHTrucker found that r_vsync
in config.cfg had more options, like 1/3, 1/4 and 1/5!
@BenganJ

Follow the answers

1. Which g_grass_density setting do you use?
3

2. Are you using t_averaging_window_length setting other that default "20"
60

3. Are you still using the game_data.sii LOD changes?
Yes

I made a video in the forest for you to see the results.



I am still trying to improve the results, the work continues, let’s see if we get to perfection.
System: Windows 10
Processor: Ryzen 5 3600
Memory: 16GB
Graphics: Gigabyte RTX 2070 3 Fans
https://www.youtube.com/channel/UCu7qwY ... 0uw/videos
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BenganJ
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » July 30th, 2020, 7:37 pm

@danilozxf

That is damn odd! I just finished driving on that gravel road in the woods with your settings,
but I didn't get any better result there! What's your graphics card? Mind you, I have also set
down g_grass_density to "2" and lowered the LOD distances for trees and grass!
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Truncks
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by Truncks » July 30th, 2020, 7:57 pm

Hi,

The graphics look so much better with these settings. Thanks to all involved, I could not imagine all the work to get this right. :)

I have been getting an issue with modded small virtual mirrors. They are supposed to be attached to the edges of the screen, but the sides are not. Seems as if the screen was stretched.
ets2_20200730_115832_00.png
Two virtual mirrors on the top corner. Attached to the top but not to the side.

It has to do with multimon.sii. Without it, it works fine.

Is there anything that I can do about it?
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by danilozxf » July 30th, 2020, 7:58 pm

BenganJ wrote:
July 30th, 2020, 7:37 pm
@danilozxf

That is damn odd! I just finished driving on that gravel road in the woods with your settings,
but I didn't get any better result there! What's your graphics card?
@BenganJ

RTX 2070

Do you still have a lot of frame drop issues?

If you notice in my video the use of the video card reaches up to 70%, I even believe that in the rain the frames may fall here too

How is the use of your gpu?

I'm going to test my settings on a lower PC with a GTX970 to see the results
System: Windows 10
Processor: Ryzen 5 3600
Memory: 16GB
Graphics: Gigabyte RTX 2070 3 Fans
https://www.youtube.com/channel/UCu7qwY ... 0uw/videos
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by BenganJ » July 30th, 2020, 8:04 pm

@danilozxf

Ah, that might explain it, a RTX2070 is more capable than my GTX1660Ti. BTW, is that RTX2070 the plain
model, the Super model or are there a Ti version for 2070 too? Yes, I did not get any better result with
the same settings as you plus lower grass and tree settings.

@Truncks

Yes, it is because the multimon_config.sii file modifies the size of the UI screen and the virtual mirrors
location are defind by that smaller screensize now.
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by subroutine » July 30th, 2020, 8:38 pm

JHTrucker wrote:
July 29th, 2020, 8:06 pm
@subroutine
I don't have a VR setup so can't test anything in that regard.
But if you can answer a few VR questions then we might be able to work something out.
Note: There's been a few people asking this lately and then they never reply again...

1 - Can you see AA on your monitor without VR enabled? So we know that part of the setup is correct and working.

2 - In VR what is the in game resolution? And what is your per eye resolution? Is it halve game resolution?

3 - I assume the multimon file will be ignored. So when you tried the multi instead of single did it look strange? If normal then it was ignored and therefore not used by VR.

EDIT:
4 - In config.cfg:
uset r_manual_stereo_buffer_scale "1.0"
What is your number? Is this the same as in game scaling, 1 same as 100%? Therefore test with "1" as we require 100% scaling for AA to work.
1 - I tried running on the monitor and the AA works so it's a VR issue.

2- I have the monitor/in-game res set to the monitor res of 2560x1440. I have the rift at standard res.

3 - No, nothing worked.

4 - Yes , buffer scale at default 1
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » July 31st, 2020, 1:21 am

subroutine wrote:
July 30th, 2020, 8:38 pm
JHTrucker wrote:
July 29th, 2020, 8:06 pm
@subroutine
I don't have a VR setup so can't test anything in that regard.
But if you can answer a few VR questions then we might be able to work something out.
Note: There's been a few people asking this lately and then they never reply again...

1 - Can you see AA on your monitor without VR enabled? So we know that part of the setup is correct and working.

2 - In VR what is the in game resolution? And what is your per eye resolution? Is it halve game resolution?

3 - I assume the multimon file will be ignored. So when you tried the multi instead of single did it look strange? If normal then it was ignored and therefore not used by VR.

EDIT:
4 - In config.cfg:
uset r_manual_stereo_buffer_scale "1.0"
What is your number? Is this the same as in game scaling, 1 same as 100%? Therefore test with "1" as we require 100% scaling for AA to work.
1 - I tried running on the monitor and the AA works so it's a VR issue.

2- I have the monitor/in-game res set to the monitor res of 2560x1440. I have the rift at standard res.

3 - No, nothing worked.

4 - Yes , buffer scale at default 1
@subroutine

Thanks for answers.
He's 2 more things to try.

1 - With uset r_multimon_mode "4" still set in config.cfg, delete the multimon_config.sii file you added. Now run the game in vr mode then close it. Did the game generate a new multimon_config.sii file? If so, could you attach it and i'll try to add the AA parts.

2 - If no file, then this may work but it will kill your frames.
The game will only have AA applied if the rendered image resolution = game resolution.
For single monitors it does.
For multi monitors it doesn't.
VR is 2 rendered images a bit like dual monitor setup, i guess.
In config.cfg set these:
uset r_scale_y "1"
uset r_scale_x "2"
That will double the resolution width for each eye (if it's the same as dual monitors) and show as custom 200% in game.
Google says "rift res is 1280x1440" so that's half your in game res per eye.
Edit: Without using the multimon file you may see the gfx flip in the menu and driving screen, you'll know what i mean if you see it. My original fix was to set the game menu background to "waves" in game play menu. No garage scene, just truck. Then it's fine... until you go into dealer or service upgrade, the gfx will flip. So to fix, untick HDR, gfx reload and do the upgrade/buy stuff and then tick HDR when back in truck.
The multimon file was the solution to all that mess.

My custom made multimon_config.sii files are the best way to go for multi monitors as there's no scale increase and therefore much better fps. So VR would be good to use one, if it can.

If nothing works... does any software that runs the VR device have scaling options that perhaps should be 100% to match the game 100%?
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 subroutine » July 31st, 2020, 8:59 am

JHTrucker wrote:
July 31st, 2020, 1:21 am
subroutine wrote:
July 30th, 2020, 8:38 pm
JHTrucker wrote:
July 29th, 2020, 8:06 pm
@subroutine
I don't have a VR setup so can't test anything in that regard.
But if you can answer a few VR questions then we might be able to work something out.
Note: There's been a few people asking this lately and then they never reply again...

1 - Can you see AA on your monitor without VR enabled? So we know that part of the setup is correct and working.

2 - In VR what is the in game resolution? And what is your per eye resolution? Is it halve game resolution?

3 - I assume the multimon file will be ignored. So when you tried the multi instead of single did it look strange? If normal then it was ignored and therefore not used by VR.

EDIT:
4 - In config.cfg:
uset r_manual_stereo_buffer_scale "1.0"
What is your number? Is this the same as in game scaling, 1 same as 100%? Therefore test with "1" as we require 100% scaling for AA to work.
1 - I tried running on the monitor and the AA works so it's a VR issue.

2- I have the monitor/in-game res set to the monitor res of 2560x1440. I have the rift at standard res.

3 - No, nothing worked.

4 - Yes , buffer scale at default 1
@subroutine

Thanks for answers.
He's 2 more things to try.

1 - With uset r_multimon_mode "4" still set in config.cfg, delete the multimon_config.sii file you added. Now run the game in vr mode then close it. Did the game generate a new multimon_config.sii file? If so, could you attach it and i'll try to add the AA parts.

2 - If no file, then this may work but it will kill your frames.
The game will only have AA applied if the rendered image resolution = game resolution.
For single monitors it does.
For multi monitors it doesn't.
VR is 2 rendered images a bit like dual monitor setup, i guess.
In config.cfg set these:
uset r_scale_y "1"
uset r_scale_x "2"
That will double the resolution width for each eye (if it's the same as dual monitors) and show as custom 200% in game.
Google says "rift res is 1280x1440" so that's half your in game res per eye.
Edit: Without using the multimon file you may see the gfx flip in the menu and driving screen, you'll know what i mean if you see it. My original fix was to set the game menu background to "waves" in game play menu. No garage scene, just truck. Then it's fine... until you go into dealer or service upgrade, the gfx will flip. So to fix, untick HDR, gfx reload and do the upgrade/buy stuff and then tick HDR when back in truck.
The multimon file was the solution to all that mess.

My custom made multimon_config.sii files are the best way to go for multi monitors as there's no scale increase and therefore much better fps. So VR would be good to use one, if it can.

If nothing works... does any software that runs the VR device have scaling options that perhaps should be 100% to match the game 100%?
1- No file is created.
2- I have the original Rift so res is 1080 x 1200. Are you saying the in-game resolution setting has to match my Rift rather than the monitor I have ? I can supersample using Oculus Tray Tool and that really sharpens the image but if anything, the jaggies are worse.
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Re: ROEXTENDED 2.7 [1.38]

Post by BenganJ » July 31st, 2020, 10:28 am

@­f*red

You could need a better antialiasing (AA), like the one we have managed to achieve here in this topic.

viewtopic.php?p=13049#p13049

I guess you use the game SMAA AA, which is useless. Nice video though!
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)

Post by JHTrucker » July 31st, 2020, 5:52 pm

subroutine wrote:
July 31st, 2020, 8:59 am
JHTrucker wrote:
July 31st, 2020, 1:21 am
subroutine wrote:
July 30th, 2020, 8:38 pm


1 - I tried running on the monitor and the AA works so it's a VR issue.

2- I have the monitor/in-game res set to the monitor res of 2560x1440. I have the rift at standard res.

3 - No, nothing worked.

4 - Yes , buffer scale at default 1
@subroutine

Thanks for answers.
He's 2 more things to try.

1 - With uset r_multimon_mode "4" still set in config.cfg, delete the multimon_config.sii file you added. Now run the game in vr mode then close it. Did the game generate a new multimon_config.sii file? If so, could you attach it and i'll try to add the AA parts.

2 - If no file, then this may work but it will kill your frames.
The game will only have AA applied if the rendered image resolution = game resolution.
For single monitors it does.
For multi monitors it doesn't.
VR is 2 rendered images a bit like dual monitor setup, i guess.
In config.cfg set these:
uset r_scale_y "1"
uset r_scale_x "2"
That will double the resolution width for each eye (if it's the same as dual monitors) and show as custom 200% in game.
Google says "rift res is 1280x1440" so that's half your in game res per eye.
Edit: Without using the multimon file you may see the gfx flip in the menu and driving screen, you'll know what i mean if you see it. My original fix was to set the game menu background to "waves" in game play menu. No garage scene, just truck. Then it's fine... until you go into dealer or service upgrade, the gfx will flip. So to fix, untick HDR, gfx reload and do the upgrade/buy stuff and then tick HDR when back in truck.
The multimon file was the solution to all that mess.

My custom made multimon_config.sii files are the best way to go for multi monitors as there's no scale increase and therefore much better fps. So VR would be good to use one, if it can.

If nothing works... does any software that runs the VR device have scaling options that perhaps should be 100% to match the game 100%?
1- No file is created.
2- I have the original Rift so res is 1080 x 1200. Are you saying the in-game resolution setting has to match my Rift rather than the monitor I have ? I can supersample using Oculus Tray Tool and that really sharpens the image but if anything, the jaggies are worse.
@subroutine - Remember, i don't have VR so i'm just guessing based on the work i did for multi's to have AA.
You won't get a res on the monitor to match your rift.
I think you should just try:
In config.cfg set these:
uset r_scale_y "1"
uset r_scale_x "2"
I realise that each eye is basically the same image with a slight offset rather than dual monitors which have difference images and sat next to each other.
But perhaps the game renders these eye images in a rectangle next to each other, like a dual, but that image is 2160x1200, the game displays that on your monitor as game res but the rift splits it in halve for each eye.
So my assumption is that doubling each eye width (uset r_scale_x "2") should enable AA because they are now full size.

If that doesn't work and the rift is somehow linked to game res... try:
Keep your in game res as it is.
In config.cfg set these:
uset r_scale_y "1"
uset r_scale_x "2.37037037037037"
If the game rounds it off 1080 won't equal 2560 and therefore no AA.

EDIT: Also, anything on the rift that enhances the image should be turned off for testing this.
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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