[DX11] Help regarding Nvidia Profile Inspector (NPI)
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@JHTrucker Yes navigation map looks jagged thats the right word. Thanks for the bloom fix!
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@Steeld - ok, navigation map can sort of be fixed.
NPI - FXAA=on
That will add a slight blur to the whole image and will help with map jaggies.
Then increase NPI -LOD -1.00 to -1.25 etc and/or sharpening to remove blur (if required) from driving screen.
But that's about it really.
Note: SCS have always had good SSAA enabled for the menus and then no AA for the part of the game you spend the most time in.
SSAA and this MSAA don't mix, hence we get rid of menu SSAA.
EDIT: what screen are you using? 1,2,3 or 4?
If 1 try the DSR resolution increase 1.78x if 1920x1080. Or just try what suits.
Follow info and link in first post - note 4.
That will add more pixels and therefore smaller jaggies.
If multi screens, read this: viewtopic.php?p=17548#p17548
NPI - FXAA=on
That will add a slight blur to the whole image and will help with map jaggies.
Then increase NPI -LOD -1.00 to -1.25 etc and/or sharpening to remove blur (if required) from driving screen.
But that's about it really.
Note: SCS have always had good SSAA enabled for the menus and then no AA for the part of the game you spend the most time in.
SSAA and this MSAA don't mix, hence we get rid of menu SSAA.
EDIT: what screen are you using? 1,2,3 or 4?
If 1 try the DSR resolution increase 1.78x if 1920x1080. Or just try what suits.
Follow info and link in first post - note 4.
That will add more pixels and therefore smaller jaggies.
If multi screens, read this: viewtopic.php?p=17548#p17548
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)
Hi @BenganJ !
Remember my black screen crash error that you´ve tried to help me with two weeks ago? Well, seems it has disappeared... Changed the memory allocation policy on NPI to "agressive" and so far, no crashes!
Thanks!
Remember my black screen crash error that you´ve tried to help me with two weeks ago? Well, seems it has disappeared... Changed the memory allocation policy on NPI to "agressive" and so far, no crashes!
Thanks!
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@Luisb01
Ah, good to hear! Thanks for reporting! Got to get that into my brain!
Ah, good to hear! Thanks for reporting! Got to get that into my brain!
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@JHTrucker
Please, can you elaborate on the following settings, their relations and workings in different situations?
I think many people, including myself, get a bit uncertain and dizzy regarding them all, especially the
odd values you use in your multimon configuration files.
1. Physical FOV, measured from the center of the head to the endpoints of the screen.
2. The F4 truck cabin view FOV setting.
3. Multimon config.cfg settings, uset r_multimon_fov_horizontal together with uset r_multimon_fov_vertical.
4. Multimon multimon_config.sii settings, horizontal_fov_override together with vertical_fov_override.
Thank you in advance!
Please, can you elaborate on the following settings, their relations and workings in different situations?
I think many people, including myself, get a bit uncertain and dizzy regarding them all, especially the
odd values you use in your multimon configuration files.
1. Physical FOV, measured from the center of the head to the endpoints of the screen.
2. The F4 truck cabin view FOV setting.
3. Multimon config.cfg settings, uset r_multimon_fov_horizontal together with uset r_multimon_fov_vertical.
4. Multimon multimon_config.sii settings, horizontal_fov_override together with vertical_fov_override.
Thank you in advance!
- hecatonchires
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Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@benganj, sorry i never got back to you when you asked me too. I moved from a crappy 1080 standard definition tv to a used 1440p Asus ROG pg278q monitor at 144hz and BOOOOOOOOOOOOOOOOOOOOOOOM!!! The game has never been more clear and crisp in my entire life, infact all my games are freaking clear. Gosh, i was suffering with a bloody TV lol. only problem is i dont get a constant 144 fps rate and from my research, the display port cable is the culprit so need to get a very good one to reach the constant 144hz. I even toned it down to 1080p and still the same outcome so its definitely the cable because on my tv i can hit more than 100 fps with HDMI but its a 60hz tv and i'd suffer from screen tearing back then. Thanks for all your help. ATS and ETS2 never looked so good
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@hecatonchires
Mate, you shouldn't thrive for maximum FPS, but instead for maximum CONSTANT FPS,
so please try to get a working FRAME RATE LIMITER set to a value where you can get a
CONSTANT FPS! Then also set t_averaging_window_length in the config.cfg file to double
that limit value.
Mate, you shouldn't thrive for maximum FPS, but instead for maximum CONSTANT FPS,
so please try to get a working FRAME RATE LIMITER set to a value where you can get a
CONSTANT FPS! Then also set t_averaging_window_length in the config.cfg file to double
that limit value.
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@BenganJ - A rather unexpected request coming from you... you must be up to something... large curved screen?
I created all those files (whilst they were on my mind... thanks uk lockdown) so people wouldn't have to think about it and instead pick the one that suits and enjoy the drive...
I find trying to explaining this stuff just as difficult as creating it, but here's what i think you want to know.
The odd fov values i use in "some" multimon files are because the game doesn't display properly (not designed to work) at angles that are not 45 degrees. So when you want a different angle you end up with a "zoomed in" & stretched side image and so applying a greater FOV to that image squashes the image back into square.
It's very easy to get the 3 images unconnected... they may look good when sat looking straight ahead but when you look up/down the images split vertically so side images no longer follow through to the centre correctly. All my files stay connected.
I treat the centre fov as your normal fov and the side images are just what works for keeping them connected to centre and look right, i don't calculate the value, it's very much trial and error.
Horizontal & Vertical FOV - You only use one of them at a time and that's horizontal mainly.
If they have a number then F4 FOV slider is ignored.
Vertical is used when you want a particular height perspective (windscreen?) to display correctly, but i don't see a need for it, it's just available.
Config.cfg settings uset r_multimon_fov_horizontal together with uset r_multimon_fov_vertical & multimon_config.sii settings, horizontal_fov_override together with vertical_fov_override.
Are both the same thing. Using multimonmode 2 & 3 will use uset r_multimon_fov_horizontal/vertical values but multimonmode 4 ignores all multmon values in config.cfg and instead uses all values in the multimon_config.sii file. The file is a much better way to control how the images are displayed, my last file "different sized monitors" can't be done using just config.cfg values, for example.
And as we all know, we have to use 4 and multimon_config.sii for multis for this AA to work. So multimon values in config.cfg are therefore irrelevant.
The F4 slider is the FOV per image, so FOV 50 = overall FOV 150 on a triple.
Hope that helps?
EDIT: Added the below info i supplied back in May: From here: viewtopic.php?p=20408#p20408
Re: Triple Screens
Post by JHTrucker » May 9th, 2020, 8:12 pm
@paokkerkir
I can't give you a good explanation as some of it just doesn't make sense, but it works.
I decided to just do the 2 missing angles instead, 33.75 & 11.25 degrees and add to download.
But, applying what i did for 22.5 didn't work for 33.75, so lots of hours messing about finally got it to work.
I've since given up on 11.25, the left image won't connect to center.... but, no one will have triples all lined up so won't need 11.25 degrees anyway! (hopefully). I've updated the original post with V2 (33.75 & 22.5).
viewtopic.php?p=20195#p20195
Here's quick idea of what's involved (you'll know a lot of this so don't be offended).
horizontal_fov_relative_offset: +/- 0.0 (Straight) 0.25 (11.25) 0.5 (22.5) 0.75 (33.75) 1.0 (45 standard) 2.0 (90).
When you pick your angle it then breaks the connection between side images and center.
Use frustrum to move side images to reconnect to center. But, you can't just move them, you have to decrease their size first. The smaller they are the more movement you have (between 0.0 & 1.0 height & width).
Decreasing frustum means zooming in on the image so you have to then increase it's FOV to bring it back to match center image.
If you do this for a single monitor image:
frustum_subrect_x: 0.250000
frustum_subrect_y: 0.250000
frustum_subrect_width: 0.500000
frustum_subrect_height: 0.500000
You get a zoomed in image of the center of the image, 0.5 wide & 0.5 high but full screen.
The game FOV may be 50, if you then increase the slider to 100 you'll zoom out the image and be back at a full single image.
In my reduced file (22.5), i do that sort of thing but the FOV isn't double to make it right. It's center+30... crazy.
Center 60 and side 90 works so you think it's center x 1.5, that'll work for all FOV values, but no, again center+30 only works for all FOV's.
Perhaps there's actually a really easy way to do this but scs don't care to share that info, if you're a sound modded, they can't help enough...
You should just be able to change horizontal_fov_relative_offset and the game engine keeps the images connected without all this madness.
I created all those files (whilst they were on my mind... thanks uk lockdown) so people wouldn't have to think about it and instead pick the one that suits and enjoy the drive...
I find trying to explaining this stuff just as difficult as creating it, but here's what i think you want to know.
The odd fov values i use in "some" multimon files are because the game doesn't display properly (not designed to work) at angles that are not 45 degrees. So when you want a different angle you end up with a "zoomed in" & stretched side image and so applying a greater FOV to that image squashes the image back into square.
It's very easy to get the 3 images unconnected... they may look good when sat looking straight ahead but when you look up/down the images split vertically so side images no longer follow through to the centre correctly. All my files stay connected.
I treat the centre fov as your normal fov and the side images are just what works for keeping them connected to centre and look right, i don't calculate the value, it's very much trial and error.
Horizontal & Vertical FOV - You only use one of them at a time and that's horizontal mainly.
If they have a number then F4 FOV slider is ignored.
Vertical is used when you want a particular height perspective (windscreen?) to display correctly, but i don't see a need for it, it's just available.
Config.cfg settings uset r_multimon_fov_horizontal together with uset r_multimon_fov_vertical & multimon_config.sii settings, horizontal_fov_override together with vertical_fov_override.
Are both the same thing. Using multimonmode 2 & 3 will use uset r_multimon_fov_horizontal/vertical values but multimonmode 4 ignores all multmon values in config.cfg and instead uses all values in the multimon_config.sii file. The file is a much better way to control how the images are displayed, my last file "different sized monitors" can't be done using just config.cfg values, for example.
And as we all know, we have to use 4 and multimon_config.sii for multis for this AA to work. So multimon values in config.cfg are therefore irrelevant.
The F4 slider is the FOV per image, so FOV 50 = overall FOV 150 on a triple.
Hope that helps?
EDIT: Added the below info i supplied back in May: From here: viewtopic.php?p=20408#p20408
Re: Triple Screens
Post by JHTrucker » May 9th, 2020, 8:12 pm
@paokkerkir
I can't give you a good explanation as some of it just doesn't make sense, but it works.
I decided to just do the 2 missing angles instead, 33.75 & 11.25 degrees and add to download.
But, applying what i did for 22.5 didn't work for 33.75, so lots of hours messing about finally got it to work.
I've since given up on 11.25, the left image won't connect to center.... but, no one will have triples all lined up so won't need 11.25 degrees anyway! (hopefully). I've updated the original post with V2 (33.75 & 22.5).
viewtopic.php?p=20195#p20195
Here's quick idea of what's involved (you'll know a lot of this so don't be offended).
horizontal_fov_relative_offset: +/- 0.0 (Straight) 0.25 (11.25) 0.5 (22.5) 0.75 (33.75) 1.0 (45 standard) 2.0 (90).
When you pick your angle it then breaks the connection between side images and center.
Use frustrum to move side images to reconnect to center. But, you can't just move them, you have to decrease their size first. The smaller they are the more movement you have (between 0.0 & 1.0 height & width).
Decreasing frustum means zooming in on the image so you have to then increase it's FOV to bring it back to match center image.
If you do this for a single monitor image:
frustum_subrect_x: 0.250000
frustum_subrect_y: 0.250000
frustum_subrect_width: 0.500000
frustum_subrect_height: 0.500000
You get a zoomed in image of the center of the image, 0.5 wide & 0.5 high but full screen.
The game FOV may be 50, if you then increase the slider to 100 you'll zoom out the image and be back at a full single image.
In my reduced file (22.5), i do that sort of thing but the FOV isn't double to make it right. It's center+30... crazy.
Center 60 and side 90 works so you think it's center x 1.5, that'll work for all FOV values, but no, again center+30 only works for all FOV's.
Perhaps there's actually a really easy way to do this but scs don't care to share that info, if you're a sound modded, they can't help enough...
You should just be able to change horizontal_fov_relative_offset and the game engine keeps the images connected without all this madness.
Last edited by JHTrucker on November 29th, 2020, 3:12 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
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
Thank you for some clarifications! And YES, the Samsung Odyssey G9 49 inch curved monitor
will arrive on Monday evening!
Thank you for some clarifications! And YES, the Samsung Odyssey G9 49 inch curved monitor
will arrive on Monday evening!
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@BenganJ
Congratulations on your big monitor purchase!
Congratulations on your big monitor purchase!
AMD Ryzen 7 7800X3D
ASRock X670E Taichi Carrara
DOMINATOR TITANIUM DDR5-7200 32GB
PNY RTX4070Ti 12GB VERTO LED WE
WD m.2 KIOXIA m.2
ASRock X670E Taichi Carrara
DOMINATOR TITANIUM DDR5-7200 32GB
PNY RTX4070Ti 12GB VERTO LED WE
WD m.2 KIOXIA m.2