[DX11] Help regarding Nvidia Profile Inspector (NPI)
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@ BenganJ & JHTrucker
Hi guys, not deserted you, not been on much this week.
I have tried all the different multimon/config setting you so kindly gave me and to be perfectly honest with you, I can't see any difference between 100 and 200%. I've tried running both games today at considerable length but anything over the 125% on ETS2 maxs out my GPU at times causing stutter and FPS dropping to 20(but not neccessarily together), GPU can still be in high 80's when FPS drops drastically or GPU maxs out without FPS drop. ATS however cruises on the 160 setting with GPU never going above 90. I did notice that the CPU usage for ATS is alot higher than ETS2 even though both games are on exactly the same settings in game, NPI & NCP. Ingame everything is on high except for the 2 mirror settings which are medium.
As I can't really see any difference I am going to stick with the 100% which won't overstretch the GPU at any time and will run smoothly throughout.
I noticed a comment a couple of pages back when I was playing catchup about the "texture filtering-Driver controlled LOD Bias" needing to be set to "off". I changed mine and it has made all the overhead wires complete for as far as the eye can see. I thought it might have been an addition you have made to page 1 but when I checked my printout, there it is in black and white, how did I miss that on both games, TWICE? Should have gone to specsavers :-)
I got your message JHT and will have a dabble in the next few days, and as for losing the steering wheel, well even I can't get that wrong can I? The pedestrian, parked traffic etc settings were all on "1".
A couple of questions if you don't mind, when I come to a railway crossing in the road it also shimmers with broken lines until I get almost ontop of it, is there anything to fix that?
On page 1 in the NPI settings bit(2nd lot) SILK smoothness is mentioned to be set to 0x00000004, I can't find it anywhere in NPI, thats not the same as SLI rendering is it?
Thanks guys, have a good evening
Hi guys, not deserted you, not been on much this week.
I have tried all the different multimon/config setting you so kindly gave me and to be perfectly honest with you, I can't see any difference between 100 and 200%. I've tried running both games today at considerable length but anything over the 125% on ETS2 maxs out my GPU at times causing stutter and FPS dropping to 20(but not neccessarily together), GPU can still be in high 80's when FPS drops drastically or GPU maxs out without FPS drop. ATS however cruises on the 160 setting with GPU never going above 90. I did notice that the CPU usage for ATS is alot higher than ETS2 even though both games are on exactly the same settings in game, NPI & NCP. Ingame everything is on high except for the 2 mirror settings which are medium.
As I can't really see any difference I am going to stick with the 100% which won't overstretch the GPU at any time and will run smoothly throughout.
I noticed a comment a couple of pages back when I was playing catchup about the "texture filtering-Driver controlled LOD Bias" needing to be set to "off". I changed mine and it has made all the overhead wires complete for as far as the eye can see. I thought it might have been an addition you have made to page 1 but when I checked my printout, there it is in black and white, how did I miss that on both games, TWICE? Should have gone to specsavers :-)
I got your message JHT and will have a dabble in the next few days, and as for losing the steering wheel, well even I can't get that wrong can I? The pedestrian, parked traffic etc settings were all on "1".
A couple of questions if you don't mind, when I come to a railway crossing in the road it also shimmers with broken lines until I get almost ontop of it, is there anything to fix that?
On page 1 in the NPI settings bit(2nd lot) SILK smoothness is mentioned to be set to 0x00000004, I can't find it anywhere in NPI, thats not the same as SLI rendering is it?
Thanks guys, have a good evening
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@Arayas - The problem i have is that i use 2xAA and that image of yours is fantastic in my eyes.
If i think of something else to try, i'll let you know.
@toni1958 - Those increased scaling files at 200% is twice your 5760x1080 width so i was expecting you to say gpu can't handle it. But like you say, can't see a difference, there is one (increased gpu mostly), so keep at 100.
Those rail crossings and some road junctions have white lines that flicker as well.
That's the way the mapper has laid it out, 2 textures are placed in exactly the same spot meaning they are both trying to display at the same time. it's called z fighting. The top texture should be slightly higher to prevent this or moved next to each other, i'm not a mapper and don't use the editor! But as this isn't at every crossing then it's human error.
SILK is NPI version dependent i think. but it basically does the same as increasing render ahead frames.
SLI means you have 2 gpu's (or 3 or 4 = massive psu required) and it needs a code in here to enable the game to use both of them together. But it only uses the memory from 1 of the gpus, what a waste... but nvidia has stopped supporting this, i think or soon as gpu's are fast enough on their own now.
If i think of something else to try, i'll let you know.
@toni1958 - Those increased scaling files at 200% is twice your 5760x1080 width so i was expecting you to say gpu can't handle it. But like you say, can't see a difference, there is one (increased gpu mostly), so keep at 100.
Those rail crossings and some road junctions have white lines that flicker as well.
That's the way the mapper has laid it out, 2 textures are placed in exactly the same spot meaning they are both trying to display at the same time. it's called z fighting. The top texture should be slightly higher to prevent this or moved next to each other, i'm not a mapper and don't use the editor! But as this isn't at every crossing then it's human error.
SILK is NPI version dependent i think. but it basically does the same as increasing render ahead frames.
SLI means you have 2 gpu's (or 3 or 4 = massive psu required) and it needs a code in here to enable the game to use both of them together. But it only uses the memory from 1 of the gpus, what a waste... but nvidia has stopped supporting this, i think or soon as gpu's are fast enough on their own now.
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)
@toni1958
Flickering textures are not all, as JHTrucker so rightly points out, about AA. You will find
the case with two textures mistakenly placed by the mapper at the exact same level at
MANY places, and as you move the game engine gets a heck of a job determining which
of them to render at a specific moment, hence flicker. It's almost the same phenomena
with windows on buildings, where the reflections for some odd reason will be correctly
rendered in a couple of frames and then not being rendered, flickering again. Maybe that
one will be better with the new lighting system coming up in 1.40!
Yes, Nvidia removed SILK_Smoothness in the 445.75 driver, hence the two different NPI
version recommendations in the first post! The warning is clearly stated there. Okay, okay,
I know that there are WAY too many words in that first post!
@Arayas
Just for a double check of what JHTrucker says, can you please find a place where the
powerlines are a tiny bit thicker and make a screenshot there?
Flickering textures are not all, as JHTrucker so rightly points out, about AA. You will find
the case with two textures mistakenly placed by the mapper at the exact same level at
MANY places, and as you move the game engine gets a heck of a job determining which
of them to render at a specific moment, hence flicker. It's almost the same phenomena
with windows on buildings, where the reflections for some odd reason will be correctly
rendered in a couple of frames and then not being rendered, flickering again. Maybe that
one will be better with the new lighting system coming up in 1.40!
Yes, Nvidia removed SILK_Smoothness in the 445.75 driver, hence the two different NPI
version recommendations in the first post! The warning is clearly stated there. Okay, okay,
I know that there are WAY too many words in that first post!
@Arayas
Just for a double check of what JHTrucker says, can you please find a place where the
powerlines are a tiny bit thicker and make a screenshot there?
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@ JHTrucker
yes, in ETS2 just going from 100 to 125 increased the GPU by 20% so instead of running at 50's-60's it was more like 70's-80's, going to 160 was a major jump so I was going to ask you if you could configure something inbetween but then I realised that in 125, I only have 20% to play with when in towns and busy traffic so going any higher would start to cause problems. Having driven around all day I am over the moon with the way it is now performing at 100%, so no need to touch it anymore(sitting on my hands).
Thank you both for the info on the railway lines.
@BenganJ
my sincere apologies, I remember about the SILK warning now, but alot of time has gone between when I read it and now, sorry.
yes, in ETS2 just going from 100 to 125 increased the GPU by 20% so instead of running at 50's-60's it was more like 70's-80's, going to 160 was a major jump so I was going to ask you if you could configure something inbetween but then I realised that in 125, I only have 20% to play with when in towns and busy traffic so going any higher would start to cause problems. Having driven around all day I am over the moon with the way it is now performing at 100%, so no need to touch it anymore(sitting on my hands).
Thank you both for the info on the railway lines.
@BenganJ
my sincere apologies, I remember about the SILK warning now, but alot of time has gone between when I read it and now, sorry.
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@toni1958
Absolutely NO problem mate, it's damn easy to get lost in all that info!
Absolutely NO problem mate, it's damn easy to get lost in all that info!
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@Arayas
Well, it's not bad, but could be better! Tell me, what is your present settings for these NPI parameters?
EDIT: To get good shadows this should be set in config.cfg.
Also, give me a F11 and we'll compare images!
Well, it's not bad, but could be better! Tell me, what is your present settings for these NPI parameters?
Code: Select all
--- Anisotropic filtering mode ------------------------- 'User-defined / Off' //Using this instead of the game in-built.
--- Anisotropic filtering setting ----------------------- '16x' //See above. Using maximum value.
--- Texture filtering - Driver Controlled LOD Bias -- 'Off' //In order for user defined LOD Bias to be used.
--- Texture filtering - LOD Bias (DX) ----------------- '-1.5000' //This is to get the text clarity earlier on distant signs. Value of -1.0000 for 4x AA, -1.5000 for 8x AA.
--- Texture filtering - Negative LOD bias ------------ 'Allow' // See above.
--- Texture filtering - Quality ------------------------- 'High quality' // See above.
Code: Select all
uset r_sun_shadow_texture_size "8192" // Size of the sun shadow texture, default 4096.
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
And where is the F11?