[DX11] Help regarding Nvidia Profile Inspector (NPI)

Make your game even better
RunnyPilot
Posts: 23
Joined: December 2nd, 2020, 3:55 pm

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

Post by RunnyPilot » June 14th, 2021, 5:06 pm

tantalus wrote:
June 14th, 2021, 2:57 am
RunnyPilot wrote:
June 13th, 2021, 7:44 pm
BenganJ wrote:
June 13th, 2021, 7:20 pm
Okay Folks! Here we go again! Nothing were said about AA in that video, but we've had one indication
earlier about SCS working on new AA. Sadly we have to wait and see, as SCS isn't very communicative
towards the community, no change there!
Yup :laugh3:

But hey, if DX12 is being implemented, then imagine DLSS or TAA being included. I would definitely prefer DLSS but I currently don't have the hardware for it. TAA with some sharpness will suffice in my opinion.
DX12 has nothing to do with TAA or DLSS for the matter. TAA was introduced waaaaaay back when DX11 was still in diapers. Updating to DX12 means absolutely nothing when talking about a better AA.
SCS did the same when they implemented the disgusting SMAA in the game, it turned out exactly the same crap as we already had. DLSS, dont make me laugh... hahahahaha.
They are not capable of introducing a decent antialiasing in the past two or three years, and they are going to add DLSS???? are you guys delusional?. . . :shok: do you even know what you talking about? :p

Do you realize this is an outdated game with an obsolete engine that dates from 2014, right? or 2013, cant remember... LOL.

They had the opportunity when they updated the game to DX11 years ago to work on a decent AA. They didnt introduce TAA back then, and they didnt do it either in the next updates, i dont see why are they going to do it now.
Apparently the playerbase doesnt think that the game looks like crap (without npi), they think it looks amazing... hahahahahaha. Why SCS is going to waste time adding TAA?

And sorry but i dont believe anything SCS says. Because we know them. We know they talk a lot, they know how to "trick" the usual brainless playerbase, saying they are updating this or that,
when in the end its completely false, and the only thing they do is to add half-baked things without anything substantial. Has been happening for years, i dont know why they are going to do thins in a different way now.

Just mark my words, i know these guys. lol. And i know the playerbase, sadly. Also they said "they are working on, as right now its completely fake news". So, yeah maybe in 5 years we have DX12 support... hahahahahahaha.
Yeah, the unfortunate thing is that SCS is holding back because users won't upgrade from Win 7 or lower. :dash1:
But, we'll see. It might take long, but the news is still good to me.
BenganJ wrote:
June 13th, 2021, 11:08 pm
@RunnyPilot

I do NOT think that SCS will use DLSS as that would demand RTX cards and would mean, that they will shoot themselves
in the foot, which they already have BTW! :laugh3:

TAA/TXAA might be a contender, which is a mixture of FXAA and MSAA, but will end up as giving a result in between the
two, which according to me will be inferior to our MSAA+SGSSAA scheme.
At this point, I rather have MSAA AND SSAA as options because even though they are performance hungry, they're the best looking AA's in my opinion. Even Forza Horizon 4 has MSAA till 8x and looks amazing on 1080p and even works wonders on a GTX 1060! Hell, Elite Dangerous with a 1:1 Scaled UNIVERSE has SSAA and it works and looks amazing.
So yes, I have hopes for DX12 as, if implemented correctly, it can be amazing. Especially if the internal resolution isn't lower like it is right now.

I have been using your MSAA+SGSSAA method this entire time, at a static 30FPS, 4x on both settings and some sharpening, and I am definitely more happy with it than 400% Scaling SMAA Ultra.
User avatar
JHTrucker
Expert
Posts: 1351
Joined: February 7th, 2020, 3:19 pm
Location: UK

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

Post by JHTrucker » June 14th, 2021, 6:26 pm

@sikjar
"1.39 (because I need HDR off to reduce aliasing)"... try --> uset g_bloom "0.0" in 1.40 ? Just a thought if you want to test.

From your log:
00:00:00.599 : uset r_fullscreen "1"
00:00:00.599 : uset r_mode_refresh "0"
00:00:00.599 : uset r_mode_height "1080"
00:00:00.599 : uset r_mode_width "1920"

00:00:00.599 : uset r_ipd_scale "1.0" <--- that's new for vr only?

00:00:03.349 : [openvr] Runtime: 1.17.16 System: 'aapvr' Model: 'Pimax 5K Plus' Driver: unknown
00:00:03.349 : [openvr] Recommended rendering resolution 2228x2632
00:00:03.349 : [hmd] Selected HMD

00:00:03.584 : [dxgi] Using adapter: NVIDIA GeForce RTX 3060 Laptop GPU (27.21.14.6647) [6023 MB]
00:00:03.588 : [dx11] Using SM5X rendering path
00:00:03.741 : [disp] Adapter 0: on DXGI backend
00:00:03.741 : [disp] Output 0 : \\.\DISPLAY1 - CRTC @ (0, 0, 1920, 1080)

So the game resolution is set to 1920x1080 but the driving screen resolution is 2228x2632... that might be the problem as we need the rendered image(s) to equal game resolution for AA to get applied. But it may be that it's being rendered in a totally different way and will never work.

Example:
With dual monitors each image is 50% game resolution width and 100% height therefore no AA. Setting scale_x to 2 means both images are now equal to game resolution width and AA is applied. But fps are poor and so the custom multimon file is used instead to fool the game into thinking the images are all 100% width and provides double the amount of fps. So that test you did was just a thought in case vr also has 2 images split within the game resolution. What does uset r_ipd_scale "1.0" do if different values are used with 100% scaling?

Do the NPI settings work in vr mode... quick test, set LOD bias to +2.000 and you should get a blurred vr image.

--- Texture filtering - Driver Controlled LOD Bias -- 'Off'
--- Texture filtering - LOD Bias (DX) ----------------- '+2.000' <---PLUS 2
If that has no affect on the vr image then that's it, NPI settings not used in vr.
If it did work, put it back to -1.0 or the value you had.

So trying to match resolutions:
A daft test to try that may give blurry AA (if it works) is to scale the vr to 1920x1080.
uset r_scale_y "0.41033"
uset r_scale_x "0.86175"

or DSR your desktop to 3840x2160 and game res to 3840x2160.... you have a laptop... no DSR. 4k monitor?
uset r_scale_y "0.82066"
uset r_scale_x "1.72351"

But i'm not sure now if that scale only applies to the 1920x1080 screen?

Hope i've inspired you to be the one that provides the 'how to get vr AA working'.


EDIT: If i set a windowed res 866x1024, that's the same aspect ratio as your 2228x2632, i get no AA.
uset r_fullscreen "0"
uset r_mode_refresh "0"
uset r_mode_height "1024"
uset r_mode_width "866"

So it could be that your vr resolution is the same as 1440x900 & 1680x1050 monitors for not getting AA applied.
Last edited by JHTrucker on June 15th, 2021, 12:58 am, 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
User avatar
JHTrucker
Expert
Posts: 1351
Joined: February 7th, 2020, 3:19 pm
Location: UK

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

Post by JHTrucker » June 14th, 2021, 6:30 pm

@a1337cookie - Remember, this topic is about vastly improving the game image and not fps... 4xAA looks great but is very demanding (basically similar fps to 400%).

The only way to know if the fps are acceptable for you is to do it... steps 1/2/3.
It all works in windowed mode but your desktop resolution must be the same as the game resolution.

Different sized monitors with same native resolution works fine with my custom multmon file to line them all up but different resolutions are not supported by the game as it just wants whatever is presented to it as a render area.

So nvidia surround provides that area and also your windowed trick!

I know nothing more about mixed resolutions.
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
sikjar
Posts: 4
Joined: June 12th, 2021, 9:48 am

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

Post by sikjar » June 15th, 2021, 4:09 pm

@JHTrucker - Thank you for the information, I will definitely give it a try.
User avatar
therobloxians1119
PPM
Posts: 444
Joined: February 24th, 2021, 3:06 am
Location: Phoenix, Arizona, United States
Contact:

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

Post by therobloxians1119 » June 15th, 2021, 9:24 pm

@BenganJ

So last night, I was resetting all the NPI settings and tried setting all the NPI settings again. The game looks great and there's no more flicker. There's only one thing that I can't achieve: A constant FPS. If you could tell me what's the best way is the get a constant FPS that would be great and I would appreciate it. Thanks!
RunnyPilot
Posts: 23
Joined: December 2nd, 2020, 3:55 pm

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

Post by RunnyPilot » June 15th, 2021, 9:30 pm

therobloxians1119 wrote:
June 15th, 2021, 9:24 pm
@BenganJ

So last night, I was resetting all the NPI settings and tried setting all the NPI settings again. The game looks great and there's no more flicker. There's only one thing that I can't achieve: A constant FPS. If you could tell me what's the best way is the get a constant FPS that would be great and I would appreciate it. Thanks!
Best way I get constant FPS is to limit it through in-game V-Sync. I set it to Economic (which is basically vsync 2) and get a constant 30FPS. That does depend on your monitor's refresh rate. You can check the first page for more details.
User avatar
therobloxians1119
PPM
Posts: 444
Joined: February 24th, 2021, 3:06 am
Location: Phoenix, Arizona, United States
Contact:

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

Post by therobloxians1119 » June 15th, 2021, 9:32 pm

@RunnyPilot

I also did that same thing. I set V-Sync to 2 in my config file and get a constant 30 FPS. That's great but since my monitor refresh rate is 60 GHZ, I was wondering if there's a way I can get a constant 60 FPS.
User avatar
BenganJ
Moderator
Posts: 9589
Joined: December 15th, 2018, 11:54 am
Location: Gothenburg, Sweden

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

Post by BenganJ » June 15th, 2021, 9:42 pm

@therobloxians1119

My friend, I've already told you this several times in different places, but try this.
In config.cfg:
1. Set r_mode_refresh "0".
2. Set r_vsync "2".
3. Set t_averaging_window_length "60".

You should get a constant FPS=30 most of the time. Report back!
---------------------------------------------------------------------------------------------------------------------------------------------
System: Windows 8.1
Processor: Intel Core i7-4790@
Memory: 16GB
Graphics: ASUS GeForce GTX1660Ti
Image
User avatar
therobloxians1119
PPM
Posts: 444
Joined: February 24th, 2021, 3:06 am
Location: Phoenix, Arizona, United States
Contact:

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

Post by therobloxians1119 » June 15th, 2021, 9:46 pm

@BenganJ

I think you mentioned the wrong the wrong person but okay, I'll try that.
User avatar
BenganJ
Moderator
Posts: 9589
Joined: December 15th, 2018, 11:54 am
Location: Gothenburg, Sweden

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

Post by BenganJ » June 15th, 2021, 9:51 pm

@therobloxians1119

Sorry mate, fixed!
---------------------------------------------------------------------------------------------------------------------------------------------
System: Windows 8.1
Processor: Intel Core i7-4790@
Memory: 16GB
Graphics: ASUS GeForce GTX1660Ti
Image
Post Reply