[DX11] Help regarding Nvidia Profile Inspector (NPI)
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@jhtrucker
Thank you, I'm using it, as you provide it. So I've thought, I could change a value, so that it fits to my about 40 Degrees.
Was that wrong?
Thank you, I'm using it, as you provide it. So I've thought, I could change a value, so that it fits to my about 40 Degrees.
Was that wrong?
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- Posts: 2
- Joined: June 20th, 2021, 3:28 pm
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
Hello, I'm new to the forum. And I use google translate for english. Please don't mind if there is any mistake. Are you going to do this work for AMD graphics cards as well? My computer components are fine, but the game is constantly lagging. (drop).
Instant FPS drops.
I would be very grateful if you could guide me to the solution.
My computer:
Windows 10 x64 bit
gigabyte B450M S2H V2
AMD Ryzen 3 3100 4-Core Processor 3.59 GHz
ASUS RX570 ROG STRIX OC 8GB GDDR5 256Bit AMD Radeon
16gb Ram (8+8gb G Skill 3600mhz DDR4 CL18)
SanDisk Ultra 3D NVMe 500gb
Corsair 650W +80
Instant FPS drops.
I would be very grateful if you could guide me to the solution.
My computer:
Windows 10 x64 bit
gigabyte B450M S2H V2
AMD Ryzen 3 3100 4-Core Processor 3.59 GHz
ASUS RX570 ROG STRIX OC 8GB GDDR5 256Bit AMD Radeon
16gb Ram (8+8gb G Skill 3600mhz DDR4 CL18)
SanDisk Ultra 3D NVMe 500gb
Corsair 650W +80
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@FormelLMS - Ok. Here's a quick idea of what you need to do, it's not easy:
Assuming you're using 33.75 & FOV 60.
monitor_config : _nameless.Left.AA {
horizontal_fov_relative_offset: 0.888888 <-- 40 degrees
horizontal_fov_override: 92.000000 <-- reduce to what looks right with centre image.
frustum_subrect_x: 0.130000 <-- change value between 0.0 & 0.5 to align image again.
monitor_config : _nameless.Right.AA {
horizontal_fov_relative_offset: -0.888888 <-- -40 degrees
horizontal_fov_override: 92.000000 <-- reduce to same as left FOV.
frustum_subrect_x: 0.370000 <-- change value between 0.0 & 0.5 to align image again.
Save the file but leave it open.
Start game and check image.
alt-tab to file and edit what needs changing, save (don't close).
alt-tab back to game and type in console, multimon reload, enter to see an instant change.
Just keep doing that until you are happy.
Assuming you're using 33.75 & FOV 60.
monitor_config : _nameless.Left.AA {
horizontal_fov_relative_offset: 0.888888 <-- 40 degrees
horizontal_fov_override: 92.000000 <-- reduce to what looks right with centre image.
frustum_subrect_x: 0.130000 <-- change value between 0.0 & 0.5 to align image again.
monitor_config : _nameless.Right.AA {
horizontal_fov_relative_offset: -0.888888 <-- -40 degrees
horizontal_fov_override: 92.000000 <-- reduce to same as left FOV.
frustum_subrect_x: 0.370000 <-- change value between 0.0 & 0.5 to align image again.
Save the file but leave it open.
Start game and check image.
alt-tab to file and edit what needs changing, save (don't close).
alt-tab back to game and type in console, multimon reload, enter to see an instant change.
Just keep doing that until you are happy.
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)
@gurbuzhome
Welcome to the forum! Sadly no, there's no tool like Nvidia Profile Inspector for AMD cards,
as far as I know, so this is ONLY for Nvidia based cards!
Welcome to the forum! Sadly no, there's no tool like Nvidia Profile Inspector for AMD cards,
as far as I know, so this is ONLY for Nvidia based cards!
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- Posts: 2
- Joined: June 20th, 2021, 3:28 pm
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
Thank you for your interest. Can you give a few simple tips for the solution?
I know there can be many reasons for the current problem? I made many corrections. I watched many youtube videos. But I couldn't solve the problem.
I have attached the snapshot table. Can your take a look?
https://docs.google.com/spreadsheets/d/ ... sp=sharing
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@gurbuzhome
My friend, I have NEVER used an AMD card, so I have NO knowledge about them
and you don't even tell what KIND of problems you have and what you have done
so far, so NO, I can't help you, you will have to search for a solution to whatever
problem you have at some other place!
My friend, I have NEVER used an AMD card, so I have NO knowledge about them
and you don't even tell what KIND of problems you have and what you have done
so far, so NO, I can't help you, you will have to search for a solution to whatever
problem you have at some other place!
-
- Posts: 142
- Joined: June 14th, 2021, 2:11 am
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
Okay, I spent the weekend messing around with settings and got NPI's AA set up. 4xAA looks quite a bit better than 2xAA, so I went with that. I locked the FPS to 40 using RTSS, which I can maintain most of the time, only dropping to 30 when in big cities. Pretty happy with the result! My 4k center screen looks phenomenal, with aliasing completely eliminated and a very crisp picture. The 1080p side screens are comparatively blurrier, but still look quite decent.
Couple questions though, first is regarding VRAM. Is it normal for the game to be using all 8GB of it? This was happening before doing any of these tweaks, though it doesn't seem to be causing any stutters or anything. My guess is that it's being preallocated, and MSI Afterburner reports it as being used. Second question is about shadows. There's a lot of flickering and jagged edges. They were present before, but after applying the AA, they stick out even more. What settings should I try to fix it?
I also worked on getting my triple screen angles and FOV all set up, and found some very interesting things. First thing I noticed was that changing the FOV through the in-game seat adjustment menu did not produce the same results as using the FOV overrides in the multimon config. I assume the overrides are the accurate numbers, but correct me if I'm wrong. Then, as I was going through the reduced angle triple files, trying to understand how they worked, I believe I found a fundamental error. The assumption that the default (horizontal_fov_relative_offset = 1 or -1) monitor angle is 45° is incorrect. It's actually dependent on the FOV. For example, if all three monitors have the FOV overridden to 60°, the monitor angles are also 60°. Try overriding all monitors to 90° and notice that the side views are aiming straight to the side (90°), not at a 45° angle. It only makes sense, since if the FOVs are larger than the monitor angle, then there would have to be overlap in the views. In order for the different views to line up, the FOV must match the monitor angle. I can add some diagrams if it might help explain what I mean.
In case you're not aware, there is a "correct" FOV which will give the most true-to-life sense of speed and distance. It's more important for sim racers, but I think it helps a lot with immersion too. It's based on the distance your eyes are from your monitor, but with triple screens, it's more complicated than that. I want to try and figure out a mathematical way to find the ideal multimon settings for any screen setup. I've got a start already, but I think I should create a new thread for it, since it's kind of a separate topic, right?
Couple questions though, first is regarding VRAM. Is it normal for the game to be using all 8GB of it? This was happening before doing any of these tweaks, though it doesn't seem to be causing any stutters or anything. My guess is that it's being preallocated, and MSI Afterburner reports it as being used. Second question is about shadows. There's a lot of flickering and jagged edges. They were present before, but after applying the AA, they stick out even more. What settings should I try to fix it?
I also worked on getting my triple screen angles and FOV all set up, and found some very interesting things. First thing I noticed was that changing the FOV through the in-game seat adjustment menu did not produce the same results as using the FOV overrides in the multimon config. I assume the overrides are the accurate numbers, but correct me if I'm wrong. Then, as I was going through the reduced angle triple files, trying to understand how they worked, I believe I found a fundamental error. The assumption that the default (horizontal_fov_relative_offset = 1 or -1) monitor angle is 45° is incorrect. It's actually dependent on the FOV. For example, if all three monitors have the FOV overridden to 60°, the monitor angles are also 60°. Try overriding all monitors to 90° and notice that the side views are aiming straight to the side (90°), not at a 45° angle. It only makes sense, since if the FOVs are larger than the monitor angle, then there would have to be overlap in the views. In order for the different views to line up, the FOV must match the monitor angle. I can add some diagrams if it might help explain what I mean.
In case you're not aware, there is a "correct" FOV which will give the most true-to-life sense of speed and distance. It's more important for sim racers, but I think it helps a lot with immersion too. It's based on the distance your eyes are from your monitor, but with triple screens, it's more complicated than that. I want to try and figure out a mathematical way to find the ideal multimon settings for any screen setup. I've got a start already, but I think I should create a new thread for it, since it's kind of a separate topic, right?
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
Hi, uff. I've read a bit more about triple Screen in other games and it seems that done use fixed 45 degrees. So I think, it's easier to setup the triple with 45 degrees and if I understand correctly, I could use it as developers implement it and I am good to go then?JHTrucker wrote: ↑June 20th, 2021, 4:54 pm@FormelLMS - Ok. Here's a quick idea of what you need to do, it's not easy:
Assuming you're using 33.75 & FOV 60.
monitor_config : _nameless.Left.AA {
horizontal_fov_relative_offset: 0.888888 <-- 40 degrees
horizontal_fov_override: 92.000000 <-- reduce to what looks right with centre image.
frustum_subrect_x: 0.130000 <-- change value between 0.0 & 0.5 to align image again.
monitor_config : _nameless.Right.AA {
horizontal_fov_relative_offset: -0.888888 <-- -40 degrees
horizontal_fov_override: 92.000000 <-- reduce to same as left FOV.
frustum_subrect_x: 0.370000 <-- change value between 0.0 & 0.5 to align image again.
Save the file but leave it open.
Start game and check image.
alt-tab to file and edit what needs changing, save (don't close).
alt-tab back to game and type in console, multimon reload, enter to see an instant change.
Just keep doing that until you are happy.
Is this wrong?
Re: [DX11] Help regarding Nvidia Profile Inspector (NPI)
@a1337cookie - My 2g gtx760 @ 3840x1024 & 4xAA uses all the vram and therefore isn't good enough for that res and AA.
Using 2xAA is around 1.5-1.7gb. Your massive res & 4xAA is the reason for 8gb usage, i suspect.
Try 8192 for shadow texture... in first post extras.
The reduced angle triples (and all files i've created) where just a way to produce what seemed to work and hadn't been done before, to my knowledge. They are not mathmatically correct.
What you say about overrides/angles makes sense now that you've pointed that out. But i won't be looking into it any further. I only use my original step 2 single anyway.
Note: all of those were created during UK lock downs... i'm not that bored now.
I assume the in game fov slider is correctly changing fov based on 45 degrees otherwise people would have to keep adjusting their monitors.
Yes, perhaps start a new topic when you have some clear info.
Using 2xAA is around 1.5-1.7gb. Your massive res & 4xAA is the reason for 8gb usage, i suspect.
Try 8192 for shadow texture... in first post extras.
The reduced angle triples (and all files i've created) where just a way to produce what seemed to work and hadn't been done before, to my knowledge. They are not mathmatically correct.
What you say about overrides/angles makes sense now that you've pointed that out. But i won't be looking into it any further. I only use my original step 2 single anyway.
Note: all of those were created during UK lock downs... i'm not that bored now.
I assume the in game fov slider is correctly changing fov based on 45 degrees otherwise people would have to keep adjusting their monitors.
Yes, perhaps start a new topic when you have some clear info.
Last edited by JHTrucker on June 21st, 2021, 5:30 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)
@FormelLMS - Yes, just use step 2 triple (game standard values with my AA enabler) and 45 degree monitor angles.
Project cars 2, for example, allows you to set the monitor angles/height/width etc in game and is much easier...
Project cars 2, for example, allows you to set the monitor angles/height/width etc in game and is much easier...
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