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-   -   New set of graphics dlls from February 15th, 2008. (http://forum.fulqrumpublishing.com/showthread.php?t=2749)

Rjel 02-16-2008 01:51 PM

I've flown on several maps and haven't seen any graphic glitches. No flickering along coast lines. I have LandGeom=3 and Water=2 and it looks good and runs smooth. One improvement I've seen is when I use F3 for the flyby view. With the last couple of .DLLs I'd see a slight hesitation as the plane passed by. That seems to be gone with this set. Running .ntrks I've recorded seem very smooth. The Black Death .ntrk seems to have some slight stutters. Usually during a scene change. I've never been a big fan of that .ntrk as a judge of how well my system is working.

My system is an AMD 4800X2, 2 gigs of ram, 640meg GTS 8800 using Nvidia drivers version 163.71.

LeLv8_Otto 02-16-2008 02:00 PM

The river drawing problem on winter maps seems to be fixed now. After quick test no fps loss or other problems encountered. Will post here if find something new - Good Job!

http://lelv8.org/temp/conf.ini

Nvidia 8800 GTS with 640MB and Forceware 169.21. Processor DualCore 6600 @ 2.4 GHz, 4GB memory

Test-4-Echo 02-17-2008 03:26 AM

I am simply blown away by the state of this sim. Nice job on the new DLL's and thank you! I can only hope the final 4.09 patch will be as good as things are now.

I am running 1946 on a Q6600 machine at 3.4 GHz with 4 gig of ram in Vista x64 and a 8800 GTS 512 (G92) with 169.25 drivers. Perfect mode, water 2, with 4x AA and 16x AF on Mitsubishi 22" 2070SB CRT @ 1280 x 1024 @ 100Hz.

Result? Absolute butter, slickery smooth, beautiful shadows and imaging :grin:

I also have a 22" wide Samsung TFT which looks great and runs pretty good, however, the motion blur is annoying. The CRT totally destroys the TFT for this sim. The TFT destroys the CRT in everything else.

I haven't seen a better result yet. Thanks guys!

T4E :mrgreen:

Golden_Eagle_FM 02-17-2008 08:02 AM

I have no problems with these new DLL's. They work fine for me. The shoreline is more natural and better looking.
I confirm that they must be used with the "threaded optimization" parameter of the Nvidia Control panel switched to off, otherwise there is brutal framerate drop.

Water color is perfect but I never had any problem with it. Reflections of clouds on the water have improved on the last two versions and the overall visual impression is excellent for me.

I use a Asus Nvidia 8800 Ultra graphic card and the I play with 1920X1200 resolution on a 24" display. The processor is an Intel Extreme QX6700 quadcore at 2.66 MHZ on a Asus Commando board with 4GB. This processor is now becoming old and I surely do not get the best performance. But the latest test on the BlackDeath track I get between 25 and 60(limited by sync) FPS with the majority of the track between 40-50. Windows is Vista Ultimate.

I use Landgeom=3 and Water=3. I get excellent foaming effect on the waves when weather is rough.

But there is still a glitch that none of the existing versions of the DLL's have never fixed. As you can see in my conf.ini file here-under I use "Effects=1". When I set it to 2 I get better visual quality for explosions and for the smoke of ships, or visual effects of cannon shots from ships or on the ground. To put it short it improves all the smoke explosion effects pretty well. But I play mainly in the pacific theatre and there is a color problem which is an immersion killer.

All the water explosions are various shades of grey up to dark grey. The big water explosions should be completely white. This is the case when "Effect" is set to 1.

So if you could correct this bug for the final 4.09 version you would get all my gratitude and my deep respect as my preferred game supplier for the many years to come.

My settings are:

[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1920
height=1200
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=0
FullScreen=1
DrawIfNotFocused=0
EnableResize=1
EnableClose=1
SaveAspect=0
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=100000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=0
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.6689453
mapPadY=-0.046875
viewSet=32
Intro=0
NoSubTitles=1
NoChatter=0
NoHudLog=0
NoLensFlare=1
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
TypeClouds=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=0
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=15
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=fr

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=3
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0


Thanks again for all your efforts.

Gold

III/JG11_Tiger 02-17-2008 10:28 AM

Test-4-Echo, have you tried turning RTA off, it defaults to on at start up, but I find if left on I have some problems with clouds in IL2, its a pain that it has to be manually set to off.

FoolTrottel 02-17-2008 10:31 AM

Quote:

Originally Posted by Test-4-Echo (Post 36207)
(...)I also have a 22" wide Samsung TFT which looks great and runs pretty good, however, the motion blur is annoying(...)
T4E :mrgreen:

(T4E, as it's a Samsung, try this: open the Monitor's menu, browse to the Setup item, and set RTA to 'Off')

Edit: Hey, Tiger beat me to it... oh well....:-)

Test-4-Echo 02-17-2008 11:57 AM

I should have mentioned that my Sammy is the 5ms 225BW not the 2ms 226BW, therefore, no RTA. Thanks for the suggestion though.

FA_Cheech 02-17-2008 12:42 PM

~S~Ivan,
I had an improvement in fps, but am experiencing graphics glitches with reefs on Pacific maps (coastlines have cloudy grey look, and reefs sometimes appear the same way).

nVidia 8800 GTX 768
NGO 6.14.11.6369 drivers
Core2duo E6850
Asus P5N32-E-SLI
Windows XP
AA Supersampling - 8xS
Anistro - App controlled
All optimizations off
Gamma correction - On
Vert Sync on, w/triple buffering



[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=2
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

Feuerfalke 02-17-2008 02:19 PM

Quote:

Originally Posted by FoolTrottel (Post 36214)
(T4E, as it's a Samsung, try this: open the Monitor's menu, browse to the Setup item, and set RTA to 'Off')

I thought RTA (Reaction Time Accelleration) decreases Motion-Blur when ACTIVE? :confused:

bomath 02-17-2008 10:21 PM

Quote:

Originally Posted by Feuerfalke (Post 36220)
I thought RTA (Reaction Time Accelleration) decreases Motion-Blur when ACTIVE? :confused:

See here: http://www.xbitlabs.com/articles/oth.../19inch-4.html
The response time compensation/acceleration can have a negative effect when it overshoots, and sometimes you can see less motion blur with RTC/RTA disabled; the RTC/RTA error manifests itself like a motion blur that happens in... advance! (as opposite to the usual thing that you see, namely a trail that's left behind).


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