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-   -   Graphics DLL set from today, 02/08/08 (http://forum.fulqrumpublishing.com/showthread.php?t=2689)

crazyivan1970 02-08-2008 09:46 PM

Graphics DLL set from today, 02/08/08
 
Greetings!

Allow me to present new graphics DLLs for v409b

You can download them here: http://www.mission4today.com/index.p...etails&id=3246



Thanks for hosting Snoopy and M4T!!

Readme included in the zip file, but still :)


Corrected Color of the forest and decreased contrast of its edge.
Corrected (more complex) line of the water on the coasts of the rivers and the coast itself.
Anisotropic filtering in IL2 setup sets less level of anisotropy.
An attempt was made to decrease reflection flickering of the water on setting =2
Almost completely rewritten render of the ground on shaders 2.0. ATI cards should see performance increase.
Changed regime of filtration on the edge of the forest to reduce flickering. Possible slight FPS loss near the forest.

Please test and post back! Thanks!

Roy 02-09-2008 12:57 AM

Wow, just be reading the notes tell whoever wrote these new dlls that he can have my babies.

edit: is it just me or does the water look better?

Spinnetti 02-09-2008 02:34 AM

So far, looking promising on my x1600 1680x1050 ATI equipped iMac (max settings). It was also perfect on the original beta, just the later drivers caused issues... flashing red and funny water on the horizon seems to be gone... will check back after playing more.....

Tvrdi 02-09-2008 11:25 AM

these are working with 4.08 also?

FoolTrottel 02-09-2008 04:38 PM

They make the water edges indeed look better, there's less shimmering in the Black Death Track, can see no loss in FPS.

And, they do work for 4.08m.

So, me thinks, these are good ones, that's Cool!

Zorin 02-09-2008 06:14 PM

2 Attachment(s)
Is it possible that you might have accidently lowered the overall sea level?

I just flew a quick mission over Crimea and the river leading into the big lake has run dry just by the bridge. And on the shore, the "active" water layer produces some odd intersections with the layer below.

delta7 02-09-2008 09:49 PM

I have an improvement overall with these - more fps on black death , less shimmering on shorelines and distance - improved IQ on objects

512mb 8600 with 6750 dual core pentium

btw I found that water looks better on 1 than 0 ( which I have always preferred before)

many thanks

delta7 (dieg777)

MOH_Hirth 02-10-2008 03:37 AM

+1!

Is very good now!

The fps was higth but sometimes single freeze, now very stable without any freeze!!
Congratulations!!

III/JG11_Tiger 02-10-2008 05:26 AM

Thx for the dll's Ivan, are they usable with 4.08 online?

heywooood 02-10-2008 06:50 AM

K - I'm impressed...you guys are working quickly to get these .dll's out to us and these latest fixes are looking really good - thanks

does all this work on Il2 mean that the SoW has reached a point where you can stop and look around? maybe do some compiling and while thats going on you have time to review the ol' 46 eh?

well whatever the reason - this is great.

I have run two seperate single missions offline and so far its looking good - Water shading and the river edges look much better..
P4 3.4 cpu on an asus platinum965mobo 2gigs ram and an Nv7600gs 512 gpu running without a hitch so far.

LeLv8_Otto 02-10-2008 09:37 AM

With new dll's I got problem with rivers/lakes continuing beyond visible horizon on winter maps - summer maps work fine. Didn't have this problem with earlier dll's:

http://lelv8.org/temp/river1.jpg
http://lelv8.org/temp/river2.jpg

My conf.ini:

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

I have Nvidia 8800 GTS with 640MB and Forceware 169.21. Processor is DualCore 6600 @ 2.4 GHz

Schuetz 02-10-2008 01:17 PM

My dll Test-Session:

Configuration:
Intel Core 2 Duo E6600 (@ 3.3Ghz)
GigaByte EP35-DS3P (Rev 2.1), Biosversion F2
2GB Ram, PC-6400, 800Mhz
ATI Radeon 2900XT, 512Mb (@ GPU Core 823Mhz)

ATI Catalyst 8.1
Resolution 1280x1024@75hz


conf.ini
[Render_OpenGL]
TexQual=3
TexMipFilter=3
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=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=1

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

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

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

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

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

Test results Track BlackDeath

IL2 4.08m, 4xAA/4xAF, LandGeom=2
Frames: 8834
Time: 150000ms
Min: 18
Max: 110
Avg: 58.893

IL2 4.09b1m, 4xAA/4xAF, LandGeom=3, orginal Patch dll`s
Frames: 9201
Time: 150000ms
Min: 18
Max: 134
Avg: 61.340

IL2 4.09b1m, 4xAA/4xAF, LandGeom=3, new dll`s 31.01.2008
Frames: 8794
Time: 150000ms
Min: 19
Max: 138
Avg: 58.626

IL2 4.09b1m, 4xAA. 4xAF, , LandGeom=3, new dll`s 08.02.2008
Frames: 9175
Time: 150000ms
Min: 19
Max: 137
Avg: 61.166

No graphic failures. The latest version is in my opinion the best one.

=PF=Coastie 02-10-2008 03:18 PM

Schuetz,

Those are some VERY different settings than any I have ever seen. Maybe you have found something for the newer gen ATI cards.

I would like to point out something regarding your Aniso settings though. If you are running your IL2 setup Mipmap filter on Anisotropic (which you are), you should switch Aniso to Application Preference in the CCC. When you have Aniso in the game settings on, it will use the max game aniso which is equivalent to about 16x through the CCC. I believe your current CCC settings will over ride the games aniso.

So, either use Trillinear Mipmap filter and force Aniso in the CCC.

OR,

Use Aniso Mipmap filter and turn Aniso to App pref in the CCC.

Good Luck!

dup 02-10-2008 04:30 PM

Same problem here as LeLv8_Otto ! :(

Intel Core 2 Duo E6600
8800 GTS

Same conf.ini except forest=3.

Thanks for your work !

crazyivan1970 02-10-2008 05:25 PM

Dont get discouraged with some of the problems that either still remain or introduced. DLL`s are work in progress and your input is crucial. Thanks to all participants!

FoolTrottel 02-10-2008 08:07 PM

Oops... same graphic anomalies here as dup and LeLv8_Otto ...

8800GTS/320Mb, E6600...

LeLv8_Otto 02-10-2008 08:42 PM

Quote:

Originally Posted by crazyivan1970 (Post 35762)
Dont get discouraged with some of the problems that either still remain or introduced. DLL`s are work in progress and your input is crucial. Thanks to all participants!

Thanks that there is still recources to fix these problems :)

Problem below seems not to be related to new DLLs but I ask anyway if someone knows the fix. On winter maps smoke and snow dust shadow looks on my screen as below example - any idea what could cause that - happens also with original 4.08 dlls as welll these beta versions:
http://lelv8.org/temp/dust4.jpg

Schuetz 02-10-2008 08:56 PM

Quote:

Originally Posted by =PF=Coastie (Post 35754)
Schuetz,

Those are some VERY different settings than any I have ever seen. Maybe you have found something for the newer gen ATI cards.

I would like to point out something regarding your Aniso settings though. If you are running your IL2 setup Mipmap filter on Anisotropic (which you are), you should switch Aniso to Application Preference in the CCC. When you have Aniso in the game settings on, it will use the max game aniso which is equivalent to about 16x through the CCC. I believe your current CCC settings will over ride the games aniso.

So, either use Trillinear Mipmap filter and force Aniso in the CCC.

OR,

Use Aniso Mipmap filter and turn Aniso to App pref in the CCC.

Good Luck!

Thank you for your answer.

In which way are the settings of my conf.ini very different as you normally have seen?

You are right, my current CCC Settings with 4xAA over ride the gamesettings for Ansotrophic Filtring. I see your logical argument and use now Aniso Mipmap filter and turn Ansotrophic Filtring in the CCC on App pref.

See you

Urufu_Shinjiro 02-10-2008 09:03 PM

He's probably referring to:

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

I've never tried it with all =0 before, I'll have to see what it does for me. Did you set this on purpose or it just is like that? If not on purpose try setting the ones without NV to =1 and see what it does.

Avimimus 02-10-2008 09:14 PM

The black water isn't fixed but the new coastlines show up really well against the black background!

Jadehawk 02-11-2008 01:58 AM

New Dlls
 
I just tried the new Dll's on my rig and seems to work just fine here! Neven the winter maps work out really well.

ManicGibber 02-11-2008 04:16 AM

Quote:

Originally Posted by LeLv8_Otto (Post 35770)
Thanks that there is still recources to fix these problems :)

Problem below seems not to be related to new DLLs but I ask anyway if someone knows the fix. On winter maps smoke and snow dust shadow looks on my screen as below example - any idea what could cause that - happens also with original 4.08 dlls as welll these beta versions:
http://lelv8.org/temp/dust4.jpg

Check the Render_OpenGL section in your config.ini and if shadows=1 then set it to 2.

ManicGibber 02-11-2008 04:34 AM

Disregard my reply, it's incorrect. My screen looks the same for shadows of fire/smoke on Moscow 1 map, aircraft shadows look correct though.

Roy 02-11-2008 08:38 AM

Quote:

Originally Posted by ManicGibber (Post 35808)
Forget my reply, it's incorrect. My screen looks the same for shadows of fire/smoke on Moscow 1 map, aircraft shadows look correct though.

Is HardwareShaders=1 in your conf.ini?

ManicGibber 02-12-2008 03:05 AM

Quote:

Originally Posted by Roy (Post 35824)
Is HardwareShaders=1 in your conf.ini?

Yep, thanks.

bonzo 02-12-2008 02:30 PM

8800gtx blue flashing gone, thankyou.

Widowmaker214 02-14-2008 04:09 AM

I get the same pixilated shadows that LeLv8_Otto commented about..
regardless of DLL.. and my confi.ini has shadows set to 2

Roy 02-14-2008 08:20 AM

Quote:

Originally Posted by Widowmaker214 (Post 36049)
I get the same pixilated shadows that LeLv8_Otto commented about..
regardless of DLL.. and my confi.ini has shadows set to 2

Do you have hardwareShaders set to 1 in your conf.ini? Are you using DirectX or OpenGL?

LeLv8_Otto 02-14-2008 01:00 PM

I have :

Shadows=2
hardwareShaders=1

and use OpenGL

Urufu_Shinjiro 02-14-2008 05:22 PM

I seem to have an issue with perfect mode, water=0, the reflections are very blocky and pixelated, not smooth and 3d looking like in water=1 and =2. This also is regardless of .dll's. Didn't used to be that way but I don't know whats changed.

Bodkin 02-14-2008 07:52 PM

I had the same problem and found that even though I had shadows=2 in the config.ini file, when I started up the sim something was changing it back to shadows=1.

I changed it back to shadows=2 and made the config.ini file read-only. That fixed the issue and I now have perfect shadows.

cheers..

Lo0n 02-15-2008 10:07 AM

Quote:

Originally Posted by LeLv8_Otto (Post 35743)
With new dll's I got problem with rivers/lakes continuing beyond visible horizon on winter maps - summer maps work fine. Didn't have this problem with earlier dll's:

http://lelv8.org/temp/river1.jpg
http://lelv8.org/temp/river2.jpg

My conf.ini:

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

I have Nvidia 8800 GTS with 640MB and Forceware 169.21. Processor is DualCore 6600 @ 2.4 GHz

got the same issue with the rivers viewable over the horizon. not installed 4.09beta so could it be to do with the land geometry setting in conf.ini? core2duo @2.93Ghz, 2gig ram, 8800 gtx, will post conf.ini later, at work at the mo.

Widowmaker214 02-15-2008 05:38 PM

Roy,

Yes, hardware shaders are set to 1 and Im running OpenGL

[Render_OpenGL]
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=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=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=3
Water=4
Effects=1
ForceShaders1x=0

Zorin 02-15-2008 05:55 PM

The extending rivers doesn't actually happen on all winter maps. For example, on Murmansk this problem doesn't appear yet Moscow is definitely suffering from this.


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