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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! |
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? |
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.....
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these are working with 4.08 also?
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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! |
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. |
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) |
+1!
Is very good now! The fps was higth but sometimes single freeze, now very stable without any freeze!! Congratulations!! |
Thx for the dll's Ivan, are they usable with 4.08 online?
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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. |
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 |
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. |
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! |
Same problem here as LeLv8_Otto ! :(
Intel Core 2 Duo E6600 8800 GTS Same conf.ini except forest=3. Thanks for your work ! |
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!
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Oops... same graphic anomalies here as dup and LeLv8_Otto ...
8800GTS/320Mb, E6600... |
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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 |
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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 |
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. |
The black water isn't fixed but the new coastlines show up really well against the black background!
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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.
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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.
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8800gtx blue flashing gone, thankyou.
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I get the same pixilated shadows that LeLv8_Otto commented about..
regardless of DLL.. and my confi.ini has shadows set to 2 |
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I have :
Shadows=2 hardwareShaders=1 and use OpenGL |
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.
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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.. |
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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 |
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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