Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover > Technical threads

Technical threads All discussions about technical issues

Reply
 
Thread Tools Display Modes
  #201  
Old 10-21-2011, 01:25 PM
Vengeanze Vengeanze is offline
Approved Member
 
Join Date: Apr 2011
Location: Stockholm
Posts: 837
Default

Anders, if it's not clear to you by the documentation what you can do with the file then perhaps you should stick with the initial files as suggested by Tvrdi.
No offence.
Reply With Quote
  #202  
Old 10-21-2011, 02:47 PM
RCAF_FB_Orville RCAF_FB_Orville is offline
Approved Member
 
Join Date: Aug 2008
Location: Newcastle Upon Tyne, England
Posts: 341
Default

I can't get this to work for some reason. CoD will not start when I put the 3 files below from the DX10 folder where the old FSAA files used to go.

dxgi.dll
injFX_Settings.h
shader.hlsl


Any ideas on how to get it to work chaps? I opened the injFX_Shaders folder, then plonked these files in the il2cliffsofdover folder, which is where I put the old ones and they work fine. Must be doing something wrong.

Cheers.
Reply With Quote
  #203  
Old 10-21-2011, 03:26 PM
Vengeanze Vengeanze is offline
Approved Member
 
Join Date: Apr 2011
Location: Stockholm
Posts: 837
Default

Quote:
Originally Posted by RCAF_FB_Orville View Post
I can't get this to work for some reason. CoD will not start when I put the 3 files below from the DX10 folder where the old FSAA files used to go.

dxgi.dll
injFX_Settings.h
shader.hlsl


Any ideas on how to get it to work chaps? I opened the injFX_Shaders folder, then plonked these files in the il2cliffsofdover folder, which is where I put the old ones and they work fine. Must be doing something wrong.

Cheers.
Guess you need to put the injFX_Shaders folder in there with the files too.
Reply With Quote
  #204  
Old 10-21-2011, 03:29 PM
RCAF_FB_Orville RCAF_FB_Orville is offline
Approved Member
 
Join Date: Aug 2008
Location: Newcastle Upon Tyne, England
Posts: 341
Default

Quote:
Originally Posted by Vengeanze View Post
Guess you need to put the injFX_Shaders folder in there with the files too.
Rgr I'll try putting the whole lot in. Just putting the files themselves in worked with the older version, it could be that.

*EDIT Yes of course it would help lol. I just looked in the folder now (all in there) and had thought all that was in it was the 3 files I mentioned. D'oh!

Cheers mate.

Last edited by RCAF_FB_Orville; 10-21-2011 at 03:33 PM.
Reply With Quote
  #205  
Old 10-21-2011, 03:40 PM
Vengeanze Vengeanze is offline
Approved Member
 
Join Date: Apr 2011
Location: Stockholm
Posts: 837
Default

Quote:
Originally Posted by RCAF_FB_Orville View Post
Rgr I'll try putting the whole lot in. Just putting the files themselves in worked with the older version, it could be that.

*EDIT Yes of course it would help lol. I just looked in the folder now (all in there) and had thought all that was in it was the 3 files I mentioned. D'oh!

Cheers mate.
plz come back with comments.
Reply With Quote
  #206  
Old 10-21-2011, 03:49 PM
ACE-OF-ACES's Avatar
ACE-OF-ACES ACE-OF-ACES is offline
Approved Member
 
Join Date: May 2010
Location: NM
Posts: 2,248
Default

Quote:
Originally Posted by heidelbergensis View Post
It´s on thread answer #128.

The direct link to the fileset is

http://www.assembla.com/spaces/fxaa-pp-inject/documents
Thank you heidelbergensis!

This new version is much nicer!

Now there is no need to edit CoD config files to use DX09 in that this new version supports DX10!

And easy to use! It does not get any simpler than this! Just drop the files/folders into your game's root directory and wa-la! I mean you would have to 'try' and F that up to F that up (read dont read the readme.txt)

I tried it online last night.. Tried a few servers, never got kicked or any warnings of cheating this or that, so, for now STEAM seems to be fine with it.

Now I just need to see if it truly fixxes the 'jaggies' at far distances.. In that no one was online last night that I could find.. I did see a few blimps that looked much smoother at distances, and thier 'dot's at far distance looked better too.. and the transtion from dot to outline of a blimp was.. well not smooth but at least I did not loose sight of it

Down side is Ill bet once I get all the settings the way I like it, Luither will pop in and say they got a patch to enable AA in the game
__________________
Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on.
Reply With Quote
  #207  
Old 10-21-2011, 03:51 PM
heidelbergensis heidelbergensis is offline
Approved Member
 
Join Date: Mar 2008
Posts: 14
Default

The beauty of this version is that is customizable...the AA with the default configuration is too mild, but you can increare the effect and it becomes almost perfect, except the black antennas..

This is the part that sets the amunt of antialiasing with my settings :

/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.85; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.010; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0233; // Lower the value for more smoothing



Some sharpening is a great improvement, mainly if you´re running at relatively low resolutions; but if it does not fit your taste, simply disable it.(//).These are my setttings (milder than default, I think):

/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 1; //0 = Disable | 1 = Enable

// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2

// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.1


All the rest are alterations in color and tone; That can be lowered or disabled according both to personal tastes and monitors..

So, yes, you only want the AA, maybe some sharpening, but the original colors; disable all the rest and fit the AA amount to your taste. And as an additional remark, I found that, FOR ME, it works even better if you ALSO put the ingame antialiasing active (x2 in my desk).

Last edited by heidelbergensis; 10-21-2011 at 03:53 PM.
Reply With Quote
  #208  
Old 10-22-2011, 05:19 AM
CWMV's Avatar
CWMV CWMV is offline
Approved Member
 
Join Date: Mar 2011
Posts: 758
Default

So what would be the settings for MAX AA?
Also, we need to use the DX10 version right?
__________________
Quote:
Originally Posted by banned View Post
Just fix the friggin thing you boof heads. It's getting boring now. Only 11 people on the whole thing. Yawn.
Reply With Quote
  #209  
Old 10-31-2011, 08:42 AM
FS~Lewis's Avatar
FS~Lewis FS~Lewis is offline
Approved Member
 
Join Date: Feb 2010
Location: Sheffield, England
Posts: 58
Default

Thanks for the help and posting this......I have a GTX580 and was struggling to get rid of the jagged edges...this seems a great little fix....not a perfect fix but it certainly makes it a lot more bearable...~S~
Reply With Quote
  #210  
Old 11-26-2011, 06:59 AM
CWMV's Avatar
CWMV CWMV is offline
Approved Member
 
Join Date: Mar 2011
Posts: 758
Default

Bump+1
__________________
Quote:
Originally Posted by banned View Post
Just fix the friggin thing you boof heads. It's getting boring now. Only 11 people on the whole thing. Yawn.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 10:40 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.