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  #1  
Old 12-24-2014, 04:08 PM
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Treetop64 Treetop64 is offline
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Question Enabling Anti-Aliasing/Anisotropic Filtering in IL-2: 1946

Is there anything in the conf.ini or another file that enables support for Anti-Aliasing and Anisotropic Filtering in IL-2 running in OpenGL? I'm able to use the ATI Catalyst to enable multiple levels of AA/AF for all my other games, but it doesn't work when running IL-2 unless it's in DirectX mode.

ATI/AMD R7-240, running Omega 14.12 (OC'd 950MHz GPU, 1000MHz 2GB VRAM)
Intel i5 750 (OC'd 4.2 GHz)
8 GB System RAM (1600 MHz)

Thanks.

EDIT: Video card supports OpenGL version 6.14.10.13283
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  #2  
Old 12-26-2014, 09:13 AM
rollnloop rollnloop is offline
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Antialiasing is enabled only via GPU settings, no conf.ini

Aniso is enabled in confini with "TexMipFilter=" line, 3 is max IIRC.

Too bad your GPU doesn't handle openGL properly, try playing at max resolution to limmit jaggers ?
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  #3  
Old 12-29-2014, 12:07 AM
Tolwyn Tolwyn is offline
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You may have to override settings via your GPU control panel. Do not use "application controlled" as you can't have finecontrol over these settings within IL2.

Anisotropic filtering is arguably only beneficial at low z-angles. On a tiled textured runway, for example. Trilinear filtering should be just fine. However, if you still think you need Anisotropic filtering, make sure the extension is enabled in conf.ini:

[Render_OpenGL]
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0
HardwareShaders=1


TexQual=3
3= normal
2= reduced by factor of 2
1= reduced by factor of 4
0 = reduced by factor of 8.
Only need to reduce for older graphics cards of 16mb or less.

TexMipFilter=3
0=None
1=Bilinear (fastest)
2=Trilinear (Improves quality with little sacrifice in speed)
3=anisotrophic (Best quality but slower)

TexCompress=0
0=No compression best quality
1=16bit conversion
2=S3TC compression, best Performance. with little worse texture quality

A very good explanation of what filtering is and what a MIPMAP is can be located here.

As you can see, IL2 allows the anisotropic extension to be enabled, but the game itself will not perform anisotropic filtering (and personally, I can't see a reason why you'd want to have it on).
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  #4  
Old 12-29-2014, 12:37 AM
RPS69 RPS69 is offline
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Quote:
Originally Posted by Tolwyn View Post
As you can see, IL2 allows the anisotropic extension to be enabled, but the game itself will not perform anisotropic filtering (and personally, I can't see a reason why you'd want to have it on).

Reasons:

Mud moving, landing strips, and low altitude graphics in general. It changes a lot.

Obiously, if you are going to play in the clouds, there is no practical use for anisotropic extensions.
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  #5  
Old 12-29-2014, 09:00 PM
Tolwyn Tolwyn is offline
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It doesn't change too much.
Object rendering doesn't change. Draw distance doesn't change.
If anything, AF makes it HARDER to see ground objects, not easier.

Here's what's happening: for every FRAME your GPU renders, it takes what you're about to see and routes it through the filter, then it sends it along the pipeline to the output.

This happens OUTSIDE the game rendering engine. If you have cycles to spare, more power to you. But I'd take 3fps more to just have awesome looking trilinear filtering, thanks.

Quote:
Originally Posted by RPS69 View Post
Reasons:

Mud moving, landing strips, and low altitude graphics in general. It changes a lot.

Obiously, if you are going to play in the clouds, there is no practical use for anisotropic extensions.
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  #6  
Old 12-30-2014, 01:15 AM
RPS69 RPS69 is offline
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Actuallly, a lot of moiree effects dssappear with anisotropic filtering. Things look much more real... at ground level. Try to make a landing approach with and without.
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  #7  
Old 12-30-2014, 02:01 AM
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Treetop64 Treetop64 is offline
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AF is highly beneficial when flying at low altitudes, where the ground textures are viewed at large angles and high mip-map settings has no effect. Without AF, ground textures looks very muddy and washed out at low altitudes. Of course, if you're up above the clouds all the time it doesn't matter since the viewing angle favors mip-mapping layers, but it makes a huge difference down low.

At any rate, I reverted back to a previous driver and things are in order again. Seems that the new Omega driver for AMD cards is defective. GPU scaling doesn't work and it's selection mechanism in the CCC is bugged (even preventing use of the old non-native resolution workaround), and changing settings shows no effects in OpenGL apps, including AA, AF, and multilinear filtering.
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  #8  
Old 12-30-2014, 07:22 PM
KG26_Alpha KG26_Alpha is offline
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Quote:
Originally Posted by Tolwyn View Post
It doesn't change too much.
Object rendering doesn't change. Draw distance doesn't change.
If anything, AF makes it HARDER to see ground objects, not easier.

Here's what's happening: for every FRAME your GPU renders, it takes what you're about to see and routes it through the filter, then it sends it along the pipeline to the output.

This happens OUTSIDE the game rendering engine. If you have cycles to spare, more power to you. But I'd take 3fps more to just have awesome looking trilinear filtering, thanks.
Quote:
Originally Posted by RPS69 View Post
Actually, a lot of moiree effects disappear with anisotropic filtering. Things look much more real... at ground level. Try to make a landing approach with and without.
Quote:
Originally Posted by RPS69 View Post
Reasons:

Mud moving, landing strips, and low altitude graphics in general. It changes a lot.

Obviously, if you are going to play in the clouds, there is no practical use for anisotropic extensions.
TexMipFilter=3

Runway/airstrip tiles benefit from this setting the most, they extend the rendering full length instead of @ 50m from the pilots view making landing a more pleasurable affair visually.

Terrain in general is sharper at all distances and looks better than an out of focus fuzzy distance render with the lesser settings.
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  #9  
Old 02-26-2015, 03:03 PM
shelby shelby is offline
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i have something to ask
when i put in the conf.ini water=3 or 4 value the value returns to 1 when i play the game and the only value the game accepts is 2. why the game does this? i have the amd r5 200 graphics card

Last edited by shelby; 02-26-2015 at 05:36 PM.
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  #10  
Old 02-26-2015, 05:42 PM
KG26_Alpha KG26_Alpha is offline
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Quote:
Originally Posted by shelby View Post
i have something to ask
when i put in the conf.ini water=3 or 4 value the value returns to 1 when i play the game and the only value the game accepts is 2. why the game does this? i have the amd r5 200 graphics card
ATI can only use water 1 or 2
Nvidia can use 1 2 3 4

There's already a thread about this on here recently.

http://forum.1cpublishing.eu/showthread.php?t=229113

Last edited by KG26_Alpha; 02-26-2015 at 09:05 PM.
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