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Author Topic: Gurner FX 4.3  (Read 338331 times)

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Crash_MX06

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Re: Gurner FX 4.3
« Reply #852 on: January 23, 2013, 05:05:29 AM »

That's with all planes and with quick missions
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Crash_MX06

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Re: Gurner FX 4.3
« Reply #853 on: January 23, 2013, 05:07:34 AM »

But I removed the mod....and the game works
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NS~mati140

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Re: Gurner FX 4.3
« Reply #854 on: January 23, 2013, 07:24:51 AM »

Dude, POST YOUR LOG.LST FILE HERE
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Gurner

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Re: Gurner FX 4.3
« Reply #855 on: January 23, 2013, 09:38:51 AM »

That's a new one on me!
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Crash_MX06

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Re: Gurner FX 4.3
« Reply #856 on: January 23, 2013, 11:20:02 AM »

I can't because I removed the mod and I play the game, the log displays another mission.
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Maico

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Re: Gurner FX 4.3
« Reply #857 on: January 24, 2013, 05:16:37 AM »

 Feel the Heat, See the tracers! Your in the cockpit as fighter vs fighter combat becomes deadly.  You are in Gurners FX!
Seriously Kick ass mod.  This is a keeper.

Big THANK YOU

Maico
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AbortedMan

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Re: Gurner FX 4.3
« Reply #858 on: January 27, 2013, 06:24:54 AM »

Hey Gurner, great mod...can't play IL2 without it...which leads me to my problem. The ground smoke is KILLING my fps when it gets built up, say, around a bombed target. Is this normal? or expected? I realize some fps loss is expected, but I'm dropping down from a solid 60fps to 3fps when the group of ground smoke is in my view. I'm running on a GTX 670, intel i5 2600k with 8gb ram...so I can't imagine it's a hardware issue. I've tried changing out the objects/house folder for different smoke graphics, but the result is the same. I'm not certain what is causing it. Any ideas/solutions?
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Mick

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Re: Gurner FX 4.3
« Reply #859 on: January 27, 2013, 06:49:44 AM »

... try this in your conf.ini, who knows ...?  ;)

Explanation given by Mike Storebror:

"This will limit the number of sprites/objects being rendered simultaneously at a given time and thus solves issues where there are just too many objects (here: explosion effects) to be rendered to fit to your system limits."

[Render_OpenGL]
...........................................
TexFlags.UseClampedSprites=1
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Gurner

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Re: Gurner FX 4.3
« Reply #860 on: January 27, 2013, 10:37:00 AM »

Abortedman - It should not be that bad with your system, although I thought the 2600k is an i7, not i5.

I have a 2500k i5 with GTX560 and 8gb ram, and I can destroy a city and still get playable frame rates.

Mick's suggestion is a good one, although personally my clamped sprite value is 0.  Maybe some other problem with your conf ini or your nvidia settings?
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AbortedMan

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Re: Gurner FX 4.3
« Reply #861 on: January 27, 2013, 01:41:36 PM »

Thanks for the quick replies. I was thinking the same thing about my conf.ini...I've copied "maximized" settings from some random website/forum I googled, so that could definitely be it. I haven't done any tinkering yet since I didn't know it wasn't supposed to be this bad. Gurner, would you be a lamb and post your conf.ini [opengl] settings so that I may compare? Perhaps your nvidia settings as well if you have an nvidia card...I'm using maximum AA/AF, which may be causing it as well. Time to start tinkering.

Oh and you're right about the i5 2500k...I'm posting from an iPhone and didnt catch the typo.
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Gurner

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Re: Gurner FX 4.3
« Reply #862 on: January 27, 2013, 02:40:03 PM »

Code: [Select]
[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=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

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=3

LandShading=3
LandDetails=2

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

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

Max AA is probably overkill.  Also, I've only tested with max res of 1080p, so if you go higher than that it may have a negative effect
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Mick

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Re: Gurner FX 4.3
« Reply #863 on: January 27, 2013, 03:19:46 PM »

... I think you are right Gurner, I use 8xQ (GTX260) and can't see any prob with jagged lines ...

Sometimes "better" can be the ennemy of "good" as we say in French ...  ;)

Here are 3 very interesting reads about what AA is supposed to do ...

http://www.tomshardware.com/reviews/anti-aliasing-nvidia-geforce-amd-radeon,2868-4.html

http://www.tomshardware.com/reviews/anti-aliasing-nvidia-geforce-amd-radeon,2868.html

http://www.tomshardware.com/reviews/anti-aliasing-performance,3065.html
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