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Author Topic: High Resolution / True Color Textures Mod  (Read 184655 times)

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Dauntless1

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Re: High Resolution / True Color Textures Mod
« Reply #144 on: August 31, 2012, 03:26:48 PM »

Carsmaster you ARE a magician!! And I know what is impossible! I cannot step into a Tiffie or Spit or any other AC and physically fly them over these maps! I have to reluctantly fly the skies of the sim BUT I do admire the developement made to keep this sim going! Think of what we got int he beginning and look at it now!
There´s no way we can be enough thankful to the modding community for what they are giving us!
I can only say THANK YOU ALL!

What he said!! 8)
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carsmaster

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Re: High Resolution / True Color Textures Mod
« Reply #145 on: August 31, 2012, 04:02:41 PM »

.......I'm just thinking - if using the compressed texture override is necessary for use of this mod, why not look into ways of making the game make the most of it...
It's very difficult.   No source code.

For 2048 pixel textures, I spent almost 2 years ... ... ... ....
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Herra Tohtori

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Re: High Resolution / True Color Textures Mod
« Reply #146 on: August 31, 2012, 04:05:54 PM »

.......I'm just thinking - if using the compressed texture override is necessary for use of this mod, why not look into ways of making the game make the most of it...
It's very difficult.   No source code.

Yeah, I suspected as much. It's a shame - I think it would be very beneficial for 1C/Maddox Games to follow the example set by Volition, and simply publish the source code but retain the IP rights... this would essentially enable the modding community much more freedom while still keeping profit coming in from the game.

Newer ATI's 3Dc compression algorithm automatically does compression in normal maps, no? So if one uses ATI cards, no need for game to compress.

It doesn't work that way.

3DC compression is based on DXT5, but instead of storing RGB and Alpha, it stores two channels with individual compression. This makes it ideal for (tangent space) normal maps which only utilize two channels.

However, the fact that a GPU supports a new format does not mean that it will somehow know to convert arbitrary texture data to that format before using it. The texture compression needs to happen before the texture is sent to GPU; if it's non-compressed, the GPU treats it as a bitmap, if it's compressed and the GPU recognizes the format, then it can use it directly.

IL-2 is an old game from time when DXT compression was a new technology. That's why it is referred to by its old/original name - S3 Texture Compression, or S3TC. If that is enabled, the game applies compression algorithm to all (appropriate) textures, and sends the compressed textures to the GPU for rendering.

If texture compression is not enabled, it just sends the textures as their datatype defines them. Depending on how wisely the program is coded, it might even change the texture type for 8-bit textures when it encounters them. It can also decrease colour depth to 16-bit (actually 12-bit RGB, 4-bit alpha) and that probably does affect the memory footprint as well, but S3TC / DXT compression is more memory efficient.


However, it is sheer impossibility for a GPU to independently determine that some texture is a normal map, and based on that diagnosis apply an advanced, normal-map specific compression type. It would require a level of communication between the software and the graphics API and GPU driver that IL-2 most likely does not have. There would need to be some sort of identification flag that tells the graphics API that this texture is intended to be used as a normal map, and request it to compress it on-the-fly - which is another thing that GPU's themselves don't do! - before loading it into VRAM.


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For me with texcompress=2 and TexFlags.TexCompressARBExt=1, I get unwanted artifacts. Most notible on a/c skin. Both set to 0, and true colour on my 2048 skin returns. Just thought I'd mention that. But please correct if I'm wrong.

I am not surprised that texture compression causes artefacts; that is by design, although like I said in earlier post the settings of the on-the-fly compression algorithm is probably optimized for compression speed rather than quality. Remember, though, that increasing resolution decreases the apparent size of the artefacts and masks them more effectively into the other details of the texture.

Most likely TexCompress=2 is only necessary if you are exceeding your GPU's VRAM capacity; when it needs to swap the content on the memory several times per frame, you start getting slowdowns. Activating TexCompress and TexCompressARBExt can reduce memory by 75-83%. If you can manage without compression, I don't think it's strictly necessary for functionality.
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carsmaster

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Re: High Resolution / True Color Textures Mod
« Reply #147 on: August 31, 2012, 04:17:03 PM »

........Most likely TexCompress=2 is only necessary if you are exceeding your GPU's VRAM capacity; when it needs to swap the content on the memory several times per frame, you start getting slowdowns. Activating TexCompress and TexCompressARBExt can reduce memory by 75-83%. If you can manage without compression, I don't think it's strictly necessary for functionality.
I agree with you.
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carsmaster

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Re: High Resolution / True Color Textures Mod
« Reply #148 on: August 31, 2012, 04:26:16 PM »

...........Remember, though, that increasing resolution decreases the apparent size of the artefacts and masks them more effectively into the other details of the texture.
And it's also true!
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carsmaster

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Re: High Resolution / True Color Textures Mod
« Reply #149 on: August 31, 2012, 04:30:27 PM »

.....- I think it would be very beneficial for 1C/Maddox Games to follow the example set by Volition, and simply publish the source code but retain the IP rights....

 It is fantastic!!!  ;D ;D ;D ;D ;D ;D

 It's like the recipe Coca-Cola ... ;D ;D :D :D :D
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Ass Eagle

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Re: High Resolution / True Color Textures Mod
« Reply #150 on: August 31, 2012, 05:20:29 PM »

Thanks you for the details Herra Tohtori. Wouldn't all aspects of IL2 benifit if it could utilize the advantage of DX9/10/11, and not be so dpendant on DX8? Or this another 'Holy Grail' to unlock?
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bomberkiller

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Re: High Resolution / True Color Textures Mod
« Reply #151 on: August 31, 2012, 05:30:11 PM »

Quote
in my conf.ini  ProcessAffinityMask=2

Hi Carsmaster,

I'ved tested it over years with Intel multicores and Win XP/ Win7, please believe me...!

Please try: ProcessAffinityMask=3

regards, Gerhard  ;D
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FAC N° 9 ...cheers mein Schatz

Herra Tohtori

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Re: High Resolution / True Color Textures Mod
« Reply #152 on: August 31, 2012, 05:44:00 PM »

Thanks you for the details Herra Tohtori. Wouldn't all aspects of IL2 benifit if it could utilize the advantage of DX9/10/11, and not be so dpendant on DX8? Or this another 'Holy Grail' to unlock?


IL-2 1946 is primarily OpenGL application as far as graphics go. All the newest and best features (shader-based water, terrain and trees, along with some other stuff under the hood most likely) have been added exclusively for OpenGL API, and while Direct3D rendering functionality is still there, it is encouraged that people use OpenGL instead, for obvious reasons.

I'm not sure which version of DirectX IL-2's original D3D rendering was coded for; I would guess DirectX 8.1 based on the time frame. Adding support for DirectX 10/11 features would be a massive undertaking, and would absolutely require access to the source code. It is also a step that I would absolutely heavily advocate against, because you would be starting from much older rendering code than the current OpenGL code.

Instead, it would be far better to upgrade the OpenGL rendering engine to OpenGL 3 or 4 standard; whichever is more feasible. Inclusion of GLSL support would be a wonderful asset and it would make a lot of amazing things possible.


It is my personal suspicion that a lot of the problems with IL-2 Cliffs of Dover are related or directly caused by the use of Direct3D as the graphics API. It might be just a personal preference or the fact that I heavily prefer open source projects to closed, proprietary stuff, but in my view OpenGL is by far superior to Direct3D - especially as it is a true, cross-platform programming API, while Microsoft's DirectX is limited on platforms which have proprietary support for it. Windows PC's obviously have it (but even there I prefer OpenGL), XBox has it, PlayStation usually has a version that lags behind the latest by at least one increment, and obviously MacOS and Linux don't get any support.

If the source code was ever made publicly available, it would probably be "fairly" simple to create a native Linux/Mac version of the game as long as it stays on OpenGL mode. But this is obviously a pipe dream that we can all hope for, but personally I suspect any involvement with Ubisoft renders the probability of a source release close to nil. Ubisoft is not exactly the most enlightened of game publishing houses, after all.
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Ass Eagle

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Re: High Resolution / True Color Textures Mod
« Reply #153 on: August 31, 2012, 07:56:44 PM »

We have to agree to disagree on the OpenGL vs DirectX. Sorry to clutter this brilliant thread with unnessesary questions.
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carsmaster

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Re: High Resolution / True Color Textures Mod
« Reply #154 on: September 01, 2012, 12:18:43 AM »

...I'm not sure which version of DirectX IL-2's original D3D rendering was coded for; I would guess DirectX 8.1 based on the time frame. Adding support for DirectX 10/11 features would be a massive undertaking, and would absolutely require access to the source code. It is also a step that I would absolutely heavily advocate against, because you would be starting from much older rendering code than the current OpenGL code....

Totally agree with you!

It is my personal suspicion that a lot of the problems with IL-2 Cliffs of Dover are related or directly caused by the use of Direct3D as the graphics API. It might be just a personal preference or the fact that I heavily prefer open source projects to closed, proprietary stuff, but in my view OpenGL is by far superior to Direct3D - especially as it is a true, cross-platform programming API, while Microsoft's DirectX is limited on platforms which have proprietary support for it. Windows PC's obviously have it (but even there I prefer OpenGL), XBox has it, PlayStation usually has a version that lags behind the latest by at least one increment, and obviously MacOS and Linux don't get any support.
Totally agree with you!
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carsmaster

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Re: High Resolution / True Color Textures Mod
« Reply #155 on: September 01, 2012, 12:58:08 AM »

Hi Carsmaster,

I'ved tested it over years with Intel multicores and Win XP/ Win7, please believe me...!

Please try: ProcessAffinityMask=3

regards, Gerhard  ;D

IL-2 old game. She does not know how to use multiprocessors.
Although much depends on the particular hardware.

I better ProcessAffinityMask = 2 on my hardware.
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