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[BufferPools] PoolSize=0 the holy grail of FSX performance...

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On my system [bufferPools] PoolSize=0 worked UNTIL I installed Orbx PNW and set higher resolution for textures according to their manual. in PNW, with [bufferPools] PoolSize=0 I get artifacts (display corruption, spikes, flashes, etc.). With default Poolsize, no such problems. Outside PNW, with normal resolution (1m for textures), I can use [bufferPools] PoolSize=0 without any problems. Not that it makes much difference though:), at least on my system.

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0.20 and 3.500000... don't you have a lot of blurry scenery then...? It could be that these low settings help avoid artifacts
Blurry, yes.. but so far away I barely notice it. and yes, if I increase FFTF to default it helps 'a little bit' not a deal braker for me, besides the performance boost from 0.33 to 0.20 IS noticeable.LOD radius will help you just a little bit and, no matter how hard I try I can't see a difference between 3.5 and 4.5. In my previous PC (an FX-53 with an ATI card) a LOD of 3.5 meant the difference between smooth frames vs heavy stuttering and scenery spikes, so I carried that tweak as something that 'helps' without sacrificing quality, at least, for my specific case and hardware.
However, I don't know what I did or what happened, but just like last night I had a good flight this evening without lockups and BP=0...! I didn't change anything(P.S. And all this without the shader hack. Right now I ONLY set BP=0, just like I did before, but now it just works... Weird...)
You tried the shader tweak right? and 'reverted' back to its normal value, correct? when you did this, did you delete the shader cache AGAIN? you ARE probably using the shader tweak!
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Why AffinityMask=12? You have HT turned off? That gives you basically core 1 and 2 or am I missing something? If I do it, I get 2nd core working + it's HT. Lowering my FPS considerably...
HT if OFF, yes. I found that HT ON was TERRIBLE on my system! as if each thread was fighting each other to render terrain properly! I did some tests, and found NO DIFFERENCE using 4 or 2 cores, exact same performance, so used the AffinityMask to let my last two CPU cores do all the work, AffinityMask=12 is not the FIRST two, but the LAST two CORES, they are usually idling all the time and 'cooler' that the first two cores. One more thing, if you use the FPS limiter tool and set it to a very low value (such as 15) and set FPS in FSX to unlimited, you can 'measure' the impact of settings on the CPU using performance monitor. Under this scenario (FPS limited using an external tool) the CPU will NOT be fully utilized, so you can see what settings have the most impact and 'where' your CPU starts to reach its limit, if you then increase the frame limiter little by little you get a better understanding of where your CPU starts approaching 100%.If you try to run FSX at 40FPS and your CPU can't handle it, you'll definitely get artifacts!! imagine the video card, memory and CPU as components that need to be in perfect balance, if you stress one of them over its capabilities, the whole system fails :) why I don't get any artifacts? well.. maybe because I run the sim @ 25FPS, LOD 3.5, FFTF=.20 and AffinityMask=12... they ALL contribute to lower CPU utilization! and I'm not talking about % CPU Utilization, but processor queue length. If you monitor it, you can determine if you are really pushing the CPU too hard, a 100% CPU is an indication of a fully utilized CPU, not a saturated one. For that, you need to measure processor queue length using perfmon, however, the only performance tool generally accepted for FSX seems to be the Latency checker ;) (even if you don't have latency problems)
this would apply to aircraft textures, animations and scenery objects, not just 'effects' as someone pointed out previously.
Dont take this the wrong way, but that is incorrect.You misinterpreted effects" as FSX effect animations like tire smoke perhaps? Context as discussed was of the "shader folders", everything that passes through the shaders are shader "effects", be it the batch processing of AG objects, taxiway signs, reflective, emissive and bump maps as well as other environmental effects etc. You are as I said manipulating/disabling effects.
Enabling texture wrapping changes how DirectX perceives the shortest route between texture coordinates,...If the texture coordinates specified for each vertex of a textured polygon are 'wrong' or off, TEXTURE CORRUPTION ocurrs, the shader fix prevents this from happening,
1."TEXTURE CORRUPTION ocurrs" not right, sounds like someone is guessing at things.There will be no "corruption" no crash, no artifact if these are "off".If the coordinates are off, it means that the intention of the designer using/coding the coordinates will not get his visual results as intended, the maps may be inverted, jumbled, inside out etc and he will have to correct it to get it his model to display correctly in a visual sense only. The graphics engine, the shaders dont care, there is no resulting "crash" of FSX or even a memory error, there are no artifacts. Texture wrapping is a means to gain efficiency for display purposes with the least amount of memory footprint needed to render a given shader effect with the smallest amount of geometry needed. If there is a system crash at say "float3 reflect(float3 I, float3 N) { (2.0*dot(I,N)/dot(N,N))*N
  • Author
Dont take this the wrong way, but that is incorrect.You misinterpreted effects" as FSX effect animations like tire smoke perhaps?
Your exact words:'So in this thread we are now on to disabling part of the FSX effects pool to solve your BlackScreen problems? You guys have fun with that.'maybe if you added the word 'shaders' somewhere, it would have made sense.. perhaps bad choice of words given the context? doesn't matter, you seem to have explained 'why' tweaking 'shaders' its a bad idea in your long technical, but sightly innacurate explanation.
1."TEXTURE CORRUPTION ocurrs" not right, sounds like someone is guessing at things.
I suggest you go visit the 'Black screen/texture problems' thread Tim started on the PMDG forum, read Daniel van Os post *BEFORE* assuming people is guessing at things :)
This did not disable "texture wrapping", you disabled D3DTADDRESS_WRAP which also is another great effeciant coding proccess even more so then the first as it uses the single copy of a texture source mapped to multiple model data = better performance for multiple objects as one would use say, on a planet.
I assume, you are not a programmer? fxh files are like 'header' files, the you provide functions or define variables types that will be later used by your program, in the case of shaders it is used to define states, and data types. If you understand what that file means, and the changes I suggested, you wouldn't be stating that I 'disabled D3DTADDRESS_WRAP' thats completely innacurate, probably you misundestood the changes I proposed?
#define D3DTADDRESS_WRAP 1dword State_TextureWrap			  : STATE_TEXTUREWRAP			  = D3DTADDRESS_WRAP;

this means the same:

#define D3DTADDRESS_WRAP 1dword State_TextureWrap			  : STATE_TEXTUREWRAP			  = 1;

lack of some standards of testing and reporting, But I know I am just beating a dead horse here right?
Paul, people follow this thread, read it (like you) analyzing each word, each claim.. its up to THEM to determine if a particular tweak works or not for them... that doesn't mean coming here and trying to discredit everything I say, or even proposing the thread to be shutdown! you can't be serious!
what this thread amounts to, it is misleading, inaccurate in so many ways that the good cant be discerned from the bad.
I wonder what do you mean by 'good'? you are not refering to the Latency checker tests aren't you?
Flame away guys if you must....
They wont! they rather offer their help trying to advance our hobby, test new tweaks and add to the discussion in constructive, creative and positive ways... but shutting down this thread because you think its misleading and/or inaccurate? have a good night Paul
Blurry, yes.. but so far away I barely notice it. and yes, if I increase FFTF to default it helps 'a little bit' not a deal braker for me, besides the performance boost from 0.33 to 0.20 IS noticeable.LOD radius will help you just a little bit and, no matter how hard I try I can't see a difference between 3.5 and 4.5. In my previous PC (an FX-53 with an ATI card) a LOD of 3.5 meant the difference between smooth frames vs heavy stuttering and scenery spikes, so I carried that tweak as something that 'helps' without sacrificing quality, at least, for my specific case and hardware.You tried the shader tweak right? and 'reverted' back to its normal value, correct? when you did this, did you delete the shader cache AGAIN? you ARE probably using the shader tweak!
I did delete the shader cache again, yes. :( So I am not using the shader tweak.About the LOD etc.: if lowering the LOD etc. means better performance and hence (I guess) also quicker loading of textures, I might give that a try too... As I have said various times, performance is absolutely awesome now, but I do get late loading texture every now and then. Maybe by using your lower settings I can gain performance and textures might load sooner and that might make a low LOD look even better than my high LOD with late loading textures... if you know what I mean. So I will give it a try this evening! I will save a flight which gives me late loading textures and then compare the various settings.I am glad I've got something to test again because just flying around gets boring pretty quickly... :( :( (Just kidding, of course... I think... B) )

*******,Could you please post your entire FSX.cfg file (without the [Trusted] part).I'd like to check some settings.Thxs!:--)

- PC Hardware: AMD Ryzen 9 9950X3D //  Asus ROG Crosshair X870E HERO //  2x32Gb Corsair Dominator Titanium DDR5 6000MT/s CL30 //  ASUS ROG Strix GeForce RTX 4090 OC Edition // 4Tb Corsair NVMe M.2 MP600  //  Corsair 1600W PSU
Samsung Odyssey Arc 55" curved 165 Hz monitor.
- Simulator Hardware: VIRPIL Constellation Alpha Prime + VIRPIL VPC Universal Control Panel - #3 + MOZA AY210 Force Feedback Yoke + WINWING URSA MINOR 32 Throttle & PAC Metal + WINWING SKYWALKER Metal Rudder Pedals + WINWING Airbus FCU & EFIS + WINWING Boeing 3N PAP + WINWING MCDU-32 + WINWING PFP-4 + WINWING PFP 3-N + WINWING PFP-7. 

   

 

 

I dont know how else to express it to you, I did not attack you, I'm sorry you feel that way, suggest you carefully re-read the last part of my post.And no the good was not LC that was not my suggestion and I saw very little value, it was the BP=0 and other things once accurately discerned and portrayed.

I suggest you go visit the 'Black screen/texture problems' thread Tim started on the PMDG forum, read Daniel van Os post *BEFORE* assuming people is guessing at things :)
I did, which is exactly why I posted the above. BS can happen with AC other than just PMDG. The shaders are just fine as are the PMDG models. Suggest you re-read my post again I think your missing soemthing.The PMDG thread:http://forums1.avsim.net/index.php?showtop...5&start=425As far as the "code", you posted:
Locate the following line in the Common.fxh file: dword State_TextureWrap : STATE_TEXTUREWRAP = D3DTADDRESS_WRAP;and change it to: dword State_TextureWrap : STATE_TEXTUREWRAP = 0;R
By replacing D3DTADDRESS_WRAP with 0; what do you think was just accomplished?Texture Wraping: http://msdn.microsoft.com/en-us/library/ee422503(VS.85).aspx"Do not confuse texture wrapping with the similarly named texture addressing modes"Which are here (Texture Addressing Modes):http://msdn.microsoft.com/en-us/library/ee422486(VS.85).aspxAnd then finaly to here (D3DTADDRESS_WRAP) http://msdn.microsoft.com/en-us/library/ee...56(VS.85).aspx:Tweaking is fun!Paul

I tried with BP=0 and didnt saw any problems, but got the same results as with BP=100000No artifacts, nothing but a reasonable smooth ride with about 25 fps over Aussie land with the addons.E6850 with 8800GTX with only 380 mb ram on it and a 2 gig onboard memory with XP 32bit.Flew for more then a half hour on both settings.I start to like FSX.. with those crisp textures it is hard to turn back to FS9..

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D3DTADDRESS_WRAP is defined as a constant (that value is never changed) check the DEFINE statament at the begining of the code, it looks like this:

#define D3DTADDRESS_WRAP 1

the above, was NEVER touched, it remained as 1Yet, you say that because I changed:

dword State_TextureWrap			  : STATE_TEXTUREWRAP			  = D3DTADDRESS_WRAP;

to this:

dword State_TextureWrap			  : STATE_TEXTUREWRAP			  = 0;

I 'disabled' D3DTADDRESS_WRAP? oh boy...

*******,Could you please post your entire FSX.cfg file (without the [Trusted] part).
Sure, here it is:
[FSDREAMTEAM]AntiPopUp=100AltitudeCull=1[BufferPools]Poolsize=536870912UsePools=0[Display]RUNWAY_LIGHTS_SURFACE_SCALAR=1.1 //adjust values to suit your scaleRUNWAY_LIGHTS_VASI_SCALAR=1.1RUNWAY_LIGHTS_APPROACH_SCALAR=1.1RUNWAY_LIGHTS_STROBE_SCALAR=1.0ChangeTime=4.000000TransitionTime=4.000000ActiveWindowTitleTextColor=255,255,255ActiveWindowTitleBackGroundColor=0,28,140,64NonActiveWindowTitleTextColor=255,255,255NonActiveWindowTitleBackGroundColor=24,33,87,64InfoUpperRightTextColor=255,0,0InfoUpperRightBackGroundColor=0,0,0,0InfoLowerLeftTextColor=255,255,255InfoLowerLeftBackGroundColor=255,0,0,128InfoLowerRightTextColor=255,255,255InfoLowerRightBackGroundColor=255,0,0,128InfoBrakesEnable=FalseInfoParkingBrakesEnable=FalseInfoPauseEnable=TrueInfoSlewEnable=TrueInfoStallEnable=FalseInfoOverspeedEnable=FalseBLOOM_EFFECTS=0SKINNED_ANIMATIONS=0WideViewAspect=TrueForceFullScreenVSync=TrueForceVSync=TrueUPPER_FRAMERATE_LIMIT=25TEXTURE_BANDWIDTH_MULT=100[Main]FIBER_FRAME_TIME_FRACTION=0.20DisablePreload=1User Objects=Airplane, HelicopterSimObjectPaths.0=SimObjects\AirplanesSimObjectPaths.1=SimObjects\RotorcraftSimObjectPaths.2=SimObjects\GroundVehiclesSimObjectPaths.3=SimObjects\BoatsSimObjectPaths.4=SimObjects\AnimalsSimObjectPaths.5=SimObjects\MiscSimObjectPaths.6=SimObjects\AISimObjectPaths.7=SimObjects\UT2 AircraftMaximized=1HideMenuNormal=1HideMenuFullscreen=1Location=0,0,1280,720,\\.\DISPLAY1ProcSpeed=14767PerfBucket=7[TERRAIN]LOD_RADIUS=3.500000MESH_COMPLEXITY=100MESH_RESOLUTION=25TEXTURE_RESOLUTION=29AUTOGEN_DENSITY=3DETAIL_TEXTURE=1WATER_EFFECTS=6[JOBSCHEDULER]AffinityMask=12[SOUND]AmbientUIMusicVolume=-6.000000SOUND=1SOUND_QUALITY=2SOUND_LOD=0UISound=1AmbientUI=0PrimaryDevice={1F481DA5-8C51-43D9-8BA6-B1AC575B9B0E}VoiceDevice={1F481DA5-8C51-43D9-8BA6-B1AC575B9B0E}SOUND_FADER1=0.300000SOUND_FADER2=0.400000SOUND_FADER3=0.600000SOUND_FADER4=-0.400000AmbientUIMusic=FSX01[PANELS]IMAGE_QUALITY=1QUICKTIPS=0PANEL_OPACITY=100PANEL_MASKING=1PANEL_STRETCHING=1UNITS_OF_MEASURE=0DEFAULT_VIEW=0[Weather]WindshieldPrecipitationEffects=1MinGustTime=10MaxGustTime=500MinGustRampSpeed=1MaxGustRampSpeed=200MinVarTime=5MaxVarTime=50MinVarRampSpeed=10MaxVarRampSpeed=75TurbulenceScale=1.000000WeatherServerAddress=fs2k.zone.comWeatherServerPort=80WeatherGraphDataInDialog=0AdjustForMagVarInDialog=1DynamicWeather=0DownloadWindsAloft=0DisableTurbulence=1CLOUD_DRAW_DISTANCE=4DETAILED_CLOUDS=1CLOUD_COVERAGE_DENSITY=8THERMAL_VISUALS=0[DISPLAY.Device.NVIDIA GeForce GTX 285.0]Mode=1280x720x32TriLinear=1[CONTROLS]Controls_Default=StandardControls_Current=StandardKBDAIL=64KBDELEV=64KBDRUD=64force_master_gain=10000force_stick_force_enabled=0force_stick_shaker_enabled=0force_gear_bump_enabled=0force_crash_enabled=0force_ground_bumps_enabled=0force_master_enabled=0[GRAPHICS]TEXTURE_MAX_LOAD=1024NUM_LIGHTS=8AIRCRAFT_SHADOWS=1AIRCRAFT_REFLECTIONS=1COCKPIT_HIGH_LOD=1LANDING_LIGHTS=1AC_SELF_SHADOW=0EFFECTS_QUALITY=1GROUND_SHADOWS=0TEXTURE_QUALITY=3IMAGE_QUALITY=0See_Self=1Text_Scroll=1SHADER_CACHE_PRIMED_10=1693458432D3D10=0SHADER_CACHE_PRIMED=1693458432[TextInfo.1]Latitude=1,1Longitude=1,2Altitude=1,3Heading=1,4AirSpeed=1,5WindDirectionAndSpeed=1,6[TextInfo.2]FrameRate=1,1LockedFrameRate=1,2GForce=1,3FuelPercentage=1,4[TextInfo.3]Latitude=1,1Longitude=1,2Altitude=1,3Heading=1,4AirSpeed=1,5WindDirectionAndSpeed=1,6FrameRate=2,1LockedFrameRate=2,2GForce=2,3FuelPercentage=2,4[SlewTextInfo.1]Latitude=1,1Longitude=1,2Altitude=1,3Heading=1,4AirSpeed=1,5[SlewTextInfo.2]FrameRate=1,1LockedFrameRate=1,2[SlewTextInfo.3]Latitude=1,1Longitude=1,2Altitude=1,3Heading=1,4AirSpeed=1,5FrameRate=2,1LockedFrameRate=2,2[DynamicHeadMovement]LonAccelOnHeadLon=0LonAccelOnHeadPitch=0RollAccelOnHeadLat=0YawAccelOnHeadLat=0RollAccelOnHeadRoll=0MaxHeadAngle=0MaxHeadOffset=0HeadMoveTimeConstant=0[VirtualCopilot]VirtualCopilotActive=0[USERINTERFACE]PageID=1OpenATCOnCreate=0SHOW_MISSION_CAPTIONS=0PAUSE_ON_LOST_FOCUS=0PROMPT_ON_EXIT=1Map_Orientation=0ShowAllACPaintSchemes=1SelectAircraftManufacturer=AllSelectAircraftPublisher=Level-D SimulationsSelectAircraftType=AllSITUATION=FLIGHTS\OTHER\FLTSIMDisplayFuelAsWeight=0[ATC]ShowATCText=0COMM_MSG_NONE_COLOR=FFFFFFFFCOMM_MSG_ATC_USER_COLOR=FFB6FFB6COMM_MSG_USER_ATC_COLOR=FFFFD21BCOMM_MSG_ATC_AI_COLOR=FF00FF00COMM_MSG_AI_ATC_COLOR=FFFF7840AutoOpenAirTrafficWindow=0UsePilotVoice=0PilotVoice=458752[PointOfInterestSystem]CycleSetting=2[SCENERY]// ShowMissingTextureAlert=1// MissingLibraryAlert=1// ShowTriggers=1LENSFLARE=1DAWN_DUSK_SMOOTHING=1IMAGE_COMPLEXITY=3[TrafficManager]AirlineDensity=0GADensity=0FreewayDensity=0ShipsAndFerriesDensity=0LeisureBoatsDensity=0IFROnly=0AIRPORT_SCENERY_DENSITY=0[AContain]ShowLabels=0ShowUserLabel=0ShowLabelManufacturer=0ShowLabelModel=1ShowLabelTailNumber=0ShowLabelDistance=1ShowLabelAltitude=1ShowLabelAirline=1ShowLabelAirlineAndFlightNumber=0ShowLabelFlightPlan=0ShowLabelContainerId=0ShowLabelAirspeed=0ShowLabelHeading=0LabelDelay=1000LabelColor=FFFF0000[INTERNATIONAL]ASLAT=2ASLON=1MEASURE=0[REALISM]PFactor=1.000000Torque=1.000000GyroEffect=1.000000CrashTolerance=1.000000General=1.000000UnlimitedFuel=FalseTrueAirspeed=FalseAutoCoord=FalseRealMixture=TrueStressDamage=TrueGEffect=TrueManualLights=TrueGyroDrift=TrueCrashWithDyn=FalseCrashDetection=TrueAutoTrim=False[SIM]SYSCLOCK=1[STARTUP]DEMO=0SHOW_OPENING_SCREEN=1STARTUP_DEMO=LoadWindow=1[FACILITIES]COUNTRY=STATE=CITY=GTL_BUTTON=1251[Misc]Com_Rate=7[RWW_WEATHER_MAP]SHOW_AIRPORTS=0SHOW_VORS=0SHOW_NDBS=0SHOW_APPROACHES=0SHOW_INTERSECTIONS=0SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=0SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1[FlightPlanMap]LineWidth=2SHOW_AIRPORTS=1SHOW_VORS=1SHOW_NDBS=1SHOW_APPROACHES=1SHOW_INTERSECTIONS=1SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=1SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1show_waypoints=1show_airways=1show_markers=1show_volume_boundaries=1show_ac_twr=1[MAPVIEW_MAP]SHOW_AIRPORTS=1SHOW_VORS=1SHOW_NDBS=1SHOW_APPROACHES=1SHOW_INTERSECTIONS=0SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=1SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1show_flight_history=1[WeatherMap]SHOW_AIRPORTS=0SHOW_VORS=0SHOW_NDBS=0SHOW_APPROACHES=0SHOW_INTERSECTIONS=0SHOW_VICTOR=0SHOW_JET=0SHOW_AIRSPACE=0SHOW_FLIGHTPLAN=1SHOW_WEATHERSTATIONS=1SHOW_WEATHERSYSTEMS=1SHOW_DATATAGS=1SHOW_TERRAIN=1[DISPLAY.Device.NVIDIA GeForce GTX 285.0.0]Mode=1280x720x32TriLinear=1

Hmm...I've been following this thread and I must say that I'm still a little confused - just like Paul is. Seems to me that that you have to reduce graphics quality and disable shader functionality to make a tweak work :( What's the point with that tweak in the first place? I prefer good graphics quality and don't bother with about fps - just focus on a smooth flight. If the area is a dense urban I only reduce autogen one notch, or AI traffic, to ensure a smooth flight. I've got no artifacts.

Thanks *******!I'll have a look at it tonight :--)

- PC Hardware: AMD Ryzen 9 9950X3D //  Asus ROG Crosshair X870E HERO //  2x32Gb Corsair Dominator Titanium DDR5 6000MT/s CL30 //  ASUS ROG Strix GeForce RTX 4090 OC Edition // 4Tb Corsair NVMe M.2 MP600  //  Corsair 1600W PSU
Samsung Odyssey Arc 55" curved 165 Hz monitor.
- Simulator Hardware: VIRPIL Constellation Alpha Prime + VIRPIL VPC Universal Control Panel - #3 + MOZA AY210 Force Feedback Yoke + WINWING URSA MINOR 32 Throttle & PAC Metal + WINWING SKYWALKER Metal Rudder Pedals + WINWING Airbus FCU & EFIS + WINWING Boeing 3N PAP + WINWING MCDU-32 + WINWING PFP-4 + WINWING PFP 3-N + WINWING PFP-7. 

   

 

 

When trying to do this it seems that not all of my shaders in Local/Microsoft/FSX have come back. Everytime I start the sim it just shows a black screen where the aircraft preview normally is. When i looked back in the folder the Terrain and General folders have nothing in them. I know from my backup that their should be something there. Why is it that not all of the shaders are getting rebuilt? here is my common.fxh. Makes no since to me why I cant get all the shaders rebuilt.//---------------------------------------------------------------------------// Flight Simulator X - Shader Effect Files// Copyright © 2006, Microsoft Corporation//---------------------------------------------------------------------------#ifndef _COMMON_FXH_#define _COMMON_FXH_#define TRUE 1#define FALSE 0#define D3DCMP_LESSEQUAL 4#define D3DTADDRESS_WRAP 1#define MAX_BONES 22#define MAX_POINT_LIGHTS 5#define D3DTEXF_NONE 0#define D3DTEXF_POINT 1#define D3DTEXF_LINEAR 2#define D3DTEXF_ANISOTROPIC 3#define D3DTEXF_PYRAMIDALQUAD 6#define D3DTEXF_GAUSSIANQUAD 7bool State_AlphaBlendEnable : STATE_ALPHABLENDENABLE = false;bool State_ShadowAlphaBlendEnable : STATE_SHADOWALPHABLENDENABLE = false;bool State_TextureAlphaBlendEnable : STATE_TEXTUREALPHABLENDENABLE = false;bool State_FallbackAlphaBlendEnable : STATE_FALLBACKALPHABLENDENABLE = false;bool State_FogEnable : STATE_FOGENABLE = true;bool State_ZWriteEnable : STATE_ZWRITEENABLE = true;dword State_ColorWriteEnable : STATE_COLORWRITEENABLE;dword State_ZFunc : STATE_ZFUNC = D3DCMP_LESSEQUAL;bool State_SpecularEnable : STATE_SPECULARENABLE = false;bool State_StencilEnable : STATE_STENCILENABLE = false;dword State_TextureWrap : STATE_TEXTUREWRAP = 0;dword State_MinFilter : STATE_MINFILTER = D3DTEXF_LINEAR;dword State_MagFilter : STATE_MAGFILTER = D3DTEXF_LINEAR;dword State_MipFilter : STATE_MIPFILTER = D3DTEXF_LINEAR;dword State_MipMapLodBias : STATE_MIPMAPLODBIAS = 0;dword State_SrcBlend : STATE_SRCBLEND = 2;dword State_DstBlend : STATE_DSTBLEND = 1;dword State_CullMode : STATE_CULLMODE = 3;bool State_AlphaTestEnable : STATE_ALPHATESTENABLE = false;dword State_AlphaTestFunction : STATE_ALPHATESTFUNCTION = D3DCMP_LESSEQUAL;dword State_AlphaTestThreshold : STATE_ALPHATESTTHRESHOLD = 1;float State_FinalAlphaBlendFactor : STATE_FINALALPHABLENDFACTOR = 1.0;float State_BlendedEmissiveFactor : STATE_BLENDEDEMISSIVEFACTOR = 1.0;float4 State_BlendConstant : STATE_BLENDCONSTANT;dword ShaderParam0 : SHADERPARAM0 = 0;dword ShaderParam1 : SHADERPARAM1 = 0;dword ShaderParam2 : SHADERPARAM2 = 0;dword ShaderParam3 : SHADERPARAM3 = 0;dword ShaderParam4 : SHADERPARAM4 = 0;dword ShaderParam5 : SHADERPARAM5 = 0;dword ShaderParam6 : SHADERPARAM6 = 0;dword ShaderParam7 : SHADERPARAM7 = 0;dword ShaderParam8 : SHADERPARAM8 = 0;dword ShaderParam9 : SHADERPARAM9 = 0;dword ShaderParam10 : SHADERPARAM10 = 0;dword ShaderParam11 : SHADERPARAM11 = 0;dword ShaderParam12 : SHADERPARAM12 = 0;dword ShaderParam13 : SHADERPARAM13 = 0;dword ShaderParam14 : SHADERPARAM14 = 0;float ShaderFloatParam0 : SHADERFLOATPARAM0 = 0;float ShaderFloatParam1 : SHADERFLOATPARAM1 = 0;float ShaderFloatParam2 : SHADERFLOATPARAM2 = 0;float ShaderFloatParam3 : SHADERFLOATPARAM3 = 0;float ShaderFloatParam4 : SHADERFLOATPARAM4 = 0;float ShaderFloatParam5 : SHADERFLOATPARAM5 = 0;float ShaderFloatParam6 : SHADERFLOATPARAM6 = 0;float ShaderFloatParam7 : SHADERFLOATPARAM7 = 0;float ShaderFloatParam8 : SHADERFLOATPARAM8 = 0;float ShaderFloatParam9 : SHADERFLOATPARAM9 = 0;float ShaderFloatParam10 : SHADERFLOATPARAM10 = 0;float ShaderFloatParam11 : SHADERFLOATPARAM11 = 0;float ShaderFloatParam12 : SHADERFLOATPARAM12 = 0;float ShaderFloatParam13 : SHADERFLOATPARAM13 = 0;float ShaderFloatParam14 : SHADERFLOATPARAM14 = 0;float ShaderFloatParam15 : SHADERFLOATPARAM15 = 0;matrix mWorld : WORLD;matrix mWorldView : WORLDVIEW;matrix mWorldInv : WORLD_INVERSE;matrix mView : VIEW;matrix mProjection : PROJECTION;matrix mFullProj : WORLDVIEWPROJECTION;matrix mShadowMtx : SHADOWPROJECTION;float4 vShadowOffset: SHADOWOFFSET;// Skinning bone refsfloat4x3 mBones[MAX_BONES] : BONE_MATRIX;// Fogfloat4 g_FogConstants : FOGCONSTANTS;// Timefloat fSimTime : SIMTIME;#define fFogEnd g_FogConstants.x#define fFogRecip g_FogConstants.y#define fFogSelectVertex g_FogConstants.z#define fFogSelectTable g_FogConstants.w#define EffectPerfLevel_Min 0#define EffectPerfLevel_MaxNonShader 9#define EffectPerfLevel_Shader11 10#define EffectPerfLevel_MaxShader11 19#define EffectPerfLevel_Shader20 20#define EffectPerfLevel_MaxShader20 29#define EffectPerfLevel_Shader30 30#define EffectPerfLevel_MaxShader30 39float3 vSunVectorObject : SUNVECTOR_OBJECTSPACE< string UIDirectional = "Light Object";> = {0, 0, 1};float3 vSunVectorWorld : SUNVECTOR_WORLDSPACE< string UIDirectional = "Light Direction";> = {0.577, -0.577, 0.577};float3 vSunVectorObject_Sun : LIGHTVECTOR_SUN_OBJECTSPACE;float3 vSunVectorWorld_Sun : LIGHTVECTOR_SUN_WORLDSPACE;float3 vSunVectorObject_Moon : LIGHTVECTOR_MOON_OBJECTSPACE;float3 vSunVectorWorld_Moon : LIGHTVECTOR_MOON_WORLDSPACE;float3 vSunAmbient : SUNCOLOR_AMBIENT = {0.1, 0.1, 0.1};float3 vSunDirectional : SUNCOLOR_DIRECTIONAL = {0.9, 0.9, 1.0};float4 vEyePoint : VIEWPOSITION;float fSunMoonInterpolant : SUNMOON_INTERPOLANT;// Point lights dataint iPointLightCount : POINTLIGHT_COUNT;float3 vPointLightWorldSpace[MAX_POINT_LIGHTS] : POINTLIGHTVECTOR_WORLDSPACE;float3 vPointLightDiffuse[MAX_POINT_LIGHTS] : POINTLIGHTCOLOR_DIFFUSE;float3 vPointLightSpecular[MAX_POINT_LIGHTS] : POINTLIGHTCOLOR_SPECULAR;// Range attenuation is stored as: Range, A0, A1, A2 coefficientsfloat4 vPointLightRangeAttenuation[MAX_POINT_LIGHTS] : POINTLIGHTVECTOR_RANGE_ATTENUATION;// A light which illuminates objects at 80 lum/sr should be drawn// at 3183 lumens/meter^2/steradian, which equates to a multiplier// of 39.78 per lumen.float g_fEmissiveCoefficient : HDR_EMISSIVE_SCALAR = 39.78f;#endif // _COMMON_FXH_

Nick Running

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disable shader functionality to make a tweak work
BP=0 doesn't require the shader tweak to 'work', BP=0 will work out of the box (for some), the shader tweak addresses the Black Textures problem which is NOT specific to BP=0 as was discussed previously. I think Paul provided the original PMDG black textures thread link, it makes for an interesting read and THAT thread is not even related to BP=0 :) so I think thats were the confusion is.
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