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Shader 3.0 and REX

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Hello! I just tested the new shader 3.0 with REX and made bad experiences sad.png Look at the images attached. The Water reflection with shader and a rex theme installed looks very bright and with a low resolution.Is this correct? What experiences with shader 3.0 and REX did you make? Can you post pictures please. What are the pros and cons of shader 3.0 wih REX? best regards (pictures: 1st: with shader, 2nd: without and only REX)

  • 2 weeks later...

I'm afraid I can't help, but I'm having the same issue. I can't seem to get the water to look quite right, compared to REX. Even with modification to the waterconstants file (specular boost, time scale, etc), it's not the same. I'm thinking that might just be a sacrifice to getting improved performance. Anyone have some suggestions for waterconstants changes that get that REX look? Thanks. --Don

Don Polidori

i would also like some hints on improving my water in REX

Packard Bell i11....64gb ram....1tb SSD....Nvidia 99000 4tb......400watt corsair......Windows ME 64.

Try this (be sure to flush the cache or delete the shader directory): <?xml version="1.0" encoding="UTF-8"?><SimBase.Document Type="WaterConstantFile" version="1,0"><Descr>AceXML Document</Descr><WaterConsts.ConstantSets><ConstantSet><Shader20><fWaveFresnelFactorMin>0.475</fWaveFresnelFactorMin><fWaveFresnelFactorMax>0.588</fWaveFresnelFactorMax><fSpecularPower>53.384</fSpecularPower><fSpecularBoost>1.460</fSpecularBoost><fSpecularBlend>0.605</fSpecularBlend><fWaveBumpUVScale>9.500</fWaveBumpUVScale><fWaterBumpRotation>225.000</fWaterBumpRotation><fTimeX1>-1.283</fTimeX1><fTimeY1>1.004</fTimeY1><fTimeX2>-1.423</fTimeX2><fTimeY2>1.838</fTimeY2><fTimeScale2>-0.002</fTimeScale2></Shader20><Shader30></Shader30><Wave></Wave><Shader40WaterClassSet><Shader40><fWaveFresnelFactorMin>0.000</fWaveFresnelFactorMin><fWaveFresnelFactorMax>1.000</fWaveFresnelFactorMax><fSpecularPower>53.384</fSpecularPower><fSpecularBoost>1.005</fSpecularBoost><fSpecularBlend>0.605</fSpecularBlend><fWhiteCapPower>0.844</fWhiteCapPower><fWaveBumpUVScale1>3.847</fWaveBumpUVScale1><fWaveBumpUVScale2>3.563</fWaveBumpUVScale2><fWaveBumpUVScale3>1.822</fWaveBumpUVScale3><fWaveBumpUVScaleDetail>4.217</fWaveBumpUVScaleDetail><fWaterBumpRotation1>141.516</fWaterBumpRotation1><fWaterBumpRotation2>331.488</fWaterBumpRotation2><fWaterBumpRotation3>62.388</fWaterBumpRotation3><fWaterBumpBlend1>0.757</fWaterBumpBlend1><fWaterBumpBlend2>0.751</fWaterBumpBlend2><fWaterBumpBlend3>0.567</fWaterBumpBlend3><fWaterBumpBlendDetail>0.616</fWaterBumpBlendDetail><fWaterBumpWind3>0.599</fWaterBumpWind3><fWaterBumpWindDetail>0.497</fWaterBumpWindDetail><fTimeX1>-1.283</fTimeX1><fTimeX2>-1.423</fTimeX2><fTimeX3>1.074</fTimeX3><fTimeXDetail>-2.882</fTimeXDetail><fTimeY1>1.004</fTimeY1><fTimeY2>1.838</fTimeY2><fTimeY3>-0.036</fTimeY3><fTimeYDetail>2.740</fTimeYDetail></Shader40></Shader40WaterClassSet></ConstantSet><ConstantSet><Elevation>MID</Elevation><Shader20><fWaveFresnelFactorMin>0.475</fWaveFresnelFactorMin><fWaveFresnelFactorMax>0.588</fWaveFresnelFactorMax><fSpecularPower>53.384</fSpecularPower><fSpecularBoost>1.460</fSpecularBoost><fSpecularBlend>0.619</fSpecularBlend><fWaveBumpUVScale>6.500</fWaveBumpUVScale><fWaterBumpRotation>225.000</fWaterBumpRotation><fTimeX1>-1.283</fTimeX1><fTimeY1>1.004</fTimeY1><fTimeX2>-1.423</fTimeX2><fTimeY2>1.838</fTimeY2><fTimeScale2>-0.002</fTimeScale2></Shader20><Shader30></Shader30><Wave></Wave><Shader40WaterClassSet><Shader40><fWaveFresnelFactorMin>0.000</fWaveFresnelFactorMin><fWaveFresnelFactorMax>1.000</fWaveFresnelFactorMax><fSpecularPower>69.513</fSpecularPower><fSpecularBoost>1.004</fSpecularBoost><fSpecularBlend>0.719</fSpecularBlend><fWhiteCapPower>0.838</fWhiteCapPower><fWaveBumpUVScale1>2.405</fWaveBumpUVScale1><fWaveBumpUVScale2>2.405</fWaveBumpUVScale2><fWaveBumpUVScale3>1.352</fWaveBumpUVScale3><fWaveBumpUVScaleDetail>16.527</fWaveBumpUVScaleDetail><fWaterBumpRotation1>141.516</fWaterBumpRotation1><fWaterBumpRotation2>330.804</fWaterBumpRotation2><fWaterBumpRotation3>62.388</fWaterBumpRotation3><fWaterBumpRotationDetail>156.024</fWaterBumpRotationDetail><fWaterBumpBlend1>0.751</fWaterBumpBlend1><fWaterBumpBlend2>0.746</fWaterBumpBlend2><fWaterBumpBlend3>0.723</fWaterBumpBlend3><fWaterBumpBlendDetail>0.000</fWaterBumpBlendDetail><fWaterBumpWind3>0.595</fWaterBumpWind3><fWaterBumpWindDetail>0.000</fWaterBumpWindDetail><fTimeX1>-0.869</fTimeX1><fTimeX2>-1.006</fTimeX2><fTimeX3>0.727</fTimeX3><fTimeXDetail>0.659</fTimeXDetail><fTimeY1>0.727</fTimeY1><fTimeY2>1.214</fTimeY2><fTimeY3>-0.036</fTimeY3><fTimeYDetail>-2.185</fTimeYDetail></Shader40></Shader40WaterClassSet></ConstantSet><ConstantSet><Elevation>HIGH</Elevation><Shader20><fWaveFresnelFactorMin>0.475</fWaveFresnelFactorMin><fWaveFresnelFactorMax>0.588</fWaveFresnelFactorMax><fSpecularPower>53.384</fSpecularPower><fSpecularBoost>1.450</fSpecularBoost><fSpecularBlend>0.619</fSpecularBlend><fWaveBumpUVScale>4.500</fWaveBumpUVScale><fWaterBumpRotation>225.000</fWaterBumpRotation><fTimeX1>-1.283</fTimeX1><fTimeY1>1.004</fTimeY1><fTimeX2>-1.423</fTimeX2><fTimeY2>1.838</fTimeY2><fTimeScale2>-0.001</fTimeScale2></Shader20><Shader30></Shader30><Wave></Wave><Shader40WaterClassSet><Shader40><fWaveFresnelFactorMin>0.000</fWaveFresnelFactorMin><fWaveFresnelFactorMax>1.000</fWaveFresnelFactorMax><fSpecularPower>69.513</fSpecularPower><fSpecularBoost>1.004</fSpecularBoost><fSpecularBlend>0.719</fSpecularBlend><fWhiteCapPower>0.844</fWhiteCapPower><fWaveBumpUVScale1>1.248</fWaveBumpUVScale1><fWaveBumpUVScale2>1.248</fWaveBumpUVScale2><fWaveBumpUVScale3>0.674</fWaveBumpUVScale3><fWaveBumpUVScaleDetail>0.100</fWaveBumpUVScaleDetail><fWaterBumpRotation1>141.516</fWaterBumpRotation1><fWaterBumpRotation2>328.752</fWaterBumpRotation2><fWaterBumpRotation3>62.388</fWaterBumpRotation3><fWaterBumpRotationDetail>0.000</fWaterBumpRotationDetail><fWaterBumpBlend1>0.746</fWaterBumpBlend1><fWaterBumpBlend2>0.746</fWaterBumpBlend2><fWaterBumpBlend3>0.682</fWaterBumpBlend3><fWaterBumpBlendDetail>0.000</fWaterBumpBlendDetail><fWaterBumpWind3>0.595</fWaterBumpWind3><fWaterBumpWindDetail>0.023</fWaterBumpWindDetail><fTimeX1>-0.728</fTimeX1><fTimeX2>-0.798</fTimeX2><fTimeX3>0.589</fTimeX3><fTimeXDetail>-1.000</fTimeXDetail><fTimeY1>0.312</fTimeY1><fTimeY2>0.935</fTimeY2><fTimeY3>-0.036</fTimeY3><fTimeYDetail>1.000</fTimeYDetail></Shader40></Shader40WaterClassSet></ConstantSet></WaterConsts.ConstantSets></SimBase.Document> Randall

where is this located? Bill

Packard Bell i11....64gb ram....1tb SSD....Nvidia 99000 4tb......400watt corsair......Windows ME 64.

This is the WaterConstants file and is in your FSX directory. It is an XML file. Thanks Randall, I will try it. --Don

Don Polidori

Randall - I tried your settings....Applause.gif ...I just flew up the east coast of Florida at 8000 feet. A bit cloudy w/ some Tstorms, but the water sure looked nice! Thanks. --Don

Don Polidori

How do you flush the shader cache? Im having this same problem so removed SM3.0.

Simon Roberts

 

 

Well, before you removed it, it was "flush_cache.vbs", inside the "Shader 3 Mod for Flight Simulator X" folder in the root of your FSX folder. Reinstall it, open it, see what's there. I just make a shortcut to it, running it after I make any change to the WaterConstants.xml.


i7 [email protected] | 32GB RAM | EVGA RTX 3080Ti | Maximus Hero VII | 512GB 860 Pro | 512GB 850 Pro | 256GB 840 Pro | 2TB 860 QVO | 1TB 870 EVO | Seagate 3TB Cloud | EVGA 1000 GQ | Win10 Pro | EK Custom water cooling.

If you pop over to the FTX/OrbX forum - Tips & Tricks - there's a similar thread happening, and I've put a REX setup and WaterConstants.xml file which were created by a couple of Avsim members for use with the Shaders3 mod. It works and looks very good from any height. or.. you can download them from here:- http://www.mediafire.com/?8n9ttf59zwzzv


i7 [email protected] | 32GB RAM | EVGA RTX 3080Ti | Maximus Hero VII | 512GB 860 Pro | 512GB 850 Pro | 256GB 840 Pro | 2TB 860 QVO | 1TB 870 EVO | Seagate 3TB Cloud | EVGA 1000 GQ | Win10 Pro | EK Custom water cooling.

Let me qualify my previous post. That waterconstants file I got from another thread somewhere here at AVSIM. I tried to find it or remember who came up with it but I couldn't recall. I was just passing it along. It sure worked for me. Randall

Thanks for sharing the constraints settings. I believe this has made a suitable change to my depiction of water reflection in FSX with Shader 3.0, but it's still not as nice as my pre shader 3.0 water. I still have the blotchy, very white low res reflections on the water, but I'm afraid this is something I may have to accept as a tradeoff for better performance. But is there really better performance with this mod for Nvidia cards? I can't really perceive any fps improvement, only a slight downgrade in image quality. I hope this is not placebo, as I may just be better off removing shader 3.0 if I'm not getting any performance gain. From what I have gathered on Avsim, including Bojote's own words, this is mainly a tweak that benefits ATI users........am I correct in thinking so?

A.J. Domingo

I actually went back and have better performance and visuals with my Geforce 460.

Randall - do You mean going back to original shader ? I had the same issue - drastically deteriorated quality of water vs original state after installing shaders 3 (having REX) - exactly the same as mentioned in the beginning by MichiMaster11 - so I removed shader 3.0, went back to original waterconstants file, flushed cache etc. so I did all steps back and ...what a surprise ! - I still have these very bright and with a low resolution waters, maybe not exactly the same as with shader 3, but this low resolution (in low 3-4k ft flight) somehow stayed and is really annoying, because I like low & slow flying especially over coast areas... checked fsx.cfg if some Bojote's suggested lines are not left, but now have no idea what is still wrong...

I wanted certain aspects of the shader mod [clouds for an ATI card], but also wanted to be able to use FSWC... so I install the SM3 mod, then before running FSX a use the back-up it creates to restore all the water related files, so I now have the SM3 mod without adapting the water.

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