August 24, 201312 yr one thing I forgot to mention.. usually a ctd without error means one of the sfx files is corrupt. It can happen sometimes due to fsx's buggy nature. You then have to replace sfx files in fsx root and it will start working again.
August 24, 201312 yr Could it be this: - "The uiautomationcore.dll only fixes the fsx menu crashes (repeatedly hitting the menu)." ?? http://forum.avsim.net/topic/403943-maiden-flight-in-dx10-and-pc-crashed/?hl=%2Bsweetfx+%2Bctd#entry2635637 I have applied that fix in the past and there are no issues until I start using ENB or SFX. Sounds like the infamous uiautomationcore.dll issue. I never experienced ctds with sweet-fx, like I mentioned in various threads before. So it shouldn't crash your sim either. If you don't have that fix, that's probably the cause. you MUST install it (copy-paste file into fsx root). You can get it from my sig. If you already have it installed then, it can be something else causing it. Now guys, a while ago I figured there's no point assigning AA modes in NV if you have sweet-fx. That's because sfx applies SMAA which is a good AA mode. I turned Off all AA settings in NV and left sfx's sole AA and there's no difference in quality/performance, and it's more efficient this way because less "tweaks" = better. My issue is definitely not the uiautomationcore problem. I get crashes and general instability such as crashes from different modules and situations all on a fresh SFX or ENB install, last night I removed all of those DLL's and everything is perfect. I will investigate the AA settings with Inspector and see what happens, SFX only applies SMAA surely if it is activated in the settings text file too? I am also running Nvidia 314.22. Lawrence Ashworth
August 24, 201312 yr The SweetFX settings file I'm using (SweetFX_Settings_Sharp.txt) was found here: http://sfx.thelazy.net/games/ Here's the file: /*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Any SweetFX version: 1.4 Author: CeeJay.dk Description: These are the default settings for SweetFX 1.4 They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance. Please note when tweaking settings that higher numbers does not always equal better (nor does lower). Finding the best settings for your game and your taste is about finding just the right amount to apply. If you made a good setttings preset please share it with your friends, on forums and websites, and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/ /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 0 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_FXAA_ANTIALIASING 0 // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls. #define USE_CARTOON 0 // [0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen) #define USE_ADVANCED_CRT 0 // [0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost) #define USE_BLOOM 0 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 0 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_TECHNICOLOR 0 // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_DPX 0 // [0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor. #define USE_MONOCHROME 1 // [0 or 1] Monochrome : Monochrome makes the colors disappear. #define USE_LIFTGAMMAGAIN 1 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_TONEMAP 0 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) #define USE_VIBRANCE 1 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 // [0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts. #define USE_DITHER 1 // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette) #define USE_BORDER 0 // [0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes. #define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.12 // [0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12. #define SMAA_MAX_SEARCH_STEPS 16 // [0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 6 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 0 // [0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default. // -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 0 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card. /*-----------------------------------------------------------. / FXAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define FXAA_QUALITY__PRESET 9 // [1 to 9] Choose the quality preset. 9 is the highest quality. #define fxaa_Subpix 1.0 // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.1 // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.060 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 0.1 // [0.1 to 10.0] Amount of effect you want. /*-----------------------------------------------------------. / Advanced CRT settings / '----------------------------------------------------------*/ #define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want #define CRTResolution 1.2 // [1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2 #define CRTgamma 2.4 // [0.0 to 4.0] Gamma of simulated CRT (default 2.4) #define CRTmonitorgamma 2.2 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 1.0 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0 #define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0 #define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on #define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0) #define CRTCurvatureRadius 1.5 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5 #define CRTCornerSize 0.0010 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001 #define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00 #define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates) #define CRTAngleY -0.10 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look) #define CRTOverScan 1.01 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01 #define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 20 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.0 // [0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0142 // [0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.30 // [0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.87 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.9 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.030 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 1 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 3.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. //I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug sharpening settings -- #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.11 // [0.00 to 1.00] #define TechniPower 2.8 // [0.00 to 8.00] #define redNegativeAmount 0.88 // [0.00 to 1.00] #define greenNegativeAmount 0.88 // [0.00 to 1.00] #define blueNegativeAmount 0.88 // [0.00 to 1.00] /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 8.0 // [1.0 to 15.0] #define Green 8.0 // [1.0 to 15.0] #define Blue 8.0 // [1.0 to 15.0] #define ColorGamma 2.5 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.36 // [0.60 to 0.20] #define GreenC 0.36 // [0.60 to 0.20] #define BlueC 0.34 // [0.60 to 0.20] #define Blend 0.2 // [0.00 to 1.00] How strong the effect should be. /*-----------------------------------------------------------. / Monochrome settings / '-----------------------------------------------------------*/ #define Monochrome_conversion_values float3(0.18, 0.41, 0.41) // [0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00) /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(0.88, 0.88, 0.88) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.125, 1.125, 1.125) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.1, 1.1, 1.1) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 0 // [0.000 to 2.000] Adjust midtones #define Exposure 0.00 // [-1.000 to 1.000] Adjust exposure #define Saturation 0.2 // [-1.000 to 1.000] Adjust saturation #define Bleach 0.0 // [0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.000 // [0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.00, 0.00, 2.55) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance -0.18 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_mode 2 // [0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define Curves_contrast 0.58 // [-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 7 // [1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola. //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors. //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(0.5, 1.10, 0.90) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.0 // [0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.58 // [0.00 to 1.00] How much to tint the image /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteRatio 1.00 // [0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high. #define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 // [1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers) #define VignetteCenter float2(0.500, 0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ #define dither_method 1 // [1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast) //Note that the patterns used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. /*-----------------------------------------------------------. / Border settings / '-----------------------------------------------------------*/ //No settings yet, beyond switching it on or off in the top section. /*-----------------------------------------------------------. / Splitscreen settings / '-----------------------------------------------------------*/ #define splitscreen_mode 3 // [1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split Jon Preston
February 11, 201412 yr Hi guys. I too have been struggling and after hours of testing resolutions vsyncs and various aircraft I finally believe I have found the solution! Well I hope so. Try turning off smaa in sweetfx. Put it to 0 in the settings text file. I believe it must of been a conflict between nvidia inspectors AA and sweetfx's SMMA settings. I have more tests to conduct but so far not one crash so can finally watch my instant replays and open the map window without the mysterious and dreaded ctd!
February 11, 201412 yr I have been experiencing CTDs lately, I would never have guessed SweetFX could be the culprit. Matter a fact I forgot all about it until I read this post. I will set SMAA to "0" and see if it helps also. Ric Elmore
February 11, 201412 yr There is a windows update you have to remove to fix the CTD. There is a thread on the DX10 forum with instructions.and in the "How to doc" at the same forum. It is an update that is installed when IE was updated to version 10. System: MSFS2024, ASUS Rog Stryx Z790-A, Intel i9-14900KF, Asus ROG Ryujin III 360 , Asus Hyperion Case,Rog Stryx 4090 OC, Samsung 970 EVO M.2 SSD, 1Tb Samsung 860 EVO SSD,64Gb G Skill Memory, Asus Aura 1200W Gold PSU,Win 11 ,LG C4 48" 4K OLED Screen., Airbus TCA Full Kit, Stream Deck XL. WinWing FCU, EFIS, MCDU
February 12, 201412 yr Yes sorry SMAA worked for me after weeks of CTDs hope it helps you and any others who have this specific problem. I did find it weird how PMDG MD11 seemed to make it more prone to the open window crash but then I know Nvidia inspector settings apears quite aggressive when starting aircraft initialization . Made me think AA could be the cause . I did read somewhere too that some games can't use SMAA if the scene had been AA pre rendered for example inspector!. In this case internet explorer wasn't my cause but yes heard there is some update that also conflicts but assume that wouldn't be restricted just to FSX. Fingers crossed the 0 does the trick. Happy simming http://answers.microsoft.com/en-us/windows/forum/windows_7-windows_update/kb-2670838-the-evil-update/08bfdb2b-6896-4c34-89c2-16896a25dc3d That's the link to the explorer update that badfinger mentioned but try 0 on SMAA first. The SIM will feel better too. Best of luck
February 13, 201412 yr My settings and inspector Setting for nvidia 580 3gb and present at http://sfx.thelazy.net/games/preset/471/ Recently changed vsync to standard instead of adaptive seems smoother
February 18, 201412 yr Anyone had any luck with these settings. Certainly a lot better but still get occasional ctd's . Think I'm onto something but need more test. Anyone else experienced ctd with this set up and using nvidia inspector AA. If so next bet would be to turn off AA altogether and just use SMAA instead? What graphics card you guys using?
February 24, 201412 yr Ok after weeks of testing I still don't have a solution. I can tell you what it's not though to help anyone else who might want to carry on investigating in the future. Turning smaa off helps a little but not much after further test. Bloom off in fsx and sweetfx no effect hdr off no effect. Nvidia AA off no effect fsx AA of no effect. Reducing anisotropic filtering to 8 x or lower helped a little see inspector settings above. My fsx.cfg file is tweaked with butherpools,highmem fix and affinity masks. I have turned off all monitoring tools to no avail and have the unicore fix. Conclusion with the information I have is that going to new Windows in game saving file instant replay switching to desktop seems to put a lot of demand and the graphics processor. It seems to peak and then close with no error message or report.it's not the toolbar unicore issue as I have this fix and the issue is not effected by the tool bar only opening other fsx Windows causes the crash. Unfortunately I like to look at instant replay so it's a no go for me. Simulator it's self is stable changing views is fine and with sweetfx everything looks great and performance seems to be improved over fsx default. I have a lot of add-ons and sweetfx CTD appear more prominent with pmdg aircraft and detailed add-on scenery. You can guarantee a ctd here with sweetfx. So I conclude it must be graphics related possibly nvidia AA possibly overload in memory usage . Without more details on what others who are experiencing this issue are I can't really solve the issue. I have gtx 580 3gb mildly OC. Turning the overclock off has no effect either. I hope we manage to solve this issue one day sweetfx looks amazing such a shame I can't enjoy the amazing effects and those others effected. I hope maybe what tests I have done help others to follow on where I have started. I now have removed sweetfx and no crashes anywhere back to how it was only OOM crashes on long distant routes but now I have fsx autosaver installed so not a huge waste of time afterall . Edited February 24, 201412 yr by jmounter
August 1, 201411 yr I have the same problem. I've done all the recommendations in this thread but still the same. :( Has anyone been able to find any solution? Eduardo Lee (MROC)
August 1, 201411 yr Like I said, install the damn dll if you haven't already. If you don't do that, we can't help you further. Also check that "compatibility" is set to OFF in your fsx shortcut. Your "damn dll" is what caused all my crashes, deleted it and....wait for it.....no more crashes. Ric Elmore
August 1, 201411 yr Sorry but did not understand. That was really what did you do?What dll? Sweetfx those?Can you explain please Eduardo Lee (MROC)
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