April 8, 201610 yr I like the results so far, although I might reduce it a bit. Thanks Pe11e! Also very much looking forward to your haze tweak. I also noticed that the terrain shadows look a lot more dramatic after this tweak: Nice shots.As you wrote now you only need the haze tweak. 5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 - MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb - Corsair 5400 case - Corsair 360 liquid cooling set - 3x 75’ TCL tv. 13600 6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb - 1x SSD M2 2800/1800 2TB - 2x Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - FOV : 200 degrees My flightsim vids : https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0
April 8, 201610 yr Do those tweaks also work with "HDR off"? I never use HDR so far in P3D, isn't it a huge FPS killer? Greetings, Chris AMD Ryzen 7 9800X3D, 2x32GB DDR5 6000MT/s RAM, MSI RTX 4090 Ventus 3X, Windows 11 Home, MSFS2024
April 8, 201610 yr At Avsim.su they have a Topic about all those tweaks.A poster named Knossos came up with it and is doing all the testing...I am trying to go through it with Google translate.Tweaks I have seen :- Less brightness clouds at dusk and night- Contrast shadows/light ( Cloud shadows / underground )- The further away the scenery , the darker it gets ( Nvidia CP settings )The haze tweak I did not find...( more than 40 pages... ) ... if it is in this topic... 5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 - MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb - Corsair 5400 case - Corsair 360 liquid cooling set - 3x 75’ TCL tv. 13600 6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb - 1x SSD M2 2800/1800 2TB - 2x Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - FOV : 200 degrees My flightsim vids : https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0
April 8, 201610 yr I've found the thread with the terrain haze tweak, but there's no instruction on how modify our own the GPUterrain.fx, they provide the file already tweaked, and the file is from the v3.1 of p3d. Anyone has the lines to tweak? edit: found it, the first lines added to the GPUterrain.fx are the lines to add to the original file.
April 8, 201610 yr I've found the thread with the terrain haze tweak, but there's no instruction on how modify our own the GPUterrain.fx, they provide the file already tweaked, and the file is from the v3.1 of p3d. Anyone has the lines to tweak? edit: found it, the first lines added to the GPUterrain.fx are the lines to add to the original file. Could you tell us what needs to be modified regarding the haze ? Thanks 5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 - MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb - Corsair 5400 case - Corsair 360 liquid cooling set - 3x 75’ TCL tv. 13600 6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb - 1x SSD M2 2800/1800 2TB - 2x Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - FOV : 200 degrees My flightsim vids : https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0
April 8, 201610 yr Do those tweaks also work with "HDR off"? I never use HDR so far in P3D, isn't it a huge FPS killer? Am using the second tweak to brighten up the terrain. The days are bright like it should be. Like in the pics other have posted. Morning and evening have that little extra brightness I always was adjusting HDR or my tv monitor. HDR is off now and I gain around 5 fps for those heavy clouds and rain. But sometime I have to turn the brightness down on the nivida cp to get the darkness in the thunderstorms. Using 980 card. I really like this tweak. Maurice J I9 12900k \ EVGA 3080ti \ G-Skill 32GB \ Samsung 4K TV
April 8, 201610 yr Could you tell us what needs to be modified regarding the haze ? Thanks I found those lines that in the original one are not present: //------------------------------- GEO --------------------------------------------- float3 GEO_Haze(in float3 FogColor, in float fFogDensity, out float kFactor) { float MaxPow; #if defined(SHD_HDR) MaxPow = 1.0f + saturate(cb_mLights[sUN_LIGHT].mDiffuse.g - 0.2f) * 1.4f * 2.0f; #else MaxPow = 1.0f + saturate(cb_mLights[sUN_LIGHT].mDiffuse.g - 0.2f) * 1.4f; #endif kFactor = clamp(1.0f + (fFogDensity - 0.00000000180f)/(0.0000000000f - 0.00000000180f) * (MaxPow - 1.0f), 1.0f, MaxPow); return pow(saturate(FogColor), kFactor); } float3 GEO_FogPS(const float3 cColor, const float fDistance, const float fFogDensitySquared, const float3 cFog) { #if defined(SHD_ADDITIVE) || defined(SHD_MULTIPLICATIVE) return lerp(float3( 0, 0, 0 ), cColor, saturate(exp(-fDistance*fDistance*fFogDensitySquared))); #else return lerp(cFog, cColor, saturate(exp(-fDistance*fDistance*fFogDensitySquared))); #endif } float3 GEO_FogPSSquaredDist(const float3 cColor, const float fDistanceSquared, const float fFogDensitySquared, const float3 cFog) { return lerp(cFog, cColor, saturate(exp(-fDistanceSquared*fFogDensitySquared))); } float4 GEO_VolumetricFogPS(const float fPositionY, const float4 cColor, const float fDistance, const float fFogDensity, const float3 cFog) { const float distQuared = fDistance*fDistance; const float signOfY = ceil(saturate(fPositionY)) - ceil(saturate(-fPositionY)); const float oneOverY = 1/fPositionY; float kFactor = 1.0f; float4 FinalColor = cColor; float horizonFogDensity = fFogDensity; //Don't fade or override layers by default. float3 layerEnableFade = float3(1, 1, 1); //If no horizon fog we also want turn off fog layers as we get over the layer. #if defined(SHD_NO_HORIZON_FOG) horizonFogDensity = 0; //The horizon fog layer enabling is based on the camera and layers. layerEnableFade = float3(cb_mFog[0].cb_mFogNoHorizonLayerEnable, cb_mFog[1].cb_mFogNoHorizonLayerEnable, cb_mFog[2].cb_mFogNoHorizonLayerEnable); #endif const float layer[3] = { layerEnableFade[0] * cb_mFog[0].cb_mFogEnable, layerEnableFade[1] * cb_mFog[1].cb_mFogEnable, layerEnableFade[2] * cb_mFog[2].cb_mFogEnable }; const uint belowBottomLayer = ceil(saturate(-fPositionY - cb_mFog[0].cb_mFogBase)); #if defined(SHD_ADDITIVE) || defined(SHD_MULTIPLICATIVE) float3 horizonFog = float3(0.0f, 0.0f, 0.0f); #else float3 horizonFog = GEO_Haze(cFog, horizonFogDensity, kFactor); #endif #if !defined(SHD_NO_HORIZON_FOG) FinalColor.xyz = (FinalColor.xyz * belowBottomLayer) + (GEO_FogPSSquaredDist(FinalColor.xyz, distQuared, horizonFogDensity * kFactor, horizonFog) * !belowBottomLayer); #endif //Loop through the fog layers to calculate the layer colors. [unroll]for(int i = 0; i < NUM_FOG_LAYERS; i++) { [branch]if(layer > 0.0f) { const Fog fog = cb_mFog; const float yMinusBase = fPositionY - fog.cb_mFogBase; const float yMinusTop = fPositionY - fog.cb_mFogTop; const float signOfBase = ceil(saturate(fog.cb_mFogBase)) - ceil(saturate(-fog.cb_mFogBase)); const float signOfTop = ceil(saturate(fog.cb_mFogTop)) - ceil(saturate(-fog.cb_mFogTop)); const float cameraInLayer = saturate(-signOfBase*signOfTop); const float pixelInLayer = saturate(-1 + ceil(saturate(yMinusBase)) + ceil(saturate(-yMinusTop))); float ratio = abs(saturate(oneOverY * saturate(signOfY * signOfBase) * yMinusBase) - saturate(oneOverY * saturate(signOfY * signOfTop) * yMinusTop)); ratio = saturate(ratio + saturate(cameraInLayer + pixelInLayer - 1)); ratio = lerp(ratio, 1 - ratio, cameraInLayer * (1 - pixelInLayer)); #if defined(SHD_ADDITIVE) || defined(SHD_MULTIPLICATIVE) float3 fogColor = float3(0.0f, 0.0f, 0.0f); #else float3 fogColor = GEO_Haze(fog.cb_mFogColor.xyz, fog.cb_mFogDensity, kFactor); //float3 fogColor = colors; #endif FinalColor.xyz = GEO_FogPS(FinalColor.xyz, ratio * fDistance, fog.cb_mFogDensity, fogColor); #if !defined(SHD_ADDITIVE) && !defined(SHD_MULTIPLICATIVE) horizonFog = lerp(horizonFog, GEO_Haze(fog.cb_mFogColor.xyz, fog.cb_mFogDensity, kFactor), cameraInLayer); #endif } } #if !defined(SHD_NO_HORIZON_FOG) FinalColor.xyz = (FinalColor.xyz * !belowBottomLayer) + (GEO_FogPSSquaredDist(FinalColor.xyz, distQuared, horizonFogDensity * kFactor, horizonFog) * belowBottomLayer); #endif FinalColor.xyz = GEO_FogPSSquaredDist(FinalColor.xyz, distQuared, horizonFogDensity, cFog); return FinalColor; } //------------------------------- ---------------------------------------------GEO
April 8, 201610 yr Hi Paolo, Your script I have added , flushed the shaders and looked at several altitudes and several weather themes how it looked. Perhaps I am doing something wrong as I cannot see any difference... Regards Gerard 5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 - MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb - Corsair 5400 case - Corsair 360 liquid cooling set - 3x 75’ TCL tv. 13600 6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb - 1x SSD M2 2800/1800 2TB - 2x Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - FOV : 200 degrees My flightsim vids : https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0
April 8, 201610 yr Hey Gerard, I'm trying now too, but as you said I can't spot any difference, so I really don't know if is there something wrong, I just downloaded the file provided on avsim.su on this topic http://www.avsimrus.com/digest/topic/140389-terrain-haze-atmospheric-effect-by-knossos, then I opened it to see what is changed, and I've just added the line on top of the attached GPUterrain.fx. Maybe PE11e can help us on what he did to make it work!
April 8, 201610 yr The adjustments where originally made for P3Dv3 and 3.1... 5950x3d 5.4-5.7 GHz - Asus ROG 870 Crosshair Apex - GSkill Neo 2x 24 Gb 6000 mhz / cas 26 - MSI RTX 5090 Gaming Trio OC - 1x SSD M2 6000 2TB - 1x SSD M2 2800/1800 1Tb - Corsair 5400 case - Corsair 360 liquid cooling set - 3x 75’ TCL tv. 13600 6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb - 1x SSD M2 2800/1800 2TB - 2x Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - FOV : 200 degrees My flightsim vids : https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0
April 8, 201610 yr yep, but from the pics posted from PE11e he found a solution to get it work! ....Waiting patiently....
April 8, 201610 yr Also waiting for the haze-tweak. I miss having this in P3D. Looks really good in X-Plane for instance. Brynjar Mauseth
April 8, 201610 yr Author Commercial Member -------------------------------Realism Shader Pack v1------------------------------- Every shader tweak from previous version included plus added rayleigh scattering, dark clouds at night and some adjustment to HDR. Download the pack here:https://www.dropbox.com/s/…/Realism%20Shader%20Pack%20v1.zi… Install notes and additional info with shaders description are included in the readme file! NOTE: this is beta pack, and although everything seems fine after my testing, please test the tweaks and report your results here! After day or two of beta testing, I will upload the pack to AVSIM library also, as a final version. Enjoy your new realistic visuals captains! :smile: Current system: ASUS PRIME Z690-P D4, Intel 12900k, 32GB RAM @ 3600mhz, Zotac RTX 3090 Trinity, M2 SSD, Oculus Quest 2.
April 8, 201610 yr Author Commercial Member Thanks Pe11e!!! You're welcome. Everything for visual realism and immersion! :smile: Current system: ASUS PRIME Z690-P D4, Intel 12900k, 32GB RAM @ 3600mhz, Zotac RTX 3090 Trinity, M2 SSD, Oculus Quest 2.
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