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Cheeso

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Everything posted by Cheeso

  1. Glad it's working Toktok!
  2. Toktok, You might already have had a look on the instructional video on how to set it up with TrackIR. If you did not, here is the link: http://www.youtube.com/watch?v=uhofJbEcmFM
  3. A bit harsh in my opinion.When we tweak and try new stuff we always take a bit of a risk for that what we try might not work on our particular systems. If we do not want our boats rocked, we should refrain from trying new stuff. If unsure, why not take the time to do a google search on the enbseries mod? That would have given you all the info you needed.
  4. Glad to help, please let us know if it works..
  5. Doing a quick search on google I came a across the following posting at http://www.fs-force.com/ in the thread http://www.fs-force.com/help2/getting_started.htm Now they do have a demo that works in the Seattle area which you might want to try as it will allow you to set your force device. I used to use this when I still had a force feedback joystick about 8 years ago. It actually does give you better force feedback as well. You can get the demo here: http://www.fs-force.com/download.htmHere's a thread with someone who had a similar problem as you have encountered: http://simhq.com/forum/ubbthreads.php/topi...dback_woes.html
  6. Thanks for the information,I think that the DFGT is seen as the preferred force feedback device. We are looking for a way to get your joystick as the preferred force feedback device. At this time I can only share my thoughts as I have no access to my fsx.cfg to see whether a device id is added. It might be worth a try to see if your fsx.cfg has a device id, or maybe two (one for each controller) in the controller section. If so, maybe swap the two around.
  7. If you go to your Game controller settings in windows and have a look at the advanced tab, what is the preferred device set to?Tell us what OS you are running and what brand joystick you are using so that we can give you more specific information.
  8. Working fine here with TrackIR3 and version4 software.
  9. It's definitely worth it!http://www.simforums.com/forums/forum_posts.asp?TID=34434
  10. I can report that I'm running without crashes while using enbseries with *******' mods.As stated before I'm careful in not asking too much of my system.One thing I've found with my ATI is to disable Catalyst AI as well as Adaptive Anti-Aliasing. I do this for all games I play as this gives me the best stability. You might want to try it, it might help.
  11. Have you tried this shader tweak and using bufferpools=0 without enbseries?Please post your fsx.cfg maybe we can help..
  12. The past days I have tested the Shader Mod by *******,My system is fairly old (see my signature for details) and I have to make choices on what to implement while considering the load on the system. It's all a matter of balance and a fine one at that.The performance benefit for ATI, as reported by several users in this thread, is significant. On my system I have particularly noticed it in very smooth texture loading and a performance gain in rendering the clouds.The most significant entries of my fsx.cfg: [BufferPools]UsePools=0[GRAPHICS]HIGHMEMFIX=1ALLOW_SHADER_30=1SHADER_CACHE_VERSION=36 (for rebuilding the shader chache by incrementing the number after a change)ForceFullScreenVSync=1TEXTURE_MAX_LOAD=1024[Display]TEXTURE_BANDWIDTH_MULT=40UPPER_FRAMERATE_LIMIT=0 (I use fps limiter locked to 25 frames)WideViewAspect=True[TERRAIN]MIN_DETAIL_TEXTURE_LEVEL=21MAX_DETAIL_TEXTURE_LEVEL=21TERRAIN_MAX_AUTOGEN_BUILDINGS_PER_CELL=200LOD_RADIUS=4.500000 My FSX settings are as follows:I have tested Shader Mod v1.2, v1,3 as well as the latest version which I call v1.4.What was I testing in particular?The performance impact of adding the following to my fsx.cfg:[TERRAIN]MIN_DETAIL_TEXTURE_LEVEL=21MAX_DETAIL_TEXTURE_LEVEL=21Why did I have to add them?In Shader Mod version 1.3 ******* added a negative lod bias of -8 to the terrain shaders which sharpens the textures. The drawback I experienced was shimmering terrain textures which I tried to eliminate by running Anisotropic filtering at 16x, but the shimmering remained. The solution was to add MIN_DETAIL_TEXTURE_LEVEL=21 MAX_DETAIL_TEXTURE_LEVEL=21 to the terrain section of my fsx.cfg.What's the significance of running with a negative lod of -8?Well, here's the surprise. Through my testing I suspect that it is not the negative lod that gives me sharp textures to the horizon, but rather the addition of MIN_DETAIL_TEXTURE_LEVEL=21 MAX_DETAIL_TEXTURE_LEVEL=21 to the terrain section of my fsx.cfg.*******, is that the reason why you have not used a negative lod of -8 in the latest version?The performance impact of adding MIN_DETAIL_TEXTURE_LEVEL=21 MAX_DETAIL_TEXTURE_LEVEL=21:From what I can see the performance impact is negligible. Yes the gpu memory usage is increased a bit but, I could not see detrimental effects on my 512Mb card.Suggestions for next versions:Please keep the naming convention with version numbers intact so that users know which version we work with.If possible keep a change log so that users can see what was changed. Is the Shader Mod worth it?Hell yeah! The performance gain, especially for ATI users, is well worth it. Last of all I want to thank ******* for he keeps pushing the boundaries and spurs us on to keep testing. Yes, I sigh when I start FSX for the umpteenth time but, in the end, hitting that sweet spot is ultimately gratifying and well worth it.
  13. Thanks for the new version *******!I've been testing the old version the past two days and will report back tomorrow after giving your new version a run. I do believe you actually meant Gerard, aka GSalden, who's been testing the WaterConstants.xml settings. I've only been in the background testing the previous version of the sm. :(
  14. Zork,Add these to your FSX.CFG and then make sure you rebuild your shaders again:[TERRAIN]MIN_DETAIL_TEXTURE_LEVEL=21MAX_DETAIL_TEXTURE_LEVEL=21Rebuild your shaders as instructed by ******* by adding SHADER_CACHE_VERSION=x under the [GRAPHICS] section in your fsx.cfg (replace x with an incrementing number each time you want your shaders rebuild after a change)
  15. I've often wondered how many actually calibrate their monitors. It's a good practice and even a simple calibration can improve what one sees significantly.To get the ball rolling, here's a simple but effective calibration image. Calibrate your monitor
  16. Personally, I like the water and would therefore vote for it to part of your next version as well. It was the shimmering that I got on the land textures hat concerned me. I'll revisit neg lod -8. Running it with AF 16x the shimmering still shows and the only way for me to eliminate the shimmering is to run it with MIN_DETAIL_TEXTURE_LEVEL=21 MAX_DETAIL_TEXTURE_LEVEL=21. I'll run it with that for a couple of days in different scenario's to check performance and report back
  17. Thank you once more *******!It's talking about and sharing thoughts that deepens one's understanding of FS. Thank you for keeping the ball rolling!I'll revisit neg lod -8. Running it with AF 16x the shimmering still shows and the only way for me to eliminate the shimmering is to run it with MIN_DETAIL_TEXTURE_LEVEL=21 MAX_DETAIL_TEXTURE_LEVEL=21. I'll run it with that for a couple of days in different scenario's to check performance and report back
  18. Hmmm, you got me thinking now....It's the file I backed up before I started out with the shader mods. I do have REX installed and if REX changes that file, it would have been changed from a virgin FSX install... do you have REX installed? If so, it might be a matter of setting the theme you had before changing the files.
  19. Here's the content of the default WaterConstants.xml:<?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> </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> <fTimeX2>-1.000</fTimeX2> <fTimeY2>1.000</fTimeY2> <fTimeScale2>0.050</fTimeScale2> </Shader20> <Shader30> <fTimeX2>-1.000</fTimeX2> <fTimeY2>1.000</fTimeY2> <fTimeScale2>0.050</fTimeScale2> </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> <fTimeX2>-1.000</fTimeX2> <fTimeY2>1.000</fTimeY2> <fTimeScale2>0.050</fTimeScale2> </Shader20> <Shader30> <fTimeX2>-1.000</fTimeX2> <fTimeY2>1.000</fTimeY2> <fTimeScale2>0.050</fTimeScale2> </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>
  20. Gerard, did you rebuild your shaders after applying the changes?If I do not rebuild after changing, the previous effect remains.I rebuild them as instructed by ******* with SHADER_CACHE_VERSION=x under the [GRAPHICS] section in your fsx.cfg (replace x with an incrementing number each time you want your shaders rebuild after a change)
  21. Thanks, your choice makes perfect sense now.
  22. Thanks for your reply on the settings *******. I remember one could set negative lod bias through either nvhardpage (Nvidia) or Ati tray tools (ATI). Not being sure if it can still be done on the current gen vid cards. If so, I would vote for it to be done there and not in the shaders themselves. I remember way back when I had nvidia gpu's , I did not like the effect setting negative lod had either. Seeing that this might be personal it would be good to set it elsewhere no?Realizing I have an old card, it's good to let the majority speak about it being applied or not...
  23. *******,I've just had a look at the files and noticed that you've edited the "MipMapLodBias = -8;" to a few more lines than just the BaseTexture sampler. Here's a comparison of terrain.fhx between sm v.1.3 and the original shaders:I'm going to change all of them back to the default setting of "(State_MipMapLodBias);" by doing this, am I correct in saying I do not change any of your improvements other than the texture sharpness?
  24. Thank you. I will set them so that they do not shimmer any more.Gerard, this will stop the shimmering for you as well.
  25. Strange thing:As posted above everything was fine with shaders V1.3 until I added, tested and then removed MIN_DETAIL_TEXTURE_LEVEL=21 and MAX_DETAIL_TEXTURE_LEVEL=21. (I have to make proper decisions what to spend my old systems processing power on, and I decided I do not need them in)After removing the MIN_DETAIL_TEXTURE_LEVEL=21 and MAX_DETAIL_TEXTURE_LEVEL=21 I got the same as Gerard "shimmering sand" also been referred to as "ants crawling" on the land textures. (Unfortunately they do not show on a screenshot.) Putting MIN_DETAIL_TEXTURE_LEVEL=21 and MAX_DETAIL_TEXTURE_LEVEL=21 back in renders the textures sharp again, but it does increase the load on my system. I can also fix it by reverting back to default fsx shaders or *******'s shader sm1.1.*******, has the "shimmering sand" on all the land textures something to do with the negative lod bias you've set in the smv1.3?

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