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Performance Guide For DCS World


TZeer

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So here's some screenshots in the campaign mission I've been testing with (KA-50 Georgian Oil War campaign, Mission title is ATO A.02.1) showing how bad it is. As the objects increase, the fps drops so that at the start with 10 objects I'm getting around 40fps (not shown here), at 22 objects it's down to 22fps, at 47 objects 15fps and 65 objects 10fps.

 

I tried flying the same area in the Mission Editor and then the objects stays around 9, so it must be units in the mission that create the objects but I didn't buy DCS World to fly around by myself on an empty map.

 

Clearly the fps I'm getting are unplayable, so I assume others aren't having this problem as people are playing this sim, so what do I need to do to fix it? I've tried dropping vis and shadows from High to Medium, MSAA from 4x to 2x and dropping tree vis from 6000m to 1500m

 

dcs_2014_01_04_18_02_55_098.png

dcs_2014_01_04_18_03_02_778.png

dcs_2014_01_04_18_03_19_782.png

dcs_2014_01_04_18_07_32_129.png

dcs_2014_01_04_18_07_54_722.png

dcs_2014_01_04_18_07_59_457.png

dcs_2014_01_04_18_24_35_124.png

Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen

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I've now tried disabling all addons and disabling API Monitoring/D3D tweaks in Radeon Pro, so the only settings that applies are the ones on the Visual and Advanced tabs, which are basically those available in CCC, which I gave my settings for a couple of posts back.

 

Whilst that seems to have given me a few extra fps at the start, it still drops to 17fps or below as the object count increases.

 

I then tried setting Textures, Scenes and Visibility to low and disabled HDR. This seems to have reduced the maximum object count in that mission to around 22-25, so the fps didn't go below about 22fps but that's still too low. I then tried setting Textures and Scenes back to High, with just Visibility left on low and then I did get some instances of high (35-45) object count and low (16-19) fps but they were less often and shorter duration than with Visibility on High. A lot of the time it was still in the 22-28fps range though.

 

I imagine Visibility is quite important for the sim to be playable though, so I don't think setting it to low is going to be a practical way to play it.

Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen

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  • 2 weeks later...

A nice tip for greater FPS and less resource usage (only applicable for high visibility/scenes setting)

 

Open High.lua in Notepad++ (Config\terrain folder) change line 3 to:

 

distance10x10 = 30000.0;

 

no visible change in terrain image quality (so far) and MUCH better FPS overall for me, and RAM usage is way lower (pressing right-ctrl pause twice ingame shows MUCH more RAM available than with the default setting)


Edited by Mustang
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Interested in this thread as I always though I should get better performance than what I do.

 

I5-4670K @ 4.5, HD7870 @ 1175x1350

Single monitor @1920x1080.

FPS on this test was ~100.

For this test, CPU ran at 42% temp 40°.

GPU ran at 82% temp 60°.

 

Only mods/tweaks are graphics.lua structures = {20, 10000}; and high.lua distance10x10 = 30000.0; --30000

 

Catalyst AI is off, External Event Viewer disabled, CCC and MOM stopped.

 

Flying SP and MP missions I am lucky to maintain 30 FPS and often dip below 20. Normally I limit FPS to 30 as I rarely see that.

 

So am I bottlenecked somewhere or is this just part of the ATI drivers not being DX9 optimized and not able to utilize everything fully.


Edited by txmtb
I a word



Win 10 64 Pro, MSI Z390 I7-9700K @5ghz Kraken Z63, 32Gb Corsair Dominator, MSI RTX-2070, 1TB NVME 2TB SSD's, TM Warthog, Pro Rudders, OpenTrack w/ IR Clip

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Interested in this thread as I always though I should get better performance than what I do.

 

I5-4670K @ 4.5, HD7870 @ 1175x1350

Single monitor @1920x1080.

FPS on this test was ~100.

For this test, CPU ran at 42% temp 40°.

GPU ran at 82% temp 60°.

 

Only mods/tweaks are graphics.lua structures = {20, 10000}; and high.lua distance10x10 = 30000.0; --30000

 

Catalyst AI is off, External Event Viewer disabled, CCC and MOM stopped.

 

Flying SP and MP missions I am lucky to maintain 30 FPS and often dip below 20. Normally I limit FPS to 30 as I rarely see that.

 

So am I bottlenecked somewhere or is this just part of the ATI drivers not being DX9 optimized and not able to utilize everything fully.

 

Have you also checked out this thread? http://forums.eagle.ru/showthread.php?t=118535&highlight=set+affinity

 

My GPU is an HD7870.

 

Mustang, I'm going to make that edit to the High.lua, as you noted. will give it a whirl. :thumbup:

MSI MAG Z790 Carbon, i9-13900k, NH-D15 cooler, 64 GB CL40 6000mhz RAM, MSI RTX4090, Yamaha 5.1 A/V Receiver, 4x 2TB Samsung 980 Pro NVMe, 1x 2TB Samsung 870 EVO SSD, Win 11 Pro, TM Warthog, Virpil WarBRD, MFG Crosswinds, 43" Samsung 4K TV, 21.5 Acer VT touchscreen, TrackIR, Varjo Aero, Wheel Stand Pro Super Warthog, Phanteks Enthoo Pro2 Full Tower Case, Seasonic GX-1200 ATX3 PSU, PointCTRL, Buttkicker 2, K-51 Helicopter Collective Control

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A nice tip for greater FPS and less resource usage (only applicable for high visibility/scenes setting)

 

Open High.lua in Notepad++ (Config\terrain folder) change line 3 to:

 

distance10x10 = 30000.0;

 

no visible change in terrain image quality (so far) and MUCH better FPS overall for me, and RAM usage is way lower (pressing right-ctrl pause twice ingame shows MUCH more RAM available than with the default setting)

 

I made that tweak a little bit ago. Jumped into my A-10C, and flew the instant action - "Easy Georgia -Spring". It's the same instant action that I always fly, to validate any performance tweaks.

 

Gotta admit, this did help with the FPS. I saw a 4-5 FPS improvement! mid 50's to 60. (I have my FPS capped at 60, only because my LCD is at 60hz).

 

When I turn on my second monitor, for the MFD extracts, (for my Cougars), I can still get the upper 40's.

 

Nice work! appreciate the tip. I've already given you a rep in another thread, but thanks again.

 

-Jav

MSI MAG Z790 Carbon, i9-13900k, NH-D15 cooler, 64 GB CL40 6000mhz RAM, MSI RTX4090, Yamaha 5.1 A/V Receiver, 4x 2TB Samsung 980 Pro NVMe, 1x 2TB Samsung 870 EVO SSD, Win 11 Pro, TM Warthog, Virpil WarBRD, MFG Crosswinds, 43" Samsung 4K TV, 21.5 Acer VT touchscreen, TrackIR, Varjo Aero, Wheel Stand Pro Super Warthog, Phanteks Enthoo Pro2 Full Tower Case, Seasonic GX-1200 ATX3 PSU, PointCTRL, Buttkicker 2, K-51 Helicopter Collective Control

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A nice tip for greater FPS and less resource usage (only applicable for high visibility/scenes setting)

 

Open High.lua in Notepad++ (Config\terrain folder) change line 3 to:

 

distance10x10 = 30000.0;

 

no visible change in terrain image quality (so far) and MUCH better FPS overall for me, and RAM usage is way lower (pressing right-ctrl pause twice ingame shows MUCH more RAM available than with the default setting)

 

Thanks for the tip, that does seem to have reduced the object count and accompanying fps drops on the mission I'm testing with. It still drops to as low as 15fps at times though, so it's not really playable but that seems to happen a lot less (only when I get nearer to the action I think) and it manages to stay above 20fps most of the time.

 

Guess I'll just have to wait for EDGE.

Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen

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Here is my currently edited High.lua if anyone wants to give it a go - so far the results are excellent with virtually no loss in image quality and good gains of FPS

 

Changes:

 

line 3: distance10x10 = 30000.0; ---from 60000

 

line 4: distanceLevel0 = 30000.0; ---from 38000

 

line 21: townFarDistance = 30000.0; ---from 60000

 

line 22: fieldNearDistance = 20000.0; ---from 10000 to improve texture blending quality

 

line 23: fieldFarDistance = 30000.0; ---from 60000

 

line 27: townLightFarDistance = 30000.0; ---from 60000

 

line 74: renderType = "texture"; ---from 'simple'

 

P.S: don't forget to combine with the edit as seen in post #2 of this thread


Edited by Mustang
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Here is my currently edited High.lua if anyone wants to give it a go - so far the results are excellent with virtually no loss in image quality and good gains of FPS

 

Changes:

 

line 3: distance10x10 = 30000.0; ---from 60000

 

line 4: distanceLevel0 = 30000.0; ---from 38000

 

line 21: townFarDistance = 30000.0; ---from 60000

 

line 22: fieldNearDistance = 20000.0; ---from 10000 to improve texture blending quality

 

line 23: fieldFarDistance = 30000.0; ---from 60000

 

line 27: townLightFarDistance = 30000.0; ---from 60000

 

line 74: renderType = "texture"; ---from 'simple'

 

P.S: don't forget to combine with the edit as seen in post #2 of this thread

 

I've made the tweaks. It appears to help a wee bit. though I'm dealing with an ATI card, (HD7870). Not much is gonna help in that dept.

 

Thanks Mustang! I do appreciate your efforts with helping to improve the FPS! :thumbup:


Edited by javelina1

MSI MAG Z790 Carbon, i9-13900k, NH-D15 cooler, 64 GB CL40 6000mhz RAM, MSI RTX4090, Yamaha 5.1 A/V Receiver, 4x 2TB Samsung 980 Pro NVMe, 1x 2TB Samsung 870 EVO SSD, Win 11 Pro, TM Warthog, Virpil WarBRD, MFG Crosswinds, 43" Samsung 4K TV, 21.5 Acer VT touchscreen, TrackIR, Varjo Aero, Wheel Stand Pro Super Warthog, Phanteks Enthoo Pro2 Full Tower Case, Seasonic GX-1200 ATX3 PSU, PointCTRL, Buttkicker 2, K-51 Helicopter Collective Control

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Performance Guide For DCS World

 

I have quite some changes in my graphics.lua and high.lua and 1.2.7 runs slightly smoother than previous versions for a change.

 

I will attach my files later when home but for now you can change LodAdd to 100.0 and LodMult to 1.0. These have the biggest impact for me at least. Both settings are in the graphics.lua.

 

Oh and Gozr, concerning load times, defrag your HDD with whatever app you prefer to use but make sure you give all DCS files priority and move them to faster disk areas. Slow load times can have dozens of reasons: fragmentation, updates/changes to background processes, antivirus not yet having whitelisted new files and thus scanning them thoroughly, indexing services scanning new files, auto updaters and other monitoring services, etc....


Edited by JayPee

i7 4790K: 4.8GHz, 1.328V (manual)

MSI GTX 970: 1,504MHz core, 1.250V, 8GHz memory

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how can we given DCS files priority? thx

Intel® Core™ i5-2500k CPU@4.20GHz 64 bit operation System Windows 10+ Pro NVIDIA GeForce GTX 1060 - Memory: 16.0 GB - 500gb ssd samsung - Samsung 27"SyncMaster TA550 monitors [SIZE=1][B]- [/B][/SIZE][FONT=Arial][SIZE=2]TM Hotas Warthog[/SIZE][/FONT] Trackir4 - TM Rudder Pedals.
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Performance Guide For DCS World

 

There are defrag applications which allow you to manually select folders and reallocate them to regions on your hard disk where effective read speed is at its highest. Simple defraggers normally do this only to certain system folders/files.

 

Google it. I can't do it for you right now but I'll take a look later. I've used it in the past for MMOs when I still had a hard disk as OS disk.

 

If memory serves me well, either Auslogics Defrag or Piriform Defraggler offers this functionality.


Edited by JayPee

i7 4790K: 4.8GHz, 1.328V (manual)

MSI GTX 970: 1,504MHz core, 1.250V, 8GHz memory

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So here's some screenshots in the campaign mission I've been testing with (KA-50 Georgian Oil War campaign, Mission title is ATO A.02.1) showing how bad it is. As the objects increase, the fps drops so that at the start with 10 objects I'm getting around 40fps (not shown here), at 22 objects it's down to 22fps, at 47 objects 15fps and 65 objects 10fps.

 

I tried flying the same area in the Mission Editor and then the objects stays around 9, so it must be units in the mission that create the objects but I didn't buy DCS World to fly around by myself on an empty map.

 

Clearly the fps I'm getting are unplayable, so I assume others aren't having this problem as people are playing this sim, so what do I need to do to fix it? I've tried dropping vis and shadows from High to Medium, MSAA from 4x to 2x and dropping tree vis from 6000m to 1500m

 

dcs_2014_01_04_18_02_55_098.png

dcs_2014_01_04_18_03_02_778.png

dcs_2014_01_04_18_03_19_782.png

dcs_2014_01_04_18_07_32_129.png

dcs_2014_01_04_18_07_54_722.png

dcs_2014_01_04_18_07_59_457.png

dcs_2014_01_04_18_24_35_124.png

 

You are looking at the wrong object counter. A few lines further up. It says Obj. Some of the screenshots you are showing have over 2000 objects....

 

That's a lot!

 

Due to how the engine works, every bullet your fire, every piece of a CBU will count as an object and hog down your CPU.

 

How many objects do you have in the same area if you fly in the mission editor?

 

Also remember, some of the 3d models are not optimized. And putting 10 of those, instead of 10 optimized ones can brake the FPS...

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You are looking at the wrong object counter. A few lines further up. It says Obj. Some of the screenshots you are showing have over 2000 objects....

 

That's a lot!

 

Due to how the engine works, every bullet your fire, every piece of a CBU will count as an object and hog down your CPU.

 

How many objects do you have in the same area if you fly in the mission editor?

 

Also remember, some of the 3d models are not optimized. And putting 10 of those, instead of 10 optimized ones can brake the FPS...

 

I don't think it matters whether I reference Obj or Objects, they seem to be linked and as one increases, so does the other, so my point that the engine grinds to a halt as the objects increase stands, whether Obj or Objects shows the actual total number of objects. If it's Obj, what is Objects showing?

 

You do realise this mission is part of the official campaign, not some cack-handed attempt at mission-making I did myself don't you? So maybe ED have put too many objects in their missions for their own engine to cope with but if a game can't properly run the official campaigns on the Recommended hardware, then I think someone's being rather misleading suggesting the game will run great with that hardware.

Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen

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As promised earlier. Confirmed to be working flawlessly with 1.2.7. Credit goes mainly to Msalama as he got me think(er)ing and tuning further.

 

Config\Terrain\High.LUA

distance =
{
   distance10x10 = 30000.0; -- org 1.21=60000, 1.20=30000
   distanceLevel0 = 10000.0; -- org 1.21=38000, 1.20=18000
--    uniqueSceneFarDistance = 0;
--    uniqueSceneFarDistance = 5000;
   uniqueSceneFarDistance = 10000.0;
   smokesSceneFarDistance = 10000.0;
   minimalSquareOnScreen = 50;
   minimalSquareOnScreenFull = 100;
   
   mapLodDistance0 = 1000; -- org 2000
   mapLodDistance1 = 2000; -- org 4000
   mapLodDistance2 = 3000; -- org 6000
   mapLodDistance3 = 4000; -- org 8000
   smallShitDimention = 400; -- org 400
}
distanceBlend = 
{
   townNearDistance = 100.0; -- org 1.21=20000, 1.20=10000
   townFarDistance = 15000.0; -- org 1.21=60000, 1.20=25000
   fieldNearDistance = 100.0; -- org 1.21=10000
   fieldFarDistance = 15000.0; -- org 1.21=60000, 1.20=13000
   waterNearDistance = 100.0; -- org 1.21=6000
   waterFarDistance = 10000.0; -- 15000.0; -- org 1.21=12000
   townLightNearDistance = 100.0; -- org 1.21=9000, 1.20=9000
   townLightFarDistance = 10000.0; -- org 1.21=60000, 1.20=10000
   subforest = {100, 5000}; -- org 1.21=8000,13000
   beach = {100, 5000}; -- org 1.21=8000,13000
   road = {100, 5000}; -- org 1.21=8000,13000
}

--Old Noise 
land_noise =
{
   noisemin = 0.0; --0.1 -- the weight of a noise texture in a distance shot (âåñ òåêñòóðû øóìà íà äàëüíåì ïëàíå)
   noisemax = 0.4; --0.5 -- the weight of a noise texture in a close shot (âåñ òåêñòóðû øóìà íà áëèæíåì ïëàíå)
   noise1front = 1000.0; --1000 -- the range of close shot for noise (äàëüíîñòü áëèæíåãî ïëàíà äëÿ øóìà)
   noise1back = 20000.0; --18000 -- the range of distance shot for noise (äàëüíîñòü äàëüíåãî ïëàíà äëÿ øóìà)
   noise1top = 2500.0;
   noise1bottom = 2000.0;
   noise1PerSquare = 5.0;
   noise2PerSquare = 150.0;
}

land_detailNoise=
{
   Height = 150.0; -- 300.0;
   Slope = 0.0;    
}

district =
{
   maxDistrictsAround = 100000;

   farDistance = 10000.0; -- 20000.0; -- org 1.21=20000, bs2=10000 Show all districts up to this range
   farFullRenderDistance = 2000.0; -- org 1.21=15000, bs2=6000 Render Full detail upto this range 
   nearFullRenderDistance = 800.0; -- 1000.0; -- org 1.21=500, bs2=800 Render Full detail from this range
   nearDistance = 560.0; -- 1000.0; -- org 1.21=250 bs2=560 Render Districts from this range
   
   treesFarDistance = 1500.0;  
   treesFarFullBlendRenderDistance = 1200.0; 
   treesFarFullRenderDistance = 1000.0;  
   treeslodDistance = 600.0; 
   heightFactor = 0;
   heightRandomFactor = 0;
   ajastfactor = 1;
   
   
   lampFarDistance = 10000.0;
   splineBlockFarDistance = 500.0;

--    renderType = "texture"; -- simple, texture, instance
   renderType = "simple"; -- simple, texture, instance
   
   lamp =
   {
       lampOn = 1;    
       maxSize = 8.4;
       staticSize = 4.0;
       spriteScale = 0.001;
       minDistance = 150.0;
       maxDistance = 10000.0;
       maxAlphaDistance = 400.0;
       minAlphaDistance = 0.0;
       minAlpha = 0.0;
       maxAlpha = 1.0;
       minBrightnessDistance = 0.0;
       maxBrightnessDistance = 8000.0;        -- must be <= lampFarDistance
       dsLightRadius = 60;
       dsLightBrightness = 4;
   };
}

flat_shadow =
{
   farDistance = 1500.0; --8000
   fullFarDistance = 0.0; --6000
}

fog =
{
   front = 1000.0;
   back  = 70000.0;
}

layerfog =
{
   fog_begin = 0.0;
   fog_end = 1000.0;
   fog_strength = 10000.0;
   fog_color = {1.0, 1.0, 1.0};
}

infrared =
{
   landDetail = 0.8;
   landDarkness = 1.0;
   riverDarkness = 0.7;
   roadDarkness = 1.5;
   runwayDarkness = 1.7;
}

noise =
{
   noiseStartDistance = 3000.0;
   noiseEndDistance = 200.0;
   noiseMaxBlend = 0.7;
   noiseScale = 15.0;
   rampNoisePower = 0.8;
   rampNoiseScale = 17.0;
   smallNoiseStartDistance = 80.0;
   smallNoiseEndDistance = 1.0;
   smallNoiseMaxBlend = 0.6;
   smallNoiseScale = 450.0;        
}

lamp31 =
{
   lampOn = 1;    
   maxSize = 8.4;
   staticSize = 4.0;
   spriteScale = 0.001;
   minDistance = 150.0;
   maxDistance = 10000.0;
   maxAlphaDistance = 400.0;
   minAlphaDistance = 0.0;
   minAlpha = 0.0;
   maxAlpha = 1.0;
   minBrightnessDistance = 0.0;
   maxBrightnessDistance = 10000.0;
   dsLightRadius = 60;
   dsLightBrightness = 4;
}

lamp =
{
   lampOn = 1;    
   maxSize = 5.4;
   staticSize = 2.9;
   spriteScale = 0.0012; --0.0025
   minDistance = 100.0;
   maxDistance = 3385.0;
   maxAlphaDistance = 1300.0;
   minAlphaDistance = 250.0;
   minAlpha = 0.0; --0.36
   maxAlpha = 1.0; --0.26
   minBrightnessDistance = 0.0;
   maxBrightnessDistance =24000.0; --15000
}

fan = 
{
   read = 0; -- ÷èòàòü íàñòðîéêè èç ýòîãî êîíôèãà (äëÿ îòëàäêè)
   
   pos = {-117, 0.3, 120};
   dir = {0, -1, 0};
   power = 8000;
   radius = 30;
   
   oscillator = 0.2;
   frequency = 15;
};

--hiddensemantics={0, 2, 5, 7, 9, 23, 26};
hiddensemantics={
--    "Sea",
--    "Lake", 
--    "Island",
--    "Land",
--    "Field",
--    "Beach",
--    "Plant",
--    "Town",
--    "River",
--    "Channel",
--    "Road",
--    "Rail",
--    "Runway",
--    "Building",
--    "ELT",
--    "SmallShit",
--    "Trees",
--    "Lamp",
   };
hiddenlayer={
--    0,
--    1,
--    2, 
--    3, 
--    4, 
--    5, 
--    6, 
--    18,
--    19,        -- flat_shadows        
--    20,        -- houses
--    21,        -- trees
--    22,        -- pole
--    23,        -- lights
--    24
};
hiddenlevels={
--    0, 
--    1, 
--    2
   };
hiddencameras={
--    0, --near, 
--    1, --far
   };
debug = 
{
   switchoffDrawRoutine = 0;
   switchoffEdm = 0;
   switchoffFetchSurface = 0;
   switchoffFetchUniqueScenes = 0;
   switchoffFetchDistricts = 0;
   switchoffFetchSmokes = 0;
   switchoffFetchLights = 0;
   switchoffRenderLights = 0;
}

   

function UpdateCamera( height, civillights)
   if civillights>0 then
--        district.treesFarDistance = 900;
--        district.treesFarFullBlendRenderDistance = 850.0;
--        district.treesFarFullRenderDistance = 800.0;
--        district.treeslodDistance = 0.0;
       else
--        district.treesFarDistance = 1500;
--        district.treesFarFullBlendRenderDistance = 1200.0;
--        district.treesFarFullRenderDistance = 1000.0;
--        district.treeslodDistance = 600.0;
       end
--    distance.uniqueSceneFarDistance = distance.uniqueSceneFarDistance - 1
end

Config\Graphics.LUA

-- available through options.graphics
Plugins =
{
   "DXRenderer.dll", -- "nvd3dumx.dll",
   "ZweiBlau.dll",
   "AVIMaker.dll",
   "Weather.dll",
   "NGModel.dll",
   "edterraingraphics3.dll",
   "Effects.dll",
}

Precaching =
{
   around_camera = 200000;
   around_objects = 50000;
   around_types = {"world", "point"};
   preload_types = {"map", "world", "mission"};
}

PrecompiledEffects =
{
   mode = "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES";
   --mode = "USE_PRECOMPILED_EFFECTS_ONLY";
}

VFSTexturePaths =
{
   "./Bazar/TempTextures",
   "./Bazar/Textures/c-130",
   "./Bazar/Textures/Batumi_buildings",
   "./Bazar/Effects/EffectTextures",
   "./Bazar/Effects/EffectRiverTGA",
   "./Bazar/Effects/WaterEffects",
   "./Bazar/Textures/old_textures",
   "./Bazar/Textures/f-15",
   "./Bazar/Textures/e-2d",
   "./Bazar/Textures/f-15e",
   "./Bazar/Textures/An-26B",
   "./Bazar/Textures/An-30M",
   "./Bazar/Textures/Patriot",
   "./Bazar/Textures/kc-135",
   "./Bazar/Textures/e-3",
   "./Bazar/Textures/il-76md",
   "./Bazar/Textures/a-50",
   "./Bazar/Textures/il-78m",
   "./Bazar/Textures/uh-1",
   "./Bazar/Textures/Su-27",
   "./Bazar/World/textures/TexturesBMP_weapons",
   "./Bazar/World/textures/WorldTexturesBMP3",
   "./Bazar/World/textures/WorldTexturesTGA3",
   "./Bazar/World/textures/WorldTexturesTGA2",
   "./Bazar/World/textures/WorldTexturesTGA",
   "./Bazar/World/textures/WorldTexturesBMP2",
   "./Bazar/World/textures/WorldTexturesBMP",
   "./Bazar/World/textures/WorldTexturesBMP1",
   "./Bazar/World/textures/ShipTexturesBMP",
   "./Bazar/World/textures/Y_FInal_Texture",
   "./Bazar/World/textures/Y2_FInal_Texture",
   "./Bazar/World/textures/Y3_FInal_Texture",
   "./Bazar/World/textures/Y4_FInal_Texture",
   "./Bazar/World/textures/Y4_FIame",
   "./Bazar/World/textures/Y5_FInal_Texture",
   "./Bazar/World/textures/Y6_FInal_Texture",
   "./Bazar/World/textures/Vehicles_misc",
   "./Bazar/World/textures/A-10_Weapons",
   "./Bazar/World/textures/AH-64_Apache",
   "./Bazar/World/textures/gunners",
   "./Bazar/World/textures/KA-27textures",
   "./Bazar/World/textures/MI26_textures",   
   "./Bazar/World/textures/UH_60_textures",
   "./Bazar/World/textures/T_Textures",
   "./Bazar/World/textures/Ka-50_general",
   "./Bazar/World/textures/A-10",
   "./Bazar/World/textures/L-39",
   "./Bazar/World/textures/yak-40_tex",
   "./Bazar/World/textures/NAVY_Textures",
   "./Bazar/World/textures/Railroad_trains_texture",
   "./Bazar/World/textures/Su-25_common_textures",
   "./Bazar/World/textures/Su-25_Georgian_Skins",
   "./Bazar/World/textures/Su-25_Russian_Skins",
   "./Bazar/World/textures/Su-25_Ukrainian_Skins",
   "./Bazar/World/textures/MI-8MT",
   "./Bazar/World/textures/Mig-31",
   "./Bazar/World/textures/F-18C",
   "./Bazar/World/textures/P-51D",
   "./FUI/Common/",
   "./FUI/Common/Net/",    
   "./Bazar/ParticleEffects/textures/",
   "./Bazar/Effects/ParticleSystem2/",    
}

ModelPaths =
{
   "./Bazar/World/Shapes/",
   "./Bazar/Terrain/Structures/High/EDM/",
}

Camera =
{
   Low =
   {
       near_clip = 0.0;
       middle_clip = 4;
       far_clip = 100000;

       structures = {10, 10000};
       trees = {3000, 15000};
       dynamic = {3000, 15000};
       dynamic2 = {3000, 15000,0.5};
       objects = {3000, 80000};
       mirage = {3000, 15000};
       surface = {3000, 15000};
       lights = {3000, 15000};
       districtobjects = {200, 200};
       districts = {5000, 5000};

       lodMult = 1.0;
       lodAdd = 100; -- 0;
   };
   Medium =
   {
       near_clip = 0.0;
       middle_clip = 4;
       far_clip = 100000;

       structures = {10, 10000};
       trees = {3000, 15000};
       dynamic = {3000, 15000};
       dynamic2 = {3000, 15000,0.5};
       objects = {3000, 80000};
       mirage = {3000, 15000};
       surface = {3000, 15000};
       lights = {3000, 15000};
       districtobjects = {200, 200};
       districts = {5000, 5000};

       lodMult = 1.0;
       lodAdd = 100; -- 0;
   };
High =
   {
       near_clip = 0.0;
       middle_clip = 4;
       far_clip = 100000;

       structures = {10, 10000};
       trees = {3000, 15000};
       dynamic = {3000, 15000};
       dynamic2 = {3000, 15000,0.5};
       objects = {3000, 80000};
       mirage = {3000, 15000};
       surface = {3000, 15000};
       lights = {3000, 15000};
       districtobjects = {200, 200};
       districts = {5000, 5000};

       lodMult = 1.0;
       lodAdd = 100; -- 0;
   };
}

--[[
-- these params are set via options
shadows = 1;
lights = 0;
mirrors = 0;
textures = 2;
water = 4;
scenes = "medium";
effects = 0;
heatBlr = 0;
MSAA = 2;
HDR = 0;
TranspSSAA = 1;
environmentMap = 1;
ambientMap = false;
]]--

DebugColoredTexture = 0;
ScreenshotQuality = 100;
ScreenshotExt = "jpg";
FogParam1 = 6;
FogParam2 = 1.1;
PilotNames = false;
maxfps = 200;
RenderEffect = 0;
render3D = true;
cockpitOnly = false;
treesVisibility = 1500;
sync = true;

MFD_render_params =
{
   two_pass_always               = true;
   dist_multiplier_fov_base    = 0.3;
   second_pass_start_fov         = 0.1;
   second_pass_far_clip          = 100;
   single_pass_near_clip         = 10;
}

-- íàñòðîéêè Ëóíû
Moon =
{
   Ktex = 1.7355; -- êîýôôèöèåíò, ó÷èòûâàþùèé ðàçìåð ëóíû íà òåêñòóðå 512.0/295.0;
   Smax = 3;  -- êîýôôèöèåíò ðàçìåðà ëóíû ïðè óãëå ìåñòà ðàâíîì íóëþ
   Smin = 2.5; -- êîýôôèöèåíò ðàçìåðà ëóíû ïðè óãëå ìåñòà >= Hmax
   Hmax = 45; -- ìàêñ. óãîë ìåñòà â ãðàäóñàõ  â ïðåäåëàõ êîòîðîãî ëóíà èçìåíÿåò ñâîé ðàçìåð
   moonLightColor = {63.75, 71.4, 89.25}; -- öâåò ñâåòà îò ëóíû
}

Stars =
{
   c0 = 0;
   c1 = 2;
   c2 = 9;
   c3 = 10;
   flickerEnabled = true;
   tau = 15;
   period = 20;
}

For me it's on average +20 FPS vs vanilla settings but I do admit I've got a shitty bit of hardware. YMMV.


Edited by JayPee
  • Like 1

i7 4790K: 4.8GHz, 1.328V (manual)

MSI GTX 970: 1,504MHz core, 1.250V, 8GHz memory

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Thanks for sharing JayPee.

 

I noticed this line though:

 

"DXRenderer.dll", -- "nvd3dumx.dll",

 

and see you have a Nvida card, so I presume that line would causes issues for ATI card users and wonder if there's anything else in there that might not work so well for ATI cards. Perhaps someone with a ATI card who knows how to test and what to look for will be able to test it for the rest of us :)

Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen

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As far as I know the nvd3d was specifically for older Nvidia cards and you might as well delete it. It isn't even intended for a modern yet low-end chipset like mine.

 

I tried chaning it in the past just for the heck of it but it didn't make a difference. Also I'm using the alternative pre-compiled effects setting to get the modded NVGs work, if you use stock NVGs you don't need to set it.

i7 4790K: 4.8GHz, 1.328V (manual)

MSI GTX 970: 1,504MHz core, 1.250V, 8GHz memory

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As far as I know the nvd3d was specifically for older Nvidia cards and you might as well delete it. It isn't even intended for a modern yet low-end chipset like mine.

 

I tried chaning it in the past just for the heck of it but it didn't make a difference. Also I'm using the alternative pre-compiled effects setting to get the modded NVGs work, if you use stock NVGs you don't need to set it.

 

OK, thanks. Yeah, I'm using the modded NVGs as well so was using that setting anyway.

Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen

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  • 3 weeks later...
As promised earlier. Confirmed to be working flawlessly with 1.2.7. Credit goes mainly to Msalama as he got me think(er)ing and tuning further.

 

Config\Terrain\High.LUA

distance =
{
   distance10x10 = 30000.0; -- org 1.21=60000, 1.20=30000
   distanceLevel0 = 10000.0; -- org 1.21=38000, 1.20=18000
--    uniqueSceneFarDistance = 0;
--    uniqueSceneFarDistance = 5000;
   uniqueSceneFarDistance = 10000.0;
   smokesSceneFarDistance = 10000.0;
   minimalSquareOnScreen = 50;
   minimalSquareOnScreenFull = 100;
   
   mapLodDistance0 = 1000; -- org 2000
   mapLodDistance1 = 2000; -- org 4000
   mapLodDistance2 = 3000; -- org 6000
   mapLodDistance3 = 4000; -- org 8000
   smallShitDimention = 400; -- org 400
}
distanceBlend = 
{
   townNearDistance = 100.0; -- org 1.21=20000, 1.20=10000
   townFarDistance = 15000.0; -- org 1.21=60000, 1.20=25000
   fieldNearDistance = 100.0; -- org 1.21=10000
   fieldFarDistance = 15000.0; -- org 1.21=60000, 1.20=13000
   waterNearDistance = 100.0; -- org 1.21=6000
   waterFarDistance = 10000.0; -- 15000.0; -- org 1.21=12000
   townLightNearDistance = 100.0; -- org 1.21=9000, 1.20=9000
   townLightFarDistance = 10000.0; -- org 1.21=60000, 1.20=10000
   subforest = {100, 5000}; -- org 1.21=8000,13000
   beach = {100, 5000}; -- org 1.21=8000,13000
   road = {100, 5000}; -- org 1.21=8000,13000
}

--Old Noise 
land_noise =
{
   noisemin = 0.0; --0.1 -- the weight of a noise texture in a distance shot (âåñ òåêñòóðû øóìà íà äàëüíåì ïëàíå)
   noisemax = 0.4; --0.5 -- the weight of a noise texture in a close shot (âåñ òåêñòóðû øóìà íà áëèæíåì ïëàíå)
   noise1front = 1000.0; --1000 -- the range of close shot for noise (äàëüíîñòü áëèæíåãî ïëàíà äëÿ øóìà)
   noise1back = 20000.0; --18000 -- the range of distance shot for noise (äàëüíîñòü äàëüíåãî ïëàíà äëÿ øóìà)
   noise1top = 2500.0;
   noise1bottom = 2000.0;
   noise1PerSquare = 5.0;
   noise2PerSquare = 150.0;
}

land_detailNoise=
{
   Height = 150.0; -- 300.0;
   Slope = 0.0;    
}

district =
{
   maxDistrictsAround = 100000;

   farDistance = 10000.0; -- 20000.0; -- org 1.21=20000, bs2=10000 Show all districts up to this range
   farFullRenderDistance = 2000.0; -- org 1.21=15000, bs2=6000 Render Full detail upto this range 
   nearFullRenderDistance = 800.0; -- 1000.0; -- org 1.21=500, bs2=800 Render Full detail from this range
   nearDistance = 560.0; -- 1000.0; -- org 1.21=250 bs2=560 Render Districts from this range
   
   treesFarDistance = 1500.0;  
   treesFarFullBlendRenderDistance = 1200.0; 
   treesFarFullRenderDistance = 1000.0;  
   treeslodDistance = 600.0; 
   heightFactor = 0;
   heightRandomFactor = 0;
   ajastfactor = 1;
   
   
   lampFarDistance = 10000.0;
   splineBlockFarDistance = 500.0;

--    renderType = "texture"; -- simple, texture, instance
   renderType = "simple"; -- simple, texture, instance
   
   lamp =
   {
       lampOn = 1;    
       maxSize = 8.4;
       staticSize = 4.0;
       spriteScale = 0.001;
       minDistance = 150.0;
       maxDistance = 10000.0;
       maxAlphaDistance = 400.0;
       minAlphaDistance = 0.0;
       minAlpha = 0.0;
       maxAlpha = 1.0;
       minBrightnessDistance = 0.0;
       maxBrightnessDistance = 8000.0;        -- must be <= lampFarDistance
       dsLightRadius = 60;
       dsLightBrightness = 4;
   };
}

flat_shadow =
{
   farDistance = 1500.0; --8000
   fullFarDistance = 0.0; --6000
}

fog =
{
   front = 1000.0;
   back  = 70000.0;
}

layerfog =
{
   fog_begin = 0.0;
   fog_end = 1000.0;
   fog_strength = 10000.0;
   fog_color = {1.0, 1.0, 1.0};
}

infrared =
{
   landDetail = 0.8;
   landDarkness = 1.0;
   riverDarkness = 0.7;
   roadDarkness = 1.5;
   runwayDarkness = 1.7;
}

noise =
{
   noiseStartDistance = 3000.0;
   noiseEndDistance = 200.0;
   noiseMaxBlend = 0.7;
   noiseScale = 15.0;
   rampNoisePower = 0.8;
   rampNoiseScale = 17.0;
   smallNoiseStartDistance = 80.0;
   smallNoiseEndDistance = 1.0;
   smallNoiseMaxBlend = 0.6;
   smallNoiseScale = 450.0;        
}

lamp31 =
{
   lampOn = 1;    
   maxSize = 8.4;
   staticSize = 4.0;
   spriteScale = 0.001;
   minDistance = 150.0;
   maxDistance = 10000.0;
   maxAlphaDistance = 400.0;
   minAlphaDistance = 0.0;
   minAlpha = 0.0;
   maxAlpha = 1.0;
   minBrightnessDistance = 0.0;
   maxBrightnessDistance = 10000.0;
   dsLightRadius = 60;
   dsLightBrightness = 4;
}

lamp =
{
   lampOn = 1;    
   maxSize = 5.4;
   staticSize = 2.9;
   spriteScale = 0.0012; --0.0025
   minDistance = 100.0;
   maxDistance = 3385.0;
   maxAlphaDistance = 1300.0;
   minAlphaDistance = 250.0;
   minAlpha = 0.0; --0.36
   maxAlpha = 1.0; --0.26
   minBrightnessDistance = 0.0;
   maxBrightnessDistance =24000.0; --15000
}

fan = 
{
   read = 0; -- ÷èòàòü íàñòðîéêè èç ýòîãî êîíôèãà (äëÿ îòëàäêè)
   
   pos = {-117, 0.3, 120};
   dir = {0, -1, 0};
   power = 8000;
   radius = 30;
   
   oscillator = 0.2;
   frequency = 15;
};

--hiddensemantics={0, 2, 5, 7, 9, 23, 26};
hiddensemantics={
--    "Sea",
--    "Lake", 
--    "Island",
--    "Land",
--    "Field",
--    "Beach",
--    "Plant",
--    "Town",
--    "River",
--    "Channel",
--    "Road",
--    "Rail",
--    "Runway",
--    "Building",
--    "ELT",
--    "SmallShit",
--    "Trees",
--    "Lamp",
   };
hiddenlayer={
--    0,
--    1,
--    2, 
--    3, 
--    4, 
--    5, 
--    6, 
--    18,
--    19,        -- flat_shadows        
--    20,        -- houses
--    21,        -- trees
--    22,        -- pole
--    23,        -- lights
--    24
};
hiddenlevels={
--    0, 
--    1, 
--    2
   };
hiddencameras={
--    0, --near, 
--    1, --far
   };
debug = 
{
   switchoffDrawRoutine = 0;
   switchoffEdm = 0;
   switchoffFetchSurface = 0;
   switchoffFetchUniqueScenes = 0;
   switchoffFetchDistricts = 0;
   switchoffFetchSmokes = 0;
   switchoffFetchLights = 0;
   switchoffRenderLights = 0;
}

   

function UpdateCamera( height, civillights)
   if civillights>0 then
--        district.treesFarDistance = 900;
--        district.treesFarFullBlendRenderDistance = 850.0;
--        district.treesFarFullRenderDistance = 800.0;
--        district.treeslodDistance = 0.0;
       else
--        district.treesFarDistance = 1500;
--        district.treesFarFullBlendRenderDistance = 1200.0;
--        district.treesFarFullRenderDistance = 1000.0;
--        district.treeslodDistance = 600.0;
       end
--    distance.uniqueSceneFarDistance = distance.uniqueSceneFarDistance - 1
end

Config\Graphics.LUA

-- available through options.graphics
Plugins =
{
   "DXRenderer.dll", -- "nvd3dumx.dll",
   "ZweiBlau.dll",
   "AVIMaker.dll",
   "Weather.dll",
   "NGModel.dll",
   "edterraingraphics3.dll",
   "Effects.dll",
}

Precaching =
{
   around_camera = 200000;
   around_objects = 50000;
   around_types = {"world", "point"};
   preload_types = {"map", "world", "mission"};
}

PrecompiledEffects =
{
   mode = "USE_PRECOMPILED_EFFECTS_FOR_UNCHANGED_FILES";
   --mode = "USE_PRECOMPILED_EFFECTS_ONLY";
}

VFSTexturePaths =
{
   "./Bazar/TempTextures",
   "./Bazar/Textures/c-130",
   "./Bazar/Textures/Batumi_buildings",
   "./Bazar/Effects/EffectTextures",
   "./Bazar/Effects/EffectRiverTGA",
   "./Bazar/Effects/WaterEffects",
   "./Bazar/Textures/old_textures",
   "./Bazar/Textures/f-15",
   "./Bazar/Textures/e-2d",
   "./Bazar/Textures/f-15e",
   "./Bazar/Textures/An-26B",
   "./Bazar/Textures/An-30M",
   "./Bazar/Textures/Patriot",
   "./Bazar/Textures/kc-135",
   "./Bazar/Textures/e-3",
   "./Bazar/Textures/il-76md",
   "./Bazar/Textures/a-50",
   "./Bazar/Textures/il-78m",
   "./Bazar/Textures/uh-1",
   "./Bazar/Textures/Su-27",
   "./Bazar/World/textures/TexturesBMP_weapons",
   "./Bazar/World/textures/WorldTexturesBMP3",
   "./Bazar/World/textures/WorldTexturesTGA3",
   "./Bazar/World/textures/WorldTexturesTGA2",
   "./Bazar/World/textures/WorldTexturesTGA",
   "./Bazar/World/textures/WorldTexturesBMP2",
   "./Bazar/World/textures/WorldTexturesBMP",
   "./Bazar/World/textures/WorldTexturesBMP1",
   "./Bazar/World/textures/ShipTexturesBMP",
   "./Bazar/World/textures/Y_FInal_Texture",
   "./Bazar/World/textures/Y2_FInal_Texture",
   "./Bazar/World/textures/Y3_FInal_Texture",
   "./Bazar/World/textures/Y4_FInal_Texture",
   "./Bazar/World/textures/Y4_FIame",
   "./Bazar/World/textures/Y5_FInal_Texture",
   "./Bazar/World/textures/Y6_FInal_Texture",
   "./Bazar/World/textures/Vehicles_misc",
   "./Bazar/World/textures/A-10_Weapons",
   "./Bazar/World/textures/AH-64_Apache",
   "./Bazar/World/textures/gunners",
   "./Bazar/World/textures/KA-27textures",
   "./Bazar/World/textures/MI26_textures",   
   "./Bazar/World/textures/UH_60_textures",
   "./Bazar/World/textures/T_Textures",
   "./Bazar/World/textures/Ka-50_general",
   "./Bazar/World/textures/A-10",
   "./Bazar/World/textures/L-39",
   "./Bazar/World/textures/yak-40_tex",
   "./Bazar/World/textures/NAVY_Textures",
   "./Bazar/World/textures/Railroad_trains_texture",
   "./Bazar/World/textures/Su-25_common_textures",
   "./Bazar/World/textures/Su-25_Georgian_Skins",
   "./Bazar/World/textures/Su-25_Russian_Skins",
   "./Bazar/World/textures/Su-25_Ukrainian_Skins",
   "./Bazar/World/textures/MI-8MT",
   "./Bazar/World/textures/Mig-31",
   "./Bazar/World/textures/F-18C",
   "./Bazar/World/textures/P-51D",
   "./FUI/Common/",
   "./FUI/Common/Net/",    
   "./Bazar/ParticleEffects/textures/",
   "./Bazar/Effects/ParticleSystem2/",    
}

ModelPaths =
{
   "./Bazar/World/Shapes/",
   "./Bazar/Terrain/Structures/High/EDM/",
}

Camera =
{
   Low =
   {
       near_clip = 0.0;
       middle_clip = 4;
       far_clip = 100000;

       structures = {10, 10000};
       trees = {3000, 15000};
       dynamic = {3000, 15000};
       dynamic2 = {3000, 15000,0.5};
       objects = {3000, 80000};
       mirage = {3000, 15000};
       surface = {3000, 15000};
       lights = {3000, 15000};
       districtobjects = {200, 200};
       districts = {5000, 5000};

       lodMult = 1.0;
       lodAdd = 100; -- 0;
   };
   Medium =
   {
       near_clip = 0.0;
       middle_clip = 4;
       far_clip = 100000;

       structures = {10, 10000};
       trees = {3000, 15000};
       dynamic = {3000, 15000};
       dynamic2 = {3000, 15000,0.5};
       objects = {3000, 80000};
       mirage = {3000, 15000};
       surface = {3000, 15000};
       lights = {3000, 15000};
       districtobjects = {200, 200};
       districts = {5000, 5000};

       lodMult = 1.0;
       lodAdd = 100; -- 0;
   };
High =
   {
       near_clip = 0.0;
       middle_clip = 4;
       far_clip = 100000;

       structures = {10, 10000};
       trees = {3000, 15000};
       dynamic = {3000, 15000};
       dynamic2 = {3000, 15000,0.5};
       objects = {3000, 80000};
       mirage = {3000, 15000};
       surface = {3000, 15000};
       lights = {3000, 15000};
       districtobjects = {200, 200};
       districts = {5000, 5000};

       lodMult = 1.0;
       lodAdd = 100; -- 0;
   };
}

--[[
-- these params are set via options
shadows = 1;
lights = 0;
mirrors = 0;
textures = 2;
water = 4;
scenes = "medium";
effects = 0;
heatBlr = 0;
MSAA = 2;
HDR = 0;
TranspSSAA = 1;
environmentMap = 1;
ambientMap = false;
]]--

DebugColoredTexture = 0;
ScreenshotQuality = 100;
ScreenshotExt = "jpg";
FogParam1 = 6;
FogParam2 = 1.1;
PilotNames = false;
maxfps = 200;
RenderEffect = 0;
render3D = true;
cockpitOnly = false;
treesVisibility = 1500;
sync = true;

MFD_render_params =
{
   two_pass_always               = true;
   dist_multiplier_fov_base    = 0.3;
   second_pass_start_fov         = 0.1;
   second_pass_far_clip          = 100;
   single_pass_near_clip         = 10;
}

-- íàñòðîéêè Ëóíû
Moon =
{
   Ktex = 1.7355; -- êîýôôèöèåíò, ó÷èòûâàþùèé ðàçìåð ëóíû íà òåêñòóðå 512.0/295.0;
   Smax = 3;  -- êîýôôèöèåíò ðàçìåðà ëóíû ïðè óãëå ìåñòà ðàâíîì íóëþ
   Smin = 2.5; -- êîýôôèöèåíò ðàçìåðà ëóíû ïðè óãëå ìåñòà >= Hmax
   Hmax = 45; -- ìàêñ. óãîë ìåñòà â ãðàäóñàõ  â ïðåäåëàõ êîòîðîãî ëóíà èçìåíÿåò ñâîé ðàçìåð
   moonLightColor = {63.75, 71.4, 89.25}; -- öâåò ñâåòà îò ëóíû
}

Stars =
{
   c0 = 0;
   c1 = 2;
   c2 = 9;
   c3 = 10;
   flickerEnabled = true;
   tau = 15;
   period = 20;
}

For me it's on average +20 FPS vs vanilla settings but I do admit I've got a shitty bit of hardware. YMMV.

 

I was about to give up on the campaign forever until I tried these. Worked! Thank you!

 

EDIT: Got further in and right back to slideshow again....worked for a bit anyway. Really pissed off how unplayable this is.


Edited by Viper482
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You are looking at the wrong object counter. A few lines further up. It says Obj. Some of the screenshots you are showing have over 2000 objects....

 

That's a lot!

 

Due to how the engine works, every bullet your fire, every piece of a CBU will count as an object and hog down your CPU.

 

How many objects do you have in the same area if you fly in the mission editor?

 

Also remember, some of the 3d models are not optimized. And putting 10 of those, instead of 10 optimized ones can brake the FPS...

 

I did some more testing the other day and noticed that the Obj. you refer to can be about the same with two different views but still the FPS can be a lot lower with one, and the Scene object counter seems to increase a lot when this happens.

 

So it seems Obj. doesn't correlate that accurately with the other counters and it is these other counters that are more important to refer to when seeing low FPS.

 

Obj: 658, Render Main: 30.5, Scene Objects: 23.1, FPS: 24.1

dcs_2014_02_07_18_50_39_686.png

 

Obj: 623, Render Main: 32.2, Scene Objects: 25.2, FPS: 21.5

dcs_2014_02_07_18_50_32_625.png

 

Obj: 413, Render Main: 29.4, Scene Objects: 24.5, FPS: 23.6

dcs_2014_02_07_18_39_05_890.png

 

Obj: 434, Render Main: 26.6, Scene Objects: 18.1, FPS: 25.7

dcs_2014_02_07_18_38_57_163.png

 

Obj: 492, Render Main: 254.1, Scene Objects: 13.6, FPS: 39.8 (DCS FPS counter: 2.03(72.68))

(this would seem to rule out Render Main as having much effect on the FPS, unless we ignore the MSI overlay and only look at the DCS FPS counter)

dcs_2014_02_07_18_31_13_014.png

 

Obj: 328, Render Main: 9.9, Scene Objects: 5.5, FPS: 40.1 (DCS FPS counter: 69.93(72.68))

dcs_2014_02_07_18_31_12_499.png

 

Obj: 195, Render Main: 6, Scene Objects: 2.4, FPS: 64.9 (DCS FPS counter: 104.59(103.14))

dcs_2014_02_07_18_31_11_319.png

 

Obj: 322, Render Main: 9.5, Scene Objects: 6.2, FPS: 93.0 (DCS FPS counter: 71.66(68.91))

(this is a bit confusing, as everything is higher than the previous screenshot but so if the FPS)

dcs_2014_02_07_18_31_10_870.png


Edited by doveman

Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen

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So here's some screenshots in the campaign mission I've been testing with (KA-50 Georgian Oil War campaign, Mission title is ATO A.02.1) showing how bad it is. As the objects increase, the fps drops so that at the start with 10 objects I'm getting around 40fps (not shown here), at 22 objects it's down to 22fps, at 47 objects 15fps and 65 objects 10fps.

 

I tried flying the same area in the Mission Editor and then the objects stays around 9, so it must be units in the mission that create the objects but I didn't buy DCS World to fly around by myself on an empty map.

 

Clearly the fps I'm getting are unplayable, so I assume others aren't having this problem as people are playing this sim, so what do I need to do to fix it? I've tried dropping vis and shadows from High to Medium, MSAA from 4x to 2x and dropping tree vis from 6000m to 1500m

 

I just had another go with MSAA, HDR and Cockpit Shadows disabled and it seemed much better. I'm using SweetFX now, so figured I didn't need MSAA as well anyway (saw that tip when installing SFX for The Witcher 2). Hard to keep an eye on the fps whilst trying to play but I think it was staying in the low 30s most of the time. I'll try and get some fresh screenshots from the same positions as before.

Main rig: i5-4670k @4.4Ghz, Asus Z97-A, Scythe Kotetsu HSF, 32GB Kingston Savage 2400Mhz DDR3, 1070ti, Win 10 x64, Samsung Evo 256GB SSD (OS & Data), OCZ 480GB SSD (Games), WD 2TB and WD 3TB HDDs, 1920x1200 Dell U2412M, 1920x1080 Dell P2314T touchscreen

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2 Questions that have been on my mind:

 

1) What do the near clip and middle clip variables do? I know what near clipping is in relation to far clipping, but I see in JayPee's config it is set to 0, which negates the known idea of near/far clipping being a ratio.

 

2) The distances things are drawn at vary with Field of View, so when zoomed in things further out are drawn. Where is the basis viewpoint for these distance values? Is it the default starting perspective, or the "normal" perspective after having used NumPad Enter?

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I did some more testing the other day and noticed that the Obj. you refer to can be about the same with two different views but still the FPS can be a lot lower with one, and the Scene object counter seems to increase a lot when this happens.

 

So it seems Obj. doesn't correlate that accurately with the other counters and it is these other counters that are more important to refer to when seeing low FPS.

 

 

Obj: 322, Render Main: 9.5, Scene Objects: 6.2, FPS: 93.0

(this is a bit confusing, as everything is higher than the previous screenshot but so if the FPS)

 

it's weird cuz the yellow DCS Detailed FPS and Objects Counter show opposite what your overlay is showing.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

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