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DCS 2.7 shader edits


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7 hours ago, swartbyron said:

Agreed, the new Caucasus textures look awful without Mustangs Shaders. 👍

I wont fly Caucasus without them!

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Same, always the first mod I install after each update. And the ghosting thing is to do with the core game, I see it with no mods. 

 

I love this mod Mustang, I hope you are able to keep it up! Thanks! 

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It doesn't help that DCS' engine has such terrible graphic options, and we can't properly override the existing AA. I finally learned how to use DSR and was taking 4k screenshots last night, and even with the ghosting the water looked WAY better with the custom shaders. The default water is just too reflective for me, especially at distance, and at sunset/sunrise.

 

I'm curious what is causing the ghosting. Has anyone tried installing the shader pack minus the water reflections? Or compared side to side to make small changes one by one to see what setting might be impacting it?

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  • 4 weeks later...

This still seems to work OK with the latest OB 2.7.4.  Interested if anyone has seen any issues with it, I’ve had limited time in the last few weeks, so it's really been a total of about 2 hours worth of sim time that my conclusion is based on.

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  • 2 weeks later...
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On 6/16/2021 at 11:19 PM, LanceCriminal86 said:

Has anyone observed weird "ghosting" when in F2 view over water?

its part of the SSLR algorithm. its present in vanilla DCS but the shader edits may make it a bit more obvious. the algorithm mixes current frame with previous frame to decrease noise.

 

i found a way how to disable it however. in enlight/waterReflection.hlsl, replace:

return float4(mixPrevFrame(refl.xyz, NDC), 1);

with:

return float4(refl.xyz, 1);

 

and delete:

if (useMixPrevFrame)
        return float4(mixPrevFrame(refl, NDC), 1);
    else

 

now ghosting is entirely gone but the reflections will be quite noisy. your choice.

 

 

it would be worthwhile to investigate how to make the shader use exclusively the current frame in reflection areas that werent present in the previous frame based on depth buffer or stencil buffer but thats beyond my abilities. if possible, this would remove both noise and ghosting of objects moving above water. im not smart enough for this sort of stuff.


Edited by dorianR666
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here is comparison:

 

 

 

left side: vanilla DCS (Mustangs shader edits behave this way as well)

right side: my modification as described above

 

notice that ghosting of ships antennas (white trailing "shadow"), edges of screen (repeated white lines) and distorted reflections of terrain during zooming, are gone.

downside is that the reflections are less smooth.


Edited by dorianR666
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Thanks for that testing. I love Mustang shaders but not so much the ghosting effect. I will try your fix to see if the sharpen reflections are to much.

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3 hours ago, Esac_mirmidon said:

Thanks for that testing.

No problem.

 

3 hours ago, Esac_mirmidon said:

if the sharpen reflections are to much.

Its fine most of the time but looks distracting sometimes. The real problem is that the game renders the reflections at much lower resolution than screen and then upscales it. In regards to my modification, this means that the reflection "pixels" are large and this makes the jittery nature of my mod worse. Each speck of reflection is about 3-4 pixels wide. There is no moddable solution for this, ED would have to add a resolution setting for this.

 

 

On a positive node, I have found that my mod also entirely eliminates this issue:

vlcsnap-2021-08-18-05h48m24s722.jpgvlcsnap-2021-08-18-05h48m21s347.jpg

which happens when you switch cameras sometimes, as you have probably already noticed while playing DCS.

ED should program the game to discard the previous frame when switching cameras, as the image cannot possibly be correct.


Edited by dorianR666
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7 hours ago, dorianR666 said:

its part of the SSLR algorithm. its present in vanilla DCS but the shader edits may make it a bit more obvious. the algorithm mixes current frame with previous frame to decrease noise.

 

i found a way how to disable it however. in enlight/waterReflection.hlsl, replace:

return float4(mixPrevFrame(refl.xyz, NDC), 1);

with:

return float4(refl.xyz, 1);

 

and delete:

if (useMixPrevFrame)
        return float4(mixPrevFrame(refl, NDC), 1);
    else

 

now ghosting is entirely gone but the reflections will be quite noisy. your choice.

 

 

it would be worthwhile to investigate how to make the shader use exclusively the current frame in reflection areas that werent present in the previous frame based on depth buffer or stencil buffer but thats beyond my abilities. if possible, this would remove both noise and ghosting of objects moving above water. im not smart enough for this sort of stuff.

 

 

Hi,

strange artifacts on the water surface have been here for several years.

Repair is easy, please @BIGNEWY check, thank you.

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5 hours ago, dorianR666 said:

here is comparison:

 

 

 

left side: vanilla DCS (Mustangs shader edits behave this way as well)

right side: my modification as described above

 

notice that ghosting of ships antennas (white trailing "shadow"), edges of screen (repeated white lines) and distorted reflections of terrain during zooming, are gone.

downside is that the reflections are less smooth.

 

 

I've adjusted according to the instructions and all the disturbing ghosts are gone.

Overall, the water is now more realistic, and the adjustment even passes through IC ready.

This is a handy 👍 fix and thank you to the creator Dorian.

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13 hours ago, dorianR666 said:

its part of the SSLR algorithm. its present in vanilla DCS but the shader edits may make it a bit more obvious. the algorithm mixes current frame with previous frame to decrease noise.

 

i found a way how to disable it however. in enlight/waterReflection.hlsl, replace:

return float4(mixPrevFrame(refl.xyz, NDC), 1);

with:

return float4(refl.xyz, 1);

 

and delete:

if (useMixPrevFrame)
        return float4(mixPrevFrame(refl, NDC), 1);
    else

 

now ghosting is entirely gone but the reflections will be quite noisy. your choice.

 

 

it would be worthwhile to investigate how to make the shader use exclusively the current frame in reflection areas that werent present in the previous frame based on depth buffer or stencil buffer but thats beyond my abilities. if possible, this would remove both noise and ghosting of objects moving above water. im not smart enough for this sort of stuff.

 

thanks for this just; checking your second edit (highlighted above) that leaves a hanging return?  do you keep the else or lose the return ?  or just leave it hanging 🙂

 

NVM - figured it out (doh)


Edited by speed-of-heat

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Is it possible to correct the behavior of new clouds, they ugly pixelizet the horizon?

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I think overall the fix is worthy.

 

The benefits of the shaders pack plus the fix you provided is a very good compromise in most situations.

 

Its true that sometimes the sharpen effect is to much. But IS good enough for me. Thanks mate for the fix

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On 8/17/2021 at 6:07 PM, dorianR666 said:

its part of the SSLR algorithm. its present in vanilla DCS but the shader edits may make it a bit more obvious. the algorithm mixes current frame with previous frame to decrease noise.

 

i found a way how to disable it however. in enlight/waterReflection.hlsl, replace:

return float4(mixPrevFrame(refl.xyz, NDC), 1);

with:

return float4(refl.xyz, 1);

 

and delete:

if (useMixPrevFrame)
        return float4(mixPrevFrame(refl, NDC), 1);
    else

 

now ghosting is entirely gone but the reflections will be quite noisy. your choice.

 

 

it would be worthwhile to investigate how to make the shader use exclusively the current frame in reflection areas that werent present in the previous frame based on depth buffer or stencil buffer but thats beyond my abilities. if possible, this would remove both noise and ghosting of objects moving above water. im not smart enough for this sort of stuff.

 

This works. I noticed that the ghosting at the horizon comes back though if I go inverted, pretty much any roll angle >90°, and it's quite pixelated. Still looks great the rest of the time though, and I can't say I find the reflections particularly noisy. Thanks for doing this, it's a keeper! 

"Though I fly through the Valley of Death, I shall fear no evil, for I am at 80,000 feet and climbing"

GTX 1080Ti 2025MHz, Ryzen 5 5600x 4.9GHz, MSI MPG B550 Gaming, 32 GB DDR4 RAM 3200 MHz, a bunch of SSDs,

Oculus Quest 2.

No water cooling but enough fans that my rig just hovers around the room now.

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