rowdyb00t Posted November 28, 2019 Author Posted November 28, 2019 1 hour ago, Beebop said: With most recent version and "gpreset" installed I'm getting slight flickering at bottom edges of clouds where the cloud line meets the distant fog. It's hardly noticeable and frankly I'd rather have that than the stock clouds this mod is that good. But if I could get rid of the flicker I'd be in Hound Heaven. I see the flickering at the bottom or the clouds too. Maybe @LizLemon can elaborate on this
vonGraf Posted November 28, 2019 Posted November 28, 2019 9 hours ago, rowdyb00t said: @Goffik @vonGraf I think that I might have found the problem. In the graphic presets the lines here in Balanced Settings : //Post effects post_effects_enable=true post_bloom_enable=false post_contrast=true post_sharpen=true post_drops_enable=true post_hdr=2 saturation=0.80 post_motion_samples=16; I've highlighted the ones that I changed to remove aliasing. Here is my Gpresets attached. Try this and let me know if this is of any help. gpresets.zip 687 B · 4 downloads I did use your gpresets (settings on 'high') and the aliased cloud edges were gone in my case. Nice work.
LizLemon Posted November 28, 2019 Posted November 28, 2019 Clouds are rendered at a lower resolution than what the screen is set to; ie 1/2 res, 1/4 res, ect depending on settings. This is part of the jaggies on the bottom. An easy "fix" for this is to run the game with supersampling, which at 2xSSAA will make the clouds render at native res. The other issue that might be happening here is to get the horizon extinction of clouds the game is blending them with the skydome. During the day some issues related to this aren't really noticeable but problems can pop up at dawn/dusk. A really easy test to see what I am talking about is to make the skydome.dds have a sharp amount of contrast between the sky and horizon (which often times makes the landscape look a lot better). This will manifest itself as a 'line' visible through the clouds when the camera is about cloud height. Something akin to this may be happening here. Third probably issue - you did something with sharpness settings that makes the cloud edges more pronounced. Alternatively it could be the, lets call it contrast adjustment on clouds, that is controlled by suncolor/ambientcolor in sky.ini is making those edges more noticeable. 1 2
rowdyb00t Posted November 29, 2019 Author Posted November 29, 2019 I've updated the first post with Version 7, I fixed the aliasing issue and lighting. I have also redone the cloud map on one of the heavy clouds, its more like an over cast now. See what you guys think of it and let me know if I missed something. 2 1 2
Beebop Posted November 29, 2019 Posted November 29, 2019 (edited) First, the good news, flickering is almost non existent! It's still there but you really have to look for it. great modification. Now for the "bad"... and this is personal opinion only.... Here are two screenshots, the first from version 7, the second from version 6. Map info: Time: 0930 Map: Lapino Winter 2000M clouds viewed from 3000M As you can see the clouds are "bumpier" in v6 than v7 and the sky has more character, in my opinion. From below 2000M in this setting the clouds look fine in either version with v7 winning due to decreased flickering. I realize how hard it is to tweak. Change 'A' and 'B' gets affected. Fix 'B' then 'C' needs tweaking. At this point I am happy with both and have both in JSGME so I can switch as desired. You are doing excellent work here and I look forward to any other tweaks or mods you come up with. Thanks for your efforts. Edited November 29, 2019 by Beebop 1
rowdyb00t Posted November 29, 2019 Author Posted November 29, 2019 (edited) 6 hours ago, Beebop said: As you can see the clouds are "bumpier" in v6 than v7 and the sky has more character, in my opinion. From below 2000M in this setting the clouds look fine in either version with v7 winning due to decreased flickering. The odd thing here is that I haven’t change any parameters in the overcast. So I’m not quite sure what’s happening. While on the overcast subject, I’ve been messing around with making realistic overcast ( like the first two pics I posted above ). It may cost a few FPS but I think it would be worth it. EDIT: If you used the QMB, the overcast is random. There are 10 different kinds of overcast cloud settings. Edited November 30, 2019 by rowdyb00t
Beebop Posted November 30, 2019 Posted November 30, 2019 (edited) 13 hours ago, rowdyb00t said: EDIT: If you used the QMB, the overcast is random. There are 10 different kinds of overcast cloud settings. Ah-HA! I did not know that! Let me test some more then. Results a bit later. A Bit Later: Right you are! The "bumpiness" is back and in the second shot I have my "sky with character". My life is now complete (except for no flyable B-25 yet) ? Thank you! Edited November 30, 2019 by Beebop 2
vonGraf Posted December 1, 2019 Posted December 1, 2019 (edited) I got the best results when the 'distance of cloud rendering' is at 100 km or even less, more than 100 brings the aliased bottoms back on the very far clouds. For me it's ok. It seems to depend much from where you're looking at the clouds; from above or below and the time of the day (sun position) and more. Sometimes they're very good rendered in other cases not so. In some few missions I had these fast moving/jerking edges on almost every cloud visible again, like the unmodded game has. This mod is a good enhancement, I don't want to miss it anymore! Thanks for your effort. Edited December 2, 2019 by vonGraf
rowdyb00t Posted December 1, 2019 Author Posted December 1, 2019 1 hour ago, vonGraf said: In some few missions I had these fast moving/jerking edges on almost every cloud visible again, like the unmodded game has. I also seen that yesterday. I’ll have to find it and fix 1
rowdyb00t Posted December 1, 2019 Author Posted December 1, 2019 (edited) new overcast better overcast.zip Edited December 1, 2019 by rowdyb00t 3 1
rowdyb00t Posted December 1, 2019 Author Posted December 1, 2019 It is for the overcast only. Add it to the JSGME and it should overwrite the overcast files in better clouds. 1
Beebop Posted December 1, 2019 Posted December 1, 2019 OK. That's kind of what I thought. Some screenies taken above and below the "better overcast", various times of day and weather.
HappyHaddock Posted December 2, 2019 Posted December 2, 2019 @rowdyb00t back in July when you first messaged me asking how I was going about producing my own WIP efforts to overhaul the look of the natural world in this sim, and subsequently when you started this, your own thread about your own efforts I "welcomed you to the slippery slope" of interconnected factors that leads from one thing to another. Since then I've periodically checked back in here to see if you've discovered anything new I could "borrow" for my own work; it's been interesting to watch you follow more or less exactly the same steps I myself was taking a year or more ago, starting with the "low hanging fruit", more recently moving onto creating new cloud maps to replace some of the flat 2D overcast clouds with 3D particle based ones... it makes a huge difference doesn't it? If you continue down the same path as myself I suspect your next steps may be those that offer the biggest potential for improvement but at the same point some of the most demanding work fine tuning and balancing things. Any way I wish you well with your endeavours as I continue with my own. To date the 300-400 files I'm currently working on for the on the clouds comprise less than a third of everything I'm trying to work into my own project, though with close to 5GB of "clutter" spread across various experiments it is taking some whittling down and unifying. Who knows the slow progress I'm making trying turn all this into a suite of balanced mods might mean that by the time it is ready, then in one way or another you'll have covered a good chunk of similar content with your own efforts and we'll end up meeting on some sort of common ground in the middle! 3
rowdyb00t Posted December 2, 2019 Author Posted December 2, 2019 Thanks for the kind words @HappyHaddock this definitely is a constant tweak of things. It’s also fun to get results and get the community’s reaction to it. I doubt that I will get in this as deep as you are. Thanks again 1 1
HappyHaddock Posted December 2, 2019 Posted December 2, 2019 (edited) 15 minutes ago, rowdyb00t said: Thanks for the kind words @HappyHaddock I doubt that I will get in this as deep as you are. Thanks again Don't be too sure of that when I started tinkering with ROF about 5 years ago I didn't think I'd be getting into things as much as I have, but I'm now trying to be disciplined about finishing what I have started before moving onto learning more programming languages to tackle things I'm adding to my "to-do" list. Edited December 2, 2019 by HappyHaddock 2
rowdyb00t Posted December 2, 2019 Author Posted December 2, 2019 (edited) 54 minutes ago, HappyHaddock said: Don't be too sure of that I’ve a feeling you could be right about that . By the way, how do you keep the precipitation in the overcast when rewriting the file. I think I should have left some //overcast lines in it? I have the precip. lines still there but no precip. Edited December 2, 2019 by rowdyb00t
SCG_motoadve Posted December 2, 2019 Posted December 2, 2019 2 minutes ago, rowdyb00t said: I’ve a feeling you could be right about that . By the way, how do you keep the precipitation in the overcast when rewriting the file. I think I should have left some //overcast lines in it? I have the precip. lines still there but no precip. Your overcast is great. I have tried it many times, and sometimes it has precipitation. Dont change the precipitation, because right now we get it sometimes and other times we dont, which is good. Sometimes lots of visibility under the clouds, some other times more limited visibility. Its working great! 1
HappyHaddock Posted December 2, 2019 Posted December 2, 2019 (edited) 22 minutes ago, rowdyb00t said: I’ve a feeling you could be right about that . By the way, how do you keep the precipitation in the overcast when rewriting the file. I think I should have left some //overcast lines in it? I have the precip. lines still there but no precip. Like you I've tried various options relating to precipitation but the code doesn't seem to produce rain in game, so I was kinda hoping you might figure that one out as it seems hard coded into the flat 2d cloud templates. However I'd adopted the approach of motoadve of deciding overcast doesn't mean the same as raining so use different approaches for different end results. Edited December 2, 2019 by HappyHaddock
LizLemon Posted December 2, 2019 Posted December 2, 2019 There is rain in game, its just kinda broken.
HappyHaddock Posted December 2, 2019 Posted December 2, 2019 5 minutes ago, LizLemon said: There is rain in game, its just kinda broken. Cheers but I think we were both aware of their being rain applied in the stock settings, the issue was more about getting the sim to apply those effects without having to accept the overcast clouds based upon flat textures 1
Redwo1f Posted December 2, 2019 Posted December 2, 2019 Just a thanks for v7 - they are looking great! Also your shading is much better now than previous and the clouds visually have more depth - really good progress here and I am indeed liking you v.7. ? Also, just an FYI - been doing some standardized testing using the Remagen Benchmark (it's in the Hardware/Software forum) - but I also get a 3.4% increase to FPS using your cloud mod vs. stock. ? 2
HappyHaddock Posted December 2, 2019 Posted December 2, 2019 55 minutes ago, Redwo1f said: Also, just an FYI - been doing some standardized testing using the Remagen Benchmark (it's in the Hardware/Software forum) - but I also get a 3.4% increase to FPS using your cloud mod vs. stock. ? Given the wide variation in possibilities with the clouds I've found with my own work that getting any kind of consistent comparison to test frame rate isn't easy so I'd be curious to know exactly what/how much you've tested against what to arrive at any particular percentage change? Has this been a systematic like for like before/after test of each sky.ini file using missions prepared through the mission editor, or simply comparisons of whatever settings came up next through general game-play as I've found (and mentioned before) that within about +/- 5% is kind of the variation you get with the stock clouds anyway so without strict regulation/definition of a base line control it's very easy to get very different results each time you run such tests.
Redwo1f Posted December 2, 2019 Posted December 2, 2019 (edited) 5 minutes ago, HappyHaddock said: Given the wide variation in possibilities with the clouds I've found with my own work that getting any kind of consistent comparison to test frame rate isn't easy so I'd be curious to know exactly what/how much you've tested against what to arrive at any particular percentage change? Has this been a systematic like for like before/after test of each sky.ini file using missions prepared through the mission editor, or simply comparisons of whatever settings came up next through general game-play as I've found (and mentioned before) that within about +/- 5% is kind of the variation you get with the stock clouds anyway so without strict regulation/definition of a base line control it's very easy to get very different results each time you run such tests. No no, I am just meaning specifically the Remagen Benchmark. Running with stock clouds (everything being equal) vs the modded clouds here, for this particular test, I gained 3.4 % framerate increase on my average final framerate over the 3 min testing mark - that is all I am reporting Edited December 2, 2019 by Redwo1f 1
Marvel Posted December 3, 2019 Posted December 3, 2019 Hi Rowdy, I installed v7 and clouds are much better now! Thanks for your efforts! Ciao! M 1
JSOflyer69 Posted December 3, 2019 Posted December 3, 2019 I know your clouds are an improvement on stock ones, but can you tell the reason we get shimmering clouds,is it some dds files are to higher resolution? in the sky folder I have a sub folder summer and another sub folder textures,inside has lots off dds files they are very large in size, if they are such high resolution then why are the clouds in this sim not very good,is it much more complicated,I do know the devs said nothing can be done bar a new game engine! excuse my ignorance in this matter . is it a shaders issue?
rowdyb00t Posted December 3, 2019 Author Posted December 3, 2019 (edited) @meplanes1969 The shimmering is the noise amp. and I think the contrast in the ski.ini files. As for the dds files in textures, I think that the ones for the clouds are for the overcast.Then you have precipitation, sun, moon, stars, sun glare, etc. I didn’t include them in the mod but, there are more dds files in the summer and winter files. They are for cloud shape and cirrus clouds. If you’ve downloaded the overcast, I included the cloud maps in the summer folder. These are for the cloud design and how much they cover. I do think that we can squeeze a little more realism out of the sky yet. Edited December 3, 2019 by rowdyb00t
JSOflyer69 Posted December 3, 2019 Posted December 3, 2019 I can live with shimmering clouds, keep up the good work ?
rowdyb00t Posted December 3, 2019 Author Posted December 3, 2019 I noticed some shimmering in a few. I may have missed a line.
Goffik Posted December 10, 2019 Posted December 10, 2019 @rowdyb00t Sorry I never got back to you before, but it's been some time since I've been able to have a proper go on IL-2. I've just tried using your v7 clouds but something just isn't working right. Still getting the horrible jaggies on mid/distant clouds, and still getting very obvious banding even in Summer at 12 noon. I just don't get it because before the most recent patches and when I was using v2 of your mod, everything worked fine and looked fantastic. Given that others are not having issues to the same degree as I am, it must be a problem on my end rather than with your mod. I'm at a loss now so I'm just going to wipe everything, reinstall the game, and start from scratch.
Goffik Posted December 10, 2019 Posted December 10, 2019 Hey mate, I just found a little "bug" in part of your mod. In your Graphic Presets download there is a folder named LauScripts. It should be LuaScripts. Other than that, I am happy to report that a full reinstall did the trick! Something, somewhere must have gotten messed up thanks to all the patching and installing/uninstalling mods. Now I'm enjoying your clouds in all their glory with far less jaggies and almost no noticeable banding. Look fantastic, so I'm well happy. Thanks! 1
rowdyb00t Posted December 10, 2019 Author Posted December 10, 2019 @Goffik Thanks for the LuaScripts heads up! i also have redone some of the overcast, have you seen it a few posts up. 1
Goffik Posted December 10, 2019 Posted December 10, 2019 1 minute ago, rowdyb00t said: i also have redone some of the overcast, have you seen it a few posts up. Yep, saw that but haven't tried it yet. Now that everything else is working properly, it's next on the list.
SCG_motoadve Posted December 10, 2019 Posted December 10, 2019 2 hours ago, rowdyb00t said: @Goffik Thanks for the LuaScripts heads up! i also have redone some of the overcast, have you seen it a few posts up. You have a link for the newest one?
rowdyb00t Posted December 10, 2019 Author Posted December 10, 2019 @SCG_motoadve I was referring to the one that was posted already. He said that he had been away for a while. 1
JG_deserteagle540 Posted December 12, 2019 Posted December 12, 2019 @rowdyb00t Very nice work this V7 & the overcast, thanks! This is definitely a good improvement over the stock clouds & overcast! Are snow and rain also random with overcast selected? 1
rowdyb00t Posted December 12, 2019 Author Posted December 12, 2019 @JG_deserteagle540 The precipitation is random.
LizLemon Posted December 12, 2019 Posted December 12, 2019 Precipitation isn't random, its defined by weather.cfg in each maps scg folder.
rowdyb00t Posted December 12, 2019 Author Posted December 12, 2019 (edited) 40 minutes ago, LizLemon said: Precipitation isn't random, its defined by weather.cfg in each maps scg folder. It is random in the QMB. Edited December 12, 2019 by rowdyb00t
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