Advice for VGA & ingame settings [NVidia]
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Generally from this wiev everythings looks fine but if you check runways and texures…What should I set on Nvidia control panel and ingame not see to black lines in texutres and blurry textures?
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[What should I set on Nvidia control panel and ingame not see to black lines in texutres and blurry textures?
??? both pics look ok.](What should I set on Nvidia control panel and ingame not see to black lines in texutres and blurry textures?
??? both pics look ok.)
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@Molni
just curious, did you enabled the motion blur option in your config file ? (g_bUseMotionBlurShader 1)
BB
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Try enforcing ‘Anisotropic filtering’ for the BMS application.
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@Bad:
@Molni
just curious, did you enabled the motion blur option in your config file ? (g_bUseMotionBlurShader 1)
BB
Nope.
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Try enforcing ‘Anisotropic filtering’ for the BMS application.
Both AF and AA are on max and ingame is also on. The anoter two optin below ingame AF are OFF because it makes more worse the textures. I do not know why that options are in game. For me with 2 different VGA just made worse the look.
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??? both pics look ok.
Are lots of black horizontal lines at end of runway and blurra part and hard transition on 3rd pic and jagged line on first?
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Molni I’m on a GTX-780 and using this setup in Nvidia control panel:
This setup should basically put all settings on quality optimization rather than performance, so picture should be “sharper”.
Also I’m using Multi-Sampling x 7 in BMS UI but I think anything above 2-3 will be good enough. -
Thx. I try it.
NVidia control panel is Hungarian and I can’t change to English, is simply no option for it… -
What about setting for getting UI with original resolution? Since a GFX update my UI filles the whole screen (1920x1080). It is very disturbing. The funny thing I accidentally started a record with Shadowplay and it recored in original resolution without distorsion.
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No such thing AFAIK, if you run Full screen then the UI is filling the screen, same here. I usually run Windowed because of external displays but in Full screen it’s same as yours.
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i switch Anisotropic filering from “application-controlled” to “2X” in Nvidia control settings and get a boots on 10-12FPS
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Molni I’m on a GTX-780 and using this setup in Nvidia control panel:
……
Thanks for that. I went through and compared my settings and most were similar. BUT …. I found that Triple Buffering was on in the card AND in the game. Turned the in-game one off and picked up 10 - 12 FPS, from ~35 - 40 FPS at the FLOT (Campaign Day 1) to ~48 - 52 FPS.
I once found the same with anti-aliasing … had it on in the GPU AND in game. Turned one off, and FPS jumped up a lot.
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i switch Anisotropic filering from “application-controlled” to “2X” in Nvidia control settings and get a boots on 10-12FPS
Seems to be confirmed on my side! Thank you for tip!!!
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I cant force such settings… for some reason my nVidia control panel needs to add Falcon BMS each time, and whenever falcon is running, the control panel loses its settings which are supposedly overriding the application.
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Hi guys just a heads up that if you are switching between 64bit and 32bit for any reason you will need to setup config through Nvidia Control Panel for both exe’s if you dont want to spend half a day trying to figure out why Vsync doesnt work in multiplayer!
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Just get Nvidia Inspector and forget that the default driver profile UI exists
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Never, ever change the global driver profile in either NVidia Inspector or the Driver UI
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My suggestion would be to just simply force AA of 4xS on 1080p screens, 8xS on 1440p anything more is just simply overkill on such resolutions, and set AF to 16x
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Extension limit is OpenGL stuff ONLY!!!
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Threaded optimization is Intel or AMD Hyperthreading related. This shouldn’t be used with OpenGL apps, which Falcon 4 isn’t, I’m mentioning it just for reference sake.
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Turn on Tripple buffering if VSync is on.
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Falcon 4 also has no use of FXAA, Gamma correction off, Negative LOD bias Clamped
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- My suggestion would be to just simply force AA of 4xS on 1080p screens, 8xS on 1440p anything more is just simply overkill on such resolutions, and set AF to 16x
TBH I don’t get this advice, you are suggesting people to use higher AA level when on higher resolutions? Actually higher resolution should be less jaggy than lower, so it actually will not require higher AA as lower…
Using Multi-Sampling within BMS UI is better than using AA in driver level, at least here. I tested it many times, and I have a sharp eye to notice picture quality, the internal MS gave me better quality than equivalent AA settings forced by driver.
- Threaded optimization is Intel or AMD Hyperthreading related. This shouldn’t be used with OpenGL apps, which Falcon 4 isn’t, I’m mentioning it just for reference sake.
You mean Multi-Core or Hyperthreading, which is basically almost anything today. This setting should stay on Auto as far as I know.
- Turn on Tripple buffering if VSync is on.
Don’t confuse people!! Also it better be on for people that use extraction to other displays. Please read the BMS config editor comments, people who wrote them had a good reason.
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TBH I don’t get this advice, you are suggesting people to use higher AA level when on higher resolutions? Actually higher resolution should be less jaggy than lower, so it actually will not require higher AA as lower…
Using Multi-Sampling within BMS UI is better than using AA in driver level, at least here. I tested it many times, and I have a sharp eye to notice picture quality, the internal MS gave me better quality than equivalent AA settings forced by driver.
Actually, no. the xS type AA is a combined Multi and Supersampling mode, that looks better and is less hardware intensive as it’s counterpart Supersampling one (keep in mind that Supersampling is 4 times as hardware intensive as it’s counterpart Multisampling setting). It is hidden in the default driver setup UI.
AA setting is basically dependent on resolution (quality-wise, hence why the suggestion is 4xS for 1080p, and 8xS for 1440p, higher resolutions really negate it’s need since the pixel density is so big it doesn’t matter). Of course, higher or lower settings for the resolutions are at your discretion, I just gave the optimums for the two most common resolutions generally found in games nowadays.
Try to set it up through Nvidia Inspector (the 2xS, 4xS and the 8xS only if you run a 1440p monitor) and turn off the in-game one and if you gain FPS keep it, if not, force it in Falcon 4.
You mean Multi-Core or Hyperthreading, which is basically almost anything today. This setting should stay on Auto as far as I know.
Hyperthreading adds logical cores (in a case of a 4 core CPU that has it, it reads as 4 physical and 4 logical cores). It’s still in it’s essence a multicore CPU. Falcon 4 is too old of a program to utilize it unless the BMS team added that support that I’m unaware of.
Hyperthreading support is it’s own tech in this regard, so unless BMS utilizes it it should be off. The only rule where it should be off all the time is with OpenGL apps.
Don’t confuse people!! Also it better be on for people that use extraction to other displays. Please read the BMS config editor comments, people who wrote them had a good reason.
The thing here is that tripple buffering is something that has to be on only if vsync is on because it is designed to work in unison with it, and never on it’s own.
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Actually, no. the xS type AA is a combined Multi and Supersampling mode, that looks better and is less hardware intensive as it’s counterpart Supersampling one (keep in mind that Supersampling is 4 times as hardware intensive as it’s counterpart Multisampling setting). It is hidden in the default driver setup UI.
AA setting is basically dependent on resolution (quality-wise, hence why the suggestion is 4xS for 1080p, and 8xS for 1440p, higher resolutions really negate it’s need since the pixel density is so big it doesn’t matter). Of course, higher or lower settings for the resolutions are at your discretion, I just gave the optimums for the two most common resolutions generally found in games nowadays.
Try to set it up through Nvidia Inspector (the 2xS, 4xS and the 8xS only if you run a 1440p monitor) and turn off the in-game one and if you gain FPS keep it, if not, force it in Falcon 4.
I already checked the “S” versions with Nvidia inspector and wasn’t really impressed by it, the in-game multi-sampling is better for me and as long as my card can hold the price, I will use it.
Hyperthreading adds logical cores (in a case of a 4 core CPU that has it, it reads as 4 physical and 4 logical cores). It’s still in it’s essence a multicore CPU. Falcon 4 is too old of a program to utilize it unless the BMS team added that support that I’m unaware of.
Hyperthreading support is it’s own tech in this regard, so unless BMS utilizes it it should be off. The only rule where it should be off all the time is with OpenGL apps.
Hyper threading and multi core is used by BMS because BMS is a multi threaded application, if you go to task-manager you will be able to see that BMS utilizing all the cores to SOME level. The fact that BMS isn’t utilizing all cores to FULL load is because of the code wasn’t designed for muti-core and converting it to take full advantage of the processing power of modern CPUs, is a long way.
The thing here is that tripple buffering is something that has to be on only if vsync is on because it is designed to work in unison with it, and never on it’s own.
Triple buffering isn’t related to VSync only, but it is true that VSync is a good candidate to take advantage of it because triple buffering can improve FPS by not waiting for the monitor between frames (which Vsync is actually forcing) because the HW can write to the 3rd back buffer while the 1st is the currently presented and the 2nd isn’t available cause of VSync.
That’s also why Triple buffering is suitable for people that extracting displays to more monitors than 1, it allows the HW to write faster by decreasing wait times when coming to write to back buffers.
Triple buffering is good for such purposes but it does cost more VRAM, so if one has low-memory cards, he maybe better not use it because the swapping of VRAM may be more costly than the double-buffering wait times.