Advice for VGA & ingame settings [NVidia]
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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.
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for blurryness make sure to disable FSXAA or whatever its called, just use plain AA and AF.
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Nice read, makes me blur
I’m new with Nvidia, GTX960 and appreciate any help like this threat very much.
Any advice on which driver and the best way to install things?
TIA -
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.
You do realize that multi-core and hyperthread support are two completely autonomous things? Support for multicore doesn’t mean automatic hyperthread support.
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.
Basicaly, you said the same things as I did here.
for blurryness make sure to disable FSXAA or whatever its called, just use plain AA and AF.
FXAA is unsupported by all games save for the last say 2 years. It basically renders the frames in much higher resolution then downscales them to the preset one.
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You do realize that multi-core and hyperthread support are two completely autonomous things? Support for multicore doesn’t mean automatic hyperthread support.
Yes I do know the difference, multi-core is physical and HT is logical, and software needs to be aware of HT in order to use it. Since our OS is HT aware, I’m sure there is a way to address HT via APIs and apparently multi-core and HT are addressed as 1 entity specifically regarding the Nvidia driver settings…
Basicaly, you said the same things as I did here.
No, you CONCLUDED that only Vsync users should use triple buffering, but that isn’t true because it can help also with display extraction (where FPS loss can be even more critical because usually there is some loss for the display extraction itself).
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I set the graphical setting outside the BMS as I try to fight shimmering in my pit as much as possible. On my old rig/relativelly low res theese settings provide best visual results vs fps/fluid rendering. Normal weather + TGP ON around 40fps, in the weather 30fps. With 2x SGS AA important thing is set Texture Filtering Quality to High Performarce, otherwise fps would tank a LOT more in the weather/vertices vissible situations etc. If you find the fps hit too much, set Transparency supersampling to 2x superampling, then my fps are always about 40, bit cockpit is shimmering on some gauges. Hope it can help to somebody.
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- Just get Nvidia Inspector and forget that the default driver profile UI exists
Would you be so kind to post a screenshot of your inspector/BMS settings?
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I set the graphical setting outside the BMS as I try to fight shimmering in my pit as much as possible. On my old rig/relativelly low res theese settings provide best visual results vs fps/fluid rendering. Normal weather + TGP ON around 40fps, in the weather 30fps. With 2x SGS AA important thing is set Texture Filtering Quality to High Performarce, otherwise fps would tank a LOT more in the weather/vertices vissible situations etc. If you find the fps hit too much, set Transparency supersampling to 2x superampling, then my fps are always about 40, bit cockpit is shimmering on some gauges. Hope it can help to somebody.
Does mipmapping and linear map filtering have any positive effect to any VGA? I tried to use on wit both NVida and ATI card and for both caused texture issuse as in 1st post but in much more serious scale.
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- Extension limit is OpenGL stuff ONLY!!!
- 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.
I didnt get the recommendation. Do you advise to switch it on or off?
You say Falcon BMS is not an OpenGL. So do I need to turn threaded optimization on and extension limit to off?
On my machine this setup gives 1 fps higher result (than vise versa):
extension limit On
Threaded optimization off -
I didnt get the recommendation. Do you advise to switch it on or off?
You say Falcon BMS is not an OpenGL. So do I need to turn threaded optimization on and extension limit to off?
On my machine this setup gives 1 fps higher result (than vise versa):
extension limit On
Threaded optimization offThreaded optimization can be (by my discussion with I-Hawk) either Auto or On, Extension limit is on only for OpenGL applications. Falcon 4 is DirectX, so it stays off.
I’ll post my NVidia Inspector settings a bit later, my PC’s RAM died last week so I couldn’t do it until now.
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The BMS/NvidiaInspector setup for my GTX570 (driver version 355.82 on Win10 x64):
1. In BMS:
- Multisampling Off
- Anisotropic Filtering Off
- Mipmapping On
- Linear Mipmapping On
- Texel Bias On
- HDR sliders to the left (personal preference!)
2. In NvidiaInspector:
Note: IIRC, you need to create a new profile for Falcon BMS.
Anti-Aliasing Mode: Override
Anti-Aliasing Seting: 8xQAnisotropic Filtering Mode: User-Defined
Anisotropic Filtering Setting: 16xNegative LOD Bias: Clamp
Texture Filtering: High QualityMulti-Display Acceleration: Single Display Performance Mode (only one monitor here)
Power Management Mode: Prefer Maximum Performance(The rest is default.)
Looks totally okay to me. I think disabling HDR helps with higher anti-aliasing settings as well. No notable slowdowns over the FLOT or in the circuit.
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I noticed BMS multisampling quality is better then with Nvidia’s standard cp. (More edges)
How does quality compare multisampling BMS vs Nvinspector’s ? -
My own settings. Mind you, my PC isn’t the best in the world, so I don’t have everything set up as such. The only NVidia Inspector settings I’d change would be the AA set to 4xS and the transparency AA Multisampling turned off and set at 2x supersampling (ideally, transparency AA should always be equal or half of the main AA setting - and ignore the sparse grid supersample stuff, with F4’s engine it’s pretty much pointless overkill).