greycap.raf
Charter Member
Those wingtip trails of the B5N look very interesting. Something not publicly available yet, or am I just blind?
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The Staff of SOH
No, on my system even 4096 can be used without any negative effects.
I'm running a 4.6 GHz 8 core I7,with 16 Gb memory, at 3440 x 1440 with a 4Gb GTX 980 at 75-100 fps (Gsync) using 4X Multisampling for AA, and 4X SGSSAA for Transparency (eliminates shimmering). Increasing to 8X and 8X cuts my framerate to 40-60 fps. If I check the GPU memory usage it never goes above about 1GB when the game is running, so texture size is not really an issue. The system is now all on SSD versus the Hard drives I was running until last fall, but other than the initial game loading times, I haven't noticed any improvements in performance from that.
The only unresolved issue I have is micro-stuttering caused by a high density of ground objects when viewed perpendicular to the direction of aircraft movement (view from the side when flying low and fast). As far as I can tell this is related to how they blit the memory in the code for scrolling the image left and right across the screen space. It seems that they don't use the graphics memory for that, and the cpu regularly skips a beat when the memory blocks that are changing reach some limit in the code. Looking straight ahead, flying slower, or higher up, or reducing the number of ground objects being displayed all seem to reduce or eliminate the hitching problem
Hi Major,I'm still trying to repopulate my PTO install that was lost in the big computer crash I had last year. This was a quick transfer of the stock MkIb Typhoon to Australian service using AI Gigapixel to increase the resolution of the skin texture, and a hex edit of the m3d to add AnKor's reflectivity.
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There's a function in the TextureMagic.ini file you might be able to take advantage of to do this.
[NightSprite] ; Sprites which are drawn (fullbright) only when the world light is below the certain threshold set in d3d8.ini
piston_exhaust_n.dds
Just add the associated texture file name from your searchlight.
The other option would be to use the .+nlight function.