• Guest Please check out the Help Wanted thread in Ickie's NewsHawks.
    The future of the Outhouse depends on you!
    Help Wanted

This Could Be Very Interesting - AnKor's Shaders

Moving CFS3 Ankors Installation

Morning,iv`e just moved my CFS3 Rev 5 Ankors installation from Program Files(X86) to my C drive where my FSX and FS2004 sims are installed and my stuttering is 90% better,i think the 8 gig RAM increase is noticeable,please comment as i`m looking at a new CPU namely a Intel Core i5 7600K which i reckon will be the answer to all performance ills!
alcanallen.
 
CFS3 was really not designed to take advantage of a lot of ram (only ever uses about 1Gb), but your new surplus may provide room for other things to be going on now that had been causing the CPU to stutter for lack of memory.

I'm running an i7 7700K overclocked to 4.6 Ghz and I can still make CFS3 stutter if I push the scenery and texture budget parameters too high, so it's really a matter of tuning everything to match the limits of your system. I recently discovered that stubborn stuttering could be relieved by lowering the PatchPixelDim parameter in compositetexturebudgets.xml, but that can have image quality side effects so it needs to be done with that in mind.

It's also a matter of the circumstances. Flying very fast at low altitude over a large city or an airfield can cause issues that even just a few thousand feet of altitude will cure.
 
PatchPixelDim="512"

Thanks Andy found the xml, does that end # have an effect too? iv`e lowered "512" by 50 and will test later.<Budgets PatchPixelDim="512" MinPatchDimUseThumb="16384">
Please let us know of any other tweaks for lower range rigs,
OS Windows 7 home premium 64 bit
Mother board Gigabyte B85M-HD3
Procesor i5-4670@3.4 GZh
Ram 8 Gig
G Card AMD Radeon HD 6900
John.
 
I run DX11 .Is Ankor's shaders compatible with it and what sweetfx do i need for it to work ? This mod seems awfully tedious to install and a lot of tweaking to get it to work right. This is really intimidating to install and get to work. Don't know if it is above my pay scale to do. After reading many post i think i'll just wait till WOTR is released to enjoy. Have WOFF-UE and enjoy it greatly and i'm sure WOTR will be just as stunning . More of a player and not much into modding individual files. Will try it out on a stock install first and experiment with it if need be. Any help will be appreciated . Got ETO and all the other expansions working correctly so i'm not a total dummy but all the modding seems daunting ! Regards,Scott
 
yeah, one CFS3 gfx mega mod variable is good enough, I would say, Scott ;) yet, SweetFx, ENB or such graphical enhancements are basically just cosmethic improvements (screen blur, bloom, color tone etc.). as far only Ankor Shaders adds dynamic object shadows and many many other great things.

unfortunatelly, after a few years, Ive installed latest public Ankors Shader package into my CFS3 which "butchered" all my other CFS3 game installations (just full folder clones) too, because all they use same configoverride set at windows user App Data. so I lost all the bloody set previous game tweaks at once. I didnt realised it. I didnt bothered to solve it yet. using WinXp btw.
 
I would be a little worried using XP now as it isn't supported plus win7 and 10 are actually quire good. I still have my XP machine next to me to keep a lot of old stuff but I keep it off unless needed.
 
yes, could be bit strange to use WinXP these days, but as a racesim and flightsim stuff creator of old(er) games there still is no reason to refresh all the development tools on something else. yet, I dont play games anymore and the modding hobby spends a lot of my free time ;) however, having a multiboot to Win7, just because of the hated Steam and his few racesims which requests that OS, but its a secondary boot which I dont use too much often ;)

needs to note the "modding PC" is not the only computer at my home or at work of course... ;)
 
I have W10 64 bit and a old nvidia gfx 660 . I have trying to install in my cfs3 folder the Ankors shaders 170118 , but whitout lucky , run only in 800x600 16 bit , and in this mode , i see only the runway , not have terrain . sorry for my poor english and someone can help me ?
 
I did and as I said in reply, the most informed person to help you would be MajorMagee who also knows a hell of a lot more about PC's than I do. Try me as a last resort!
 
Hard to tell what could it be. Maybe a driver issue?

GTX 660 should be perfectly ok, back when I started working on these shaders I had GTX 285 1GB made in 2009.

Make sure you've installed the latest version of DirectX 9, available here: https://www.microsoft.com/en-us/download/details.aspx?id=8109

What seems weird is that you are using 16-bit mode. It is not supported by DX9 shaders and (if I remember it correctly) should not even appear in CFS3Config, only 32 bit modes should be visible.

Can you find d3d8.log in your CFS3 folder and post its contents here? It is just a text file which will open in Notepad (and Windows will likely show it simply as "d3d8" with an icon like a text file)
 
Hard to tell what could it be. Maybe a driver issue?

GTX 660 should be perfectly ok, back when I started working on these shaders I had GTX 285 1GB made in 2009.

Make sure you've installed the latest version of DirectX 9, available here: https://www.microsoft.com/en-us/download/details.aspx?id=8109

What seems weird is that you are using 16-bit mode. It is not supported by DX9 shaders and (if I remember it correctly) should not even appear in CFS3Config, only 32 bit modes should be visible.

Can you find d3d8.log in your CFS3 folder and post its contents here? It is just a text file which will open in Notepad (and Windows will likely show it simply as "d3d8" with an icon like a text file)

Thank you , AnKor for your support and this is my log file.

0.00: DllMain - Starting up.
98.08: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
98.09: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
98.09: D3DWrapper::CreateDevice - NVIDIA GeForce GTX 660 (Driver Version: 24.21.13.9924)
98.09: D3DWrapper::CreateDevice - Hardware Vertex Processing
98.09: D3DWrapper::CreateDevice - Adapter: 0, Type: 1, Flags: 0x42
98.09: D3DWrapper::CreateDevice - Windowed: 0, Width: 1920, Height: 1080, Refresh: 0, Format: 22, Multisampling: 0
98.09: D3DWrapper::CreateDevice - AutoDepthStencilFormat: 75
98.09: D3DWrapper::CreateDevice - SwapEffect: 3, PresentationInterval: 0
98.68: FakeDevice::FakeDevice - Available Texture Memory 4072 MB
98.68: FakeDevice::FakeDevice - cfs3.exe version: 3.1.0.30203
98.68: FakeDevice::FakeDevice - Patching external FOV: 30 (0.523599)
98.68: FakeDevice::FakeDevice - Patching visibility culling.
98.68: EffectBase::CheckShaderCache
98.70: VirtualCockpit::EnableEnhancements - Patching cockpit view.
98.70: VirtualCockpit::EnableEnhancements - Zoom Settings: 0.800000 1.250000 10.000000
98.70: VirtualCockpit::EnableEnhancements - Mouse Look Speed: 1.000000
98.70: LightArray::ApplyPatch - Patching maximum dynamic light count.
98.70: DrawRecorder::DrawRecorder - Starting worker threads.
98.70: WorkerThread::WorkerThread - Number of Processors: 4
98.74: ModelBuffer::Init - SSE4.1 NOT available
98.74: ModelBuffer::CreateBuffers - Capacity = 600000
98.74: ModelBuffer::Init - Available Texture Memory 4050 MB
98.74: Models::OnInit - Shadow Map Size: 2048, Filter: On
98.75: Models::OnInit - Available Texture Memory 4002 MB
98.75: DrawRecorder::Init - Scenery Shadow Map Size: 8192
98.75: DrawRecorder::Init - Terrain Shadow Map Size: 2048
98.75: DrawRecorder::Init - Available Texture Memory 3890 MB
98.75: DrawRecorder::StartCompileShaders
98.75: CompileShaders - Starting.
98.75: SeaWater::CompileShaders - Sea: Light
98.75: CompileShaders - Finished.
108.57: EffectBase::CreateEffect - Loading: Texture.fx
108.59: TextureManager::Init - Loading TextureMagic.ini
113.12: DrawRecorder::LoadShaders
113.12: EffectBase::CreateEffect - Loading: Generic.fx
113.14: EffectBase::CreateEffect - Loading: GroundShadow.fx
113.15: SeaWater::LoadShaders - Sea: Light
113.15: EffectBase::CreateEffect - Loading: SeaWater.fx
113.17: EffectBase::CreateEffect - Loading: Scenery.fx
113.21: EffectBase::CreateEffect - Loading: Terrain.fx
113.28: EffectBase::CreateEffect - Loading: Clouds.fx
113.29: EffectBase::CreateEffect - Loading: Skybox.fx
113.29: EffectBase::CreateEffect - Loading: Models.fx
113.32: EffectBase::CreateEffect - Loading: RenderShadows.fx
113.32: DrawRecorder::LogStats - T:0.9 (0.0 0) MD:0 (0.00) SC:0 TE:0 CL:0 (0;0) SP:0 SH:0 UI:0 Oth:0 LT:0
113.70: DrawCalls buffer resized to 1024
113.70: GeometryBuffer::populateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768

after the last line , of course , CTD.
 
Thanks.
Nothing really wrong in the log.
However, could it be that you have set "Safest Settings" in cfs3config? This option may be incompatible with DX9 shaders.
Try selecting "Default Settings" there and see if it helps.
 
Default setting and CTD in loading game

0.00: DllMain - Starting up.
32.93: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
32.93: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
32.93: D3DWrapper::CreateDevice - NVIDIA GeForce GTX 660 (Driver Version: 24.21.13.9924)
32.93: D3DWrapper::CreateDevice - Hardware Vertex Processing
32.93: D3DWrapper::CreateDevice - Adapter: 0, Type: 1, Flags: 0x42
32.93: D3DWrapper::CreateDevice - Windowed: 0, Width: 800, Height: 600, Refresh: 0, Format: 22, Multisampling: 0
32.93: D3DWrapper::CreateDevice - AutoDepthStencilFormat: 75
32.93: D3DWrapper::CreateDevice - SwapEffect: 1, PresentationInterval: 0
34.14: FakeDevice::FakeDevice - Available Texture Memory 4090 MB
34.14: FakeDevice::FakeDevice - cfs3.exe version: 3.1.0.30203
34.14: FakeDevice::FakeDevice - Patching external FOV: 30 (0.523599)
34.14: FakeDevice::FakeDevice - Patching visibility culling.
34.14: EffectBase::CheckShaderCache
34.14: VirtualCockpit::EnableEnhancements - Patching cockpit view.
34.14: VirtualCockpit::EnableEnhancements - Zoom Settings: 0.800000 1.250000 10.000000
34.14: VirtualCockpit::EnableEnhancements - Mouse Look Speed: 1.000000
34.14: LightArray::ApplyPatch - Patching maximum dynamic light count.
34.14: DrawRecorder::DrawRecorder - Starting worker threads.
34.14: WorkerThread::WorkerThread - Number of Processors: 4
34.18: ModelBuffer::Init - SSE4.1 NOT available
34.18: ModelBuffer::CreateBuffers - Capacity = 600000
34.18: ModelBuffer::Init - Available Texture Memory 4069 MB
34.19: Models::OnInit - Shadow Map Size: 2048, Filter: On
34.19: Models::OnInit - Available Texture Memory 4021 MB
34.19: DrawRecorder::Init - Scenery Shadow Map Size: 8192
34.19: DrawRecorder::Init - Terrain Shadow Map Size: 2048
34.19: DrawRecorder::Init - Available Texture Memory 3909 MB
34.19: DrawRecorder::StartCompileShaders
34.19: CompileShaders - Starting.
34.20: SeaWater::CompileShaders - Sea: Light
34.20: CompileShaders - Finished.
34.95: EffectBase::CreateEffect - Loading: Texture.fx
34.96: TextureManager::Init - Loading TextureMagic.ini
36.48: DrawRecorder::LoadShaders
36.48: EffectBase::CreateEffect - Loading: Generic.fx
36.49: EffectBase::CreateEffect - Loading: GroundShadow.fx
36.49: SeaWater::LoadShaders - Sea: Light
36.49: EffectBase::CreateEffect - Loading: SeaWater.fx
36.51: EffectBase::CreateEffect - Loading: Scenery.fx
36.54: EffectBase::CreateEffect - Loading: Terrain.fx
36.59: EffectBase::CreateEffect - Loading: Clouds.fx
36.59: EffectBase::CreateEffect - Loading: Skybox.fx
36.60: EffectBase::CreateEffect - Loading: Models.fx
36.62: EffectBase::CreateEffect - Loading: RenderShadows.fx
36.63: DrawRecorder::LogStats - T:0.7 (0.0 0) MD:0 (0.00) SC:0 TE:0 CL:0 (0;0) SP:0 SH:0 UI:0 Oth:0 LT:0
57.72: DrawCalls buffer resized to 1024
57.72: GeometryBuffer::populateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768



Ankor you have a pm , thank you
 
0.00: DllMain - Starting up.
3.80: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
3.80: D3DWrapper::GetAdapterDisplayMode - 1920, 1080, 60, 22
3.80: D3DWrapper::CreateDevice - NVIDIA GeForce GTX 660 (Driver Version: 24.21.13.9924)
3.80: D3DWrapper::CreateDevice - Hardware Vertex Processing
3.80: D3DWrapper::CreateDevice - Adapter: 0, Type: 1, Flags: 0x42
3.80: D3DWrapper::CreateDevice - Windowed: 0, Width: 1920, Height: 1080, Refresh: 0, Format: 22, Multisampling: 0
3.80: D3DWrapper::CreateDevice - AutoDepthStencilFormat: 75
3.80: D3DWrapper::CreateDevice - SwapEffect: 1, PresentationInterval: 0
4.44: FakeDevice::FakeDevice - Available Texture Memory 4072 MB
4.44: FakeDevice::FakeDevice - cfs3.exe version: 3.1.0.30203
4.44: FakeDevice::FakeDevice - Patching external FOV: 30 (0.523599)
4.44: FakeDevice::FakeDevice - Patching visibility culling.
4.44: EffectBase::CheckShaderCache
4.44: VirtualCockpit::EnableEnhancements - Patching cockpit view.
4.44: VirtualCockpit::EnableEnhancements - Zoom Settings: 0.800000 1.250000 10.000000
4.44: VirtualCockpit::EnableEnhancements - Mouse Look Speed: 1.000000
4.44: LightArray::ApplyPatch - Patching maximum dynamic light count.
4.44: DrawRecorder::DrawRecorder - Starting worker threads.
4.44: WorkerThread::WorkerThread - Number of Processors: 4
4.48: ModelBuffer::Init - SSE4.1 NOT available
4.48: ModelBuffer::CreateBuffers - Capacity = 600000
4.48: ModelBuffer::Init - Available Texture Memory 4050 MB
4.49: Models::OnInit - Shadow Map Size: 2048, Filter: On
4.49: Models::OnInit - Available Texture Memory 4002 MB
4.49: DrawRecorder::Init - Scenery Shadow Map Size: 8192
4.49: DrawRecorder::Init - Terrain Shadow Map Size: 2048
4.49: DrawRecorder::Init - Available Texture Memory 3890 MB
4.49: DrawRecorder::StartCompileShaders
4.49: CompileShaders - Starting.
4.49: CompileShaders - Finished.
4.59: EffectBase::CreateEffect - Loading: Texture.fx
4.60: TextureManager::Init - Loading TextureMagic.ini
5.30: DrawRecorder::LoadShaders
5.30: EffectBase::CreateEffect - Loading: Generic.fx
5.31: EffectBase::CreateEffect - Loading: GroundShadow.fx
5.31: EffectBase::CreateEffect - Loading: SeaWater.fx
5.33: EffectBase::CreateEffect - Loading: Scenery.fx
5.36: EffectBase::CreateEffect - Loading: Terrain.fx
5.41: EffectBase::CreateEffect - Loading: Clouds.fx
5.42: EffectBase::CreateEffect - Loading: Skybox.fx
5.42: EffectBase::CreateEffect - Loading: Models.fx
5.44: EffectBase::CreateEffect - Loading: RenderShadows.fx
5.45: DrawRecorder::LogStats - T:0.9 (0.0 0) MD:0 (0.00) SC:0 TE:0 CL:0 (0;0) SP:0 SH:0 UI:0 Oth:0 LT:0
5.51: DrawCalls buffer resized to 1024
5.51: GeometryBuffer::populateBuffers - Resize Vertex Buffer FVF = 0x1C4, Size = 32768
10.93: WaterBuffer::AddIndexed - Realloc Vertex Capacity: 16384
10.93: WaterBuffer::AddIndexed - Realloc Index Capacity: 16384
10.93: ModelDrawData buffer resized to 512
11.06: GeometryBuffer::populateBuffers - Resize Vertex Buffer FVF = 0x142, Size = 524288
11.06: GeometryBuffer::populateBuffers - Resize Index Buffer FVF = 0x142, Size = 16384
11.07: SeaWater::SetupNormals - Normal Map #1: 256 x 256
11.09: WaterBuffer::populateBuffers - Water Vertex Buffer, Capacity = 16384
11.09: WaterBuffer::populateBuffers - Water Index Buffer, Capacity = 16384
11.15: GeometryBuffer::populateBuffers - Resize Vertex Buffer FVF = 0x102, Size = 32768
11.15: GeometryBuffer::populateBuffers - Resize Index Buffer FVF = 0x102, Size = 16384
19.25: DllMain - Exiting

Now run , but can't move the graphic setting slider on full quality , becouse give me a graphic error
 
I was doing some restoration work in my base install of CFS3 and wondered why I wasn't seeing the same level of glass reflectivity that I was getting in ETO. Both had AnKor's Shaders installed, but there were other file differences (sky, sun and weather related files, suneffect.xml, shader.xml, etc.). I kept changing the ones in the base install to match what was in ETO, with no effect, until I tried the panoramic_cubic_test.dds, and viola that was it.

Back when we first started developing the new shaders in 2015 the panoramic_cubic_test file was key to simulating some of the water reflection effects we were trying to show. Over time most of that was done directly within the environment and the importance of panoramic_cubic_test faded. Evidently it still has an important part to play.

The default panoramic_cubic_test.dds that comes with the game was not laid out correctly, in that the Up, Down, Left, Right sequence was done improperly. I've never provided the improved panoramic_cubic_test.dds I created with the Shader packages, but now perhaps it looks like I should have.

p.s. Now I wonder if this had anything to do with the differences in the B-17 reflectivity we were recently trying to figure out.

p.p.s. I see that my improved set of panoramic files was included within the MAW 1943 install package, so many of you have them already.
 
Last edited:
Back
Top