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Author Topic: graphics extender  (Read 84367 times)

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Rostic

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Re: graphics extender
« Reply #864 on: February 13, 2020, 01:26:45 PM »

stupid question but: where do I get cirrus textures for that random folder?

I also want to know that.

By the way. Game looks just unbelievable amazing! Great job!
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vpmedia

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Re: graphics extender
« Reply #865 on: February 13, 2020, 02:10:25 PM »

stupid question but: where do I get cirrus textures for that random folder?

https://ulozto.net/file/H9mS0AbWxGQX/cirrus-clouds-7z

Squashman

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Re: graphics extender
« Reply #866 on: February 13, 2020, 02:38:57 PM »

may I ask if you could make those textures available Squashman?

Certainly Griffon - just put the unzipped "il2ge_random_cirrus_textures"  folder into your IL2 root folder

http://www.mediafire.com/file/hp222xludaa06wa/il2ge_random_cirrus_textures.zip/file
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haxordie

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Re: graphics extender
« Reply #867 on: February 13, 2020, 02:39:52 PM »

The game does look nice with that.

Now if only there were high rez cirrus clouds. With HD true color that shouldn't be a problem.
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shardana

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Re: graphics extender
« Reply #868 on: February 13, 2020, 04:05:15 PM »

Unfortunately I'm not able to activate Atmosphere=precomputed,  It gets back  to the selector.Just a question is the precomputed setting power sensitive? I mean  maybe my pc is too weak?
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resistor

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Re: graphics extender
« Reply #869 on: February 13, 2020, 04:51:57 PM »

Could il2ge (or a setting) be causing the funky shadows behind smoke effects? Regular shadows are fine...but when you add smoke to the mix...







*move to the bug thread if you have to
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vpmedia

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Re: graphics extender
« Reply #870 on: February 14, 2020, 12:10:58 AM »

Try to enable 'Attempt stencil buffer' ingame.

https://s8.postimg.cc/uytt0lnjp/il2fb_2015_05_02_11_06_32_85.jpg

Griffon_301

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Re: graphics extender
« Reply #871 on: February 14, 2020, 02:18:47 AM »

thanks a lot for the files guys..will try them when I come home from work... :D
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slibenli

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Re: graphics extender
« Reply #872 on: February 14, 2020, 04:24:56 AM »

Unfortunately I'm not able to activate Atmosphere=precomputed,  It gets back  to the selector.Just a question is the precomputed setting power sensitive? I mean  maybe my pc is too weak?

It definitely puts more stress on the GPU.
What's your log output?

slibenli

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Re: graphics extender
« Reply #873 on: February 14, 2020, 04:25:41 AM »

Could il2ge (or a setting) be causing the funky shadows behind smoke effects? Regular shadows are fine...but when you add smoke to the mix...
*move to the bug thread if you have to

The smoke shadow is already a known bug.
The airplane shadows look wrong too though.
vpmedia could be on to something.

shardana

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Re: graphics extender
« Reply #874 on: February 14, 2020, 10:23:57 AM »

Code: [Select]
[Feb 14, 2020 5:20:18 PM] ------------ BEGIN log session -------------

[Feb 14, 2020 5:20:19 PM] ----------- Switched to pipe mode ----------
[2020-02-14 17:20:19.017] dT:    0 OpenGL provider: Opengl32.dll
[2020-02-14 17:20:32.494] dT:    0 OpenGL library:
[2020-02-14 17:20:32.494] dT:    0   Vendor: NVIDIA Corporation
[2020-02-14 17:20:32.494] dT:    0   Render: GeForce 820M/PCIe/SSE2
[2020-02-14 17:20:32.494] dT:    0   Version: 4.6.0 NVIDIA 389.12
[2020-02-14 17:20:32.494] dT:    0   Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[2020-02-14 17:20:32.494] dT:    0 Size: 1360x768
[2020-02-14 17:20:32.494] dT:    0 ColorBits: 32
[2020-02-14 17:20:32.494] dT:    0 DepthBits: 24
[2020-02-14 17:20:32.494] dT:    0 StencilBits: 8
[2020-02-14 17:20:32.494] dT:    0 isDoubleBuffered: true
[2020-02-14 17:20:32.526] dT:    0 DirectX Joystick NOT created: DirectX joystick driver: device not attached
[2020-02-14 17:20:32.922] dT:    0
[2020-02-14 17:20:32.922] dT:    0 *** Looking for Advanced CPU Instructions...
[2020-02-14 17:20:32.922] dT:    0 [x] PentiumPro
[2020-02-14 17:20:32.922] dT:    0 [x] Multimedia (MMX)
[2020-02-14 17:20:32.922] dT:    0 [x] 3D (SSE)
[2020-02-14 17:20:32.922] dT:    0 [x] 3D (SSE2)
[2020-02-14 17:20:32.922] dT:    0 [-] 3D (3DNow)
[2020-02-14 17:20:32.922] dT:    0 ColourBits 32, ABits 0, ZBits 24
[2020-02-14 17:20:32.927] dT:    0
[2020-02-14 17:20:32.928] dT:    0 *** Looking for Render API Extensions ...
[2020-02-14 17:20:32.928] dT:    0 [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2020-02-14 17:20:32.928] dT:    0 [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2020-02-14 17:20:32.928] dT:    0 [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2020-02-14 17:20:32.928] dT:    0 [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2020-02-14 17:20:32.928] dT:    0 [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2020-02-14 17:20:32.928] dT:    0 [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2020-02-14 17:20:32.928] dT:    0 [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2020-02-14 17:20:32.928] dT:    0 [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2020-02-14 17:20:32.928] dT:    0 [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2020-02-14 17:20:32.929] dT:    0 [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2020-02-14 17:20:32.929] dT:    0 [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2020-02-14 17:20:32.929] dT:    0 [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[2020-02-14 17:20:32.929] dT:    0 [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2020-02-14 17:20:32.929] dT:    0
[2020-02-14 17:20:32.929] dT:    0 Maximum texture size : 16384
[2020-02-14 17:20:32.929] dT:    0 Maximum simultaneous textures :4
[2020-02-14 17:20:32.929] dT:    0 MaxAnisotropic (1.0 = none) : 16.000000
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slibenli

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Re: graphics extender
« Reply #875 on: February 14, 2020, 11:37:10 AM »

Wrong log ;)
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