Shaky view of wires and fences

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Blackspots
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Re: Shaky view of wires and fences

#11 Post by Blackspots » 30 Nov 2019 17:20

Maybe you guys should turn off depth of field
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jackbus
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Re: Shaky view of wires and fences

#12 Post by jackbus » 03 Dec 2019 00:29

my computer can just run smooth (30fps) on 200 scaling and middle SMAA.

actually should I:
- 400 scaling, off SMAA
- 100 scaling, ultra SMAA
- balance, like I did for now
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Re: Shaky view of wires and fences

#13 Post by BenganJ » 08 Dec 2019 16:02

@yannis

Could you please post your Nvidia Control Panel settings for ETS2/ATS here?
And your Global settings there too? Thanks in advance! :D

EDIT: BTW, what's the difference between NCP DSR 4x and in-game 400%?
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Re: Shaky view of wires and fences

#14 Post by spinner66 » 12 Dec 2019 05:25

I can select DSR settings (and smoothness) in the global settings tab of NCP but when I select the ETS2 profile , DSR is not there.

So I set global DSR to 4X and can't see any difference in game.
I would be interested to hear from others that are using it successfully to minimise the shimmering. What driver version and GPU are you using ?

Currently I run a 1440 monitor at 60 hz , 400% scaling , SMAA ultra. It's only objects in the distance that get the ugly shimmering effect.
SMAA doesnt seem to provide better AA than the old method , my guess is that its more efficient though so hopefully in future we can utilise even higher settings ?
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Re: Shaky view of wires and fences

#15 Post by BenganJ » 12 Dec 2019 08:02

@spinner66

Are you in-game selecting the new higher resolution created by activating the DSR in NCP?
You should have a new resolution, which is 2x higher in both X and Y.
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spinner66
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Re: Shaky view of wires and fences

#16 Post by spinner66 » 13 Dec 2019 09:48

Thanks BenganJ , I knda forgot about that bit :oops:

I got it working but with disappointing results. The smoothness fuction seemed to have more effect on the jaggies than the resolution changes and even at 4X (5120 X 2880) and 50% smoothness , the shimmering was still noticeable on fences.
The other negative to DSR was that the overall image quality seemed to be worse , the shadows , colours , reflections etc.
AND , at night , headlights had no effect except illuminate roadsigns. Not the road or the environment , AI traffic , nothing ! Add to that , around 15FPS loss.

A worthwhile experiment I guess :lol:
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Re: Shaky view of wires and fences

#17 Post by BenganJ » 13 Dec 2019 10:11

@spinner66

Yes, I have kind of given up on AA in 1.36 with only DSR and postprocessing AA methods to work with.
I have, like you, tried NCP 4x DSR PLUS 400% in-game DSR (Scaling) PLUS SMAA at Ultra. That is 4x
the X AND Y resolution for my native 1920x1080 i.e. 7680x4320 with FULL SMAA on. Not even near
what we had with NPI and DX9. The power lines and phone lines are OK, but those are trivial cases,
totally isolated thin objects. The flickering is so bad that people suffering from epileptic seizures
ought not to play this game.
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Re: Shaky view of wires and fences

#18 Post by BenganJ » 13 Dec 2019 10:35

@yiannis

And changing the following parameter from default 400 to 900 meters doesn't help?

Code: Select all

uset r_mirror_view_distance "900"
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Re: Shaky view of wires and fences

#19 Post by BenganJ » 13 Dec 2019 11:16

@yiannis

Yes, but it won't be good if the vehicle isn't displayed at all in the mirror, because it's too far away!
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j7n
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Re: Shaky view of wires and fences

#20 Post by j7n » 17 Sep 2021 05:00

Why aren't textures with alpha channel used for fences and thin or flat objects in the sky, so distant that they can't be approached? This would allow to fade them in smoothly with mip-map for free. I noticed only one depot (Posped) with an alpha fence. The rest are cut out with 1-bit transparency. Seems like little effort has gone into compromising for lower resolutions: no LODs, no visible draw distance.
Last edited by j7n on 18 Sep 2021 03:18, edited 1 time in total.
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