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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#151 |
Captain
![]() Join Date: Apr 2002
Posts: 530
Downloads: 12
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So I'm confused. Everyone's talking about FSAA but nobody says how to enable it. I checked my video control panel and see I can specify a program and set up custom settings. But I'm not sure what I need to specify. Anyone have a list of parameters that commonly need to be set or tweaked?
Thanks
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#152 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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They don’t think it be like it is, but it do. Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here. |
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#153 |
Weps
![]() Join Date: Aug 2005
Posts: 351
Downloads: 0
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I suffered all day at work waiting for this patch. It was "leaked" about an hour into my workday and all I could do was experience it by reading posts here
![]() ![]() ![]() Then got home (finally) and desperately fought my way back to Pearl so I could install. Max TC all the way, except for the all-too-frequent air attacks. Got lucky and ran into a massive 36-hour rainstorm so I could run on the surface all day and all night, saved a LOT of time... But then what did I get??? With 1.1, I had these beautiful stairsteps on everything!!! No prob at all to picture myself walking up the rigging, climbing the handrails, etc. when running at 1600x1200 on my 20" LCD. Now with 1.2, all I've got are these stinkin' skinny lines with not a single stair in sight ![]() LOL, this looks AWESOME!!! Looks like a sim is supposed to look! Why didn't UBI release it like this to begin with? Best part, I've not noticed any fps hit. I've heard another ugly rumor that you can actually see your torp tracks on the attack map after crossing the IDL. Sick puppy that I am, I hope that's true. I deserve that sort of suffering :rotfl: Thanks, devs! Your work is appreciated!!! |
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#154 |
Soundman
![]() Join Date: Sep 2006
Location: Cucamonga
Posts: 142
Downloads: 21
Uploads: 0
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HOLY MOLY!!!
Now that I have 1.2 loaded and running at 1600x1200 AA8 AF16 I have to give a big, big thanks to the dev team. Visuals look right on par now. Like L3TUC3 and other have stated it now runs much cleaner. I know many are not into the visuals but for me it makes the sim. For over five years in IL2 I've equally lived on full real and full graphics, and been lucky enough to built my boxes for for what I'm playing .... it brings out the 'awe' in it all. Now I feel like Ive been taken back to that awe I had when I first loaded Silent Service on my old 386. SH3 has been the best ... but it's great to be back in the Pacific. And with this patch and 1.3 down the road (chrono please) I think we're in for a long sweet ride! ![]() |
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#155 |
Captain
![]() Join Date: Nov 2004
Location: trailing 1400 yards behind an Oscar-II with my outer doors open
Posts: 488
Downloads: 54
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You're damn right! Why they did not initially release it with FSAA is BEYOND ME!!!!!!
Hey Monolith, reinstalled the latest graphics drivers and I can start in Pearl! yay! I had another CTD when I jacked up the time compression and then tried to stop it and head outside the boat... boom. I was more gentle and it works fine. I want to check out a convoy intercept and see how things look. Man! The post effects make the water look... WOW!
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-- "There's little room in Tupolev's heart for anyone but Tupolev." ![]() Last edited by Snakeeyes; 04-17-07 at 08:57 PM. |
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#156 | |
Undetectable
![]() Join Date: Sep 1999
Location: Colorado
Posts: 1,221
Downloads: 132
Uploads: 0
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Easily said, but if our widescreens are native 1680x1050 turning down resolution just shrinks the entire game on the screen. Odd that it only affects the TBT and nothing else. Where did you document that this resolution is not supported? Last edited by RickC Sniper; 04-17-07 at 08:38 PM. |
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#157 | |||
Soundman
![]() Join Date: Sep 2006
Location: Cucamonga
Posts: 142
Downloads: 21
Uploads: 0
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Interesting ... this only happens to me in certain subs and high sun. It's very pronounced on subs I've skinned and less on those I have not. When I read about this I checked it out before I loaded the patch. I did not have it in 1.1. I do have it in 1.2. So I did some checking with various subs and time of day in quick missions and war patrols. It was most pronounced on my skinned Gato when in high sun. But in many it's hardly there at all .... in early morning and late afternoon not at all or very, very thin. Someone mentioned pixel shaders. I assume it is and the environment cause's this outline to vary. But I did not have this prior to 1.2. . |
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#158 | |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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Sorry if I'm not quoting all the original people who are in this part of the conversation. As for 1680x1050 not being supported, this is incorrect. That resolution may not show up in your menu if your monitor or card won't support it, but the game will if your hardware will. I have a widescreen LCD with a native resolution of 1680x1050. It shows up on the game menu, and it plays beautifully at that resolution. As for the green line, I only got the green line when I played at 1028x764, on my 1680 x1050 monitor. The line seemed to actually be the result of the image not being 'centered' correctly on my monitor. Running at my native 1680x1050 resoltuion I get no green line. Try various resolutions if you get the green line, and I also bet you can get rid of the green line by adjusting your monitor screen settings and "shifting" it slightly to the side if necessary (so the green line gets pushed off the screen). As for the exterior view intruding around the sides of the periscope, on an ATI X1950 Pro with 7.2 drivers, I do not get that. The scope picture is fine.
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#159 | ||
Navy Dude
![]() Join Date: Mar 2007
Posts: 175
Downloads: 2
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#160 | |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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Is it possible there was a mod in your game that altered that scope bitmap? I'm not having any problem with that scope screen at all on a widescreen monitor even.
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#161 |
Navy Dude
![]() Join Date: Mar 2007
Posts: 175
Downloads: 2
Uploads: 0
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nvidia 6800gt i updated driver after 1.1 so i /highly/ doubt they have a new set out as in the past they have gone 6month+ without changes. only mod is green buttons mod currently.
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#162 |
Stowaway
Posts: n/a
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YaY no more super Radar driven planes making beelines for my sub
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#163 |
The Old Man
![]() Join Date: Apr 2006
Posts: 1,434
Downloads: 5
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I'm very happy with this patch so far.
I have download version of the program. Prior to the patch I only had two modest mods to patch 1.1: 1) replacement .sim file from the mods forum to provide full 360 radar coverage. 2) a few small changes to commands.cfg so the Q and W keys would operate as described in the manual and cycle the tubes correctly. Prior to the 1.2 patch I did nothing to prep for it. Did not uninstall, did not revert any files to pre-mods. I simply backed up modded files to safety location and patched flawlessly. My modded files were preserved through the patch and all works as before with the addition of: Wonderfull full screen and AA at high resolutions. I have not had any loss of frame rates with ATI Temporal 2X. The new parascope and crush depth indicators are informative. The new total efficiency bars for the compartment sections are informative. I had no CTDs in the 1.1 patch (except for the known A key) and I have no CTDs in this 1.2 patch. One peculiar holdover from the attempt to get full radar coverage is the crew voices still refuse to announce radar contacts when the sub is S of the E-W line, but they still show up in the map and in the text message box so I can very much live with that. Some day we'll discover where those crew announce data parameters are stored. Thank you devs for adding value to the program beyond what was stated in the release notes. "... Also: my air-radar never reports any contact at all, even though I'm attacked by lots of aircrafts..." When you see grey radar icons that look like ships on the screen click on them and look at the speed. The contacts that have "very fast" as the speed are aircraft. They do not have a different shape than ships. Only visual contacts have a different shape. You might discover aircraft are being displayed in radar on the map as well. I have been able to dive long before aircraft get in visual range by taking notice of the difference between ship and air contacts. -Pv- Last edited by -Pv-; 04-17-07 at 09:14 PM. |
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#164 | ||
Frogman
![]() Join Date: Feb 2006
Posts: 309
Downloads: 20
Uploads: 0
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The next thing bugging me a lot right now is this thing ![]() Though I did have that before 1.2 it wasn't as bad as it is now. I wonder what causes it. ![]() In case it's not obvious I am talking about the white outline that often appears on sub underwater. As has been noted earlier in this thread by others. |
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#165 |
Swabbie
![]() Join Date: Jan 2002
Location: Australia
Posts: 5
Downloads: 0
Uploads: 0
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I'm not sure I understand all the fuss over this patch. It was possible before this patch to enable FSAA through the Nhancer Nvidia utility. I never really bothered with it because of the frame rate hit. When they said this patch would support in game FSAA (which apparently is more efficient than enabling it at the driver level) I assumed that there would be an option in the graphics setting to set the level of AA. I've applied the patch and went straight to the graphics settings, but couldn't see any mention of AA settings. Am I missing something here? Sorry if this question sounds noobish, but I'm just a little confused.
P5N32-E SLI plus MB Intel Core 2 Duo 6300 @ 2.0Ghz 2G RAM (800) 2 x GF7900gs (SLI) Vista 32 bit |
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