Advanced Post-Processing in MX Simulator
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Re: Advanced Post-Processing in MX Simulator
im having problems when i start my game it has the background blur for like 30 seconds and then it goes away and just says loading effect in the top left. any solutions?
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Re: Advanced Post-Processing in MX Simulator
how come your reds look really good with this on? mine always turn out uper bright and oddly contrasted/effectedyzmxer608 wrote:I figured it out, I went into windowed mode so I could quickly edit and save the master effect file to turn off stuff one by one to see if it was something specific. Eventually I got normal fps, it turned out to be the AO and the LENZFLARE settings. The AO doesn't surprise me much since it's a very intensive effect, and I know from personal experience in Skyrim ENBs with how it kills performance. The thing is it was disabled on the Best Optimization config, but the LENZFLARE (I have to laugh at the use of a z) wasn't. That actually gave a larger hit on fps than the AO (out the the two settings, AO only on I get 16 fps sitting at the gate on A2, LENZFLARE on only I get 12 sitting on the gate) which explains why I was always getting low fps before no matter which config I used. The lenzflare was enabled in all of them. Also I tried different AO settings but I couldn't get any of the other methods to look good compared to HBAO.kawasakirider616 wrote:I have a i7 5820k and a 980ti and i'm having the same issues as Nate.
Although it doesn't make much sense to me why the LENZFLARE gives a fps hit if it isn't actually being shown. On A2 at least there is no lens flare because the LENZDEPTHCHECK is enabled. If you turn that off all white objects (the jumbo tron and the scoring tower by the finish for example) will have a lens flare. But disabling that DIDN'T net higher fps (I would have assumed checking each pixel for a depth of 1 rather than just color might have taken longer, but enabling the "USE_DEPTHBUFFER_OUTPUT" didn't cause lag judging by camera movement). I tested this on Millville since I know it has a lense flare, although the whole sky looked like it had a value of 1 so I couldn't tell where the actual sun vector was. The normal game lens flares needs a pure white pixel to work, how ever jlv has it setup for the normal lens flare to work must make the bit depth 1 and this shader can see that, I'm guessing the only way the post processing lens flare will work is if the track has a normal game lens flare.
Anyway, how ever the lenZflare checks for usability must be very inefficient since the actual lens flare being drawn doesn't seem to affect frame rate (at least NO WHERE near the background calculations for checking take).
On a side note I noticed using the in game lens flares, if a flare is on screen the depth of field doesn't work since the image is right in front of the camera. So if you want lens flares with dof you HAVE to use the shader one, which kills fps. I know you (Lars) figured this out since you recommended to turn it off.
Also turned off SMAA and my normal AA settings work now, it must override the driver AA.
Messed around with the lens dirt some and it's a pretty cool effect to play with. Just using the included texture I made it look like the death animation in 007 GoldenEye
Was thinking you could use it to simulate goggle dirt but the way the blending modes work you can't really do it, unless a plain image overlay can be added somehow.
I think right now I'm using the Lars Config Beta 0.2 config with my own subtle LUT, (and therefore all other cc stuff is disabled), custom lens dirt settings, then AO, LENZFLARE, SMAA, and sharpening disabled, plus the nvidia driver settings I've always used for mxs.
Things like this is why I would like to see SLI for mxs, if more of this post processing could be done using my 2 other 670's I'd be getting pretty good fps I'd think.
Also I recommend trying out the LED Shader .
Here's some shots I took with my current settings. The edge detection for dof is pretty damn good, but still not as clean as manually doing it. Little harder to see the noise effects and whatnot than on the full res images.
As a side note this new monitor I have seems to be brighter and have higher contrast and displays colors more accurately, directly comparing it to my old monitor next to which seems the whites have a yellow hue almost (stock settings on both). With that said the different settings people use for colors and LUT images will definitely look different depending on their monitor and it's color calibration. I didn't realize there was such a huge difference until I put mxs in windowed mode and stretched it between the two monitors.
Re: Advanced Post-Processing in MX Simulator
I've wondered the same thing. Still haven't figured out what is causing it.broland278 wrote:yzmxer608 wrote:how come your reds look really good with this on? mine always turn out uper bright and oddly contrasted/effectedkawasakirider616 wrote: Here's some shots I took with my current settings. The edge detection for dof is pretty damn good, but still not as clean as manually doing it. Little harder to see the noise effects and whatnot than on the full res images.
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Re: Advanced Post-Processing in MX Simulator
Pretty sure it has to do with the LUD that's in the masterffect folder. There's another download link in the post somewhere for other LUDs depending on the environment, I think that might fix it.SKlein wrote:I've wondered the same thing. Still haven't figured out what is causing it.broland278 wrote:yzmxer608 wrote:
how come your reds look really good with this on? mine always turn out uper bright and oddly contrasted/effected
Re: Advanced Post-Processing in MX Simulator
does anyone else have an issue where this only actually launches whenever it feels like it?
#155 Privateer AM
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Re: Advanced Post-Processing in MX Simulator
anyone figure out why the reds always look contrasted oddly?
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Re: Advanced Post-Processing in MX Simulator
Either try switching the LUD or just turn off the technicolor setting if the LUD doesn't fix it.broland278 wrote:anyone figure out why the reds always look contrasted oddly?
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Re: Advanced Post-Processing in MX Simulator
yeah im using the sx one, i will try and turn off the techni colorAHeckman2 wrote:Either try switching the LUD or just turn off the technicolor setting if the LUD doesn't fix it.broland278 wrote:anyone figure out why the reds always look contrasted oddly?
Re: Advanced Post-Processing in MX Simulator
Anyone know why the anti-aliasing doesn't work with this program?
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Re: Advanced Post-Processing in MX Simulator
You might've accidentally enabled one of the presets, check it with notepad++, I can't check right now but I think that's probably it.
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Re: Advanced Post-Processing in MX Simulator
yes m8 , wasn't sure what i done,Just re-downloaded it all, and worked lol.
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Re: Advanced Post-Processing in MX Simulator
The toggle is set to key 0x91, I want to set the toggle to key "P".
Does anyone know what number "P" is? lol.
And can I get it to not be toggled on when i open the game?
Does anyone know what number "P" is? lol.
And can I get it to not be toggled on when i open the game?