Assetto Corsa Competizione and 3D vision fix
  7 / 7    
Some more on fps count for different circuits without\with 0.30 fix, and fps loss %. -hungaroring ---60/53 13% -nurburgring ---64/43 48% -silverstone ---79/50 58% -spa ---65/34 91% -zolder ---70\44 59% -monza ---74\40 85% -brands ---75\39 92% -paul ---67\42 59% -misano ---63\40 57% -barcelona ---67\40 67% - ALSO I report that entering brands hatch circuit I can't see asphalt texture, have to change material quality setting to load one. then I can switch back to previous setting and texture stay there.
Some more on fps count for different circuits without\with 0.30 fix, and fps loss %.
-hungaroring ---60/53 13%
-nurburgring ---64/43 48%
-silverstone ---79/50 58%
-spa ---65/34 91%
-zolder ---70\44 59%
-monza ---74\40 85%
-brands ---75\39 92%
-paul ---67\42 59%
-misano ---63\40 57%
-barcelona ---67\40 67%

- ALSO I report that entering brands hatch circuit I can't see asphalt texture, have to change material quality setting to load one. then I can switch back to previous setting and texture stay there.

#91
Posted 07/05/2019 10:35 PM   
Played some more and... about this point: -hyperexposed reflections I see it'always there, not only with rain (more noticeable though). It depends on where you are and where you're looking... and it switches on. I can confirm it's introduced with the fix. It's there with effects high/epic also (less noticeable but it's there at the same POV and headings) As I wrote before I can confirm nofix-effects reflections depth on rain high/epic were right (so this could be a possibility? not fixing them?), now wrong with the fix. The opposite is true for eccefts med, so reflections are at correct depth (were wrong) but problem with hyperexposed reflections is introduced. About smoke and decals I don't know, I can only play alone because of performance drop. Decals on car in replay are good anyhow, I'll add a fixed to the list :))) edit: also smoke is ok THANK A BIG LOT FOR YOUR EFFORTS LOSTI, as of I can understand it must not be an easy one !!!
Played some more and... about this point:
-hyperexposed reflections
I see it'always there, not only with rain (more noticeable though). It depends on where you are and where you're looking... and it switches on.
I can confirm it's introduced with the fix.
It's there with effects high/epic also (less noticeable but it's there at the same POV and headings)
As I wrote before I can confirm nofix-effects reflections depth on rain high/epic were right (so this could be a possibility? not fixing them?), now wrong with the fix. The opposite is true for eccefts med, so reflections are at correct depth (were wrong) but problem with hyperexposed reflections is introduced.


About smoke and decals I don't know, I can only play alone because of performance drop.
Decals on car in replay are good anyhow, I'll add a fixed to the list :)))
edit: also smoke is ok

THANK A BIG LOT FOR YOUR EFFORTS LOSTI, as of I can understand it must not be an easy one !!!

#92
Posted 07/06/2019 07:50 AM   
Its waiting this time but i am on it. My plan is to sort out the EFFECTs that really needs a fix and skipp the rest by some more speciffic RegEx. One thingyou can do for me here is: open the UE4_DHR.ini in the shader fix folder. Search for this and delete it and PLEASE test the performance and PLEASE ignore wrong effects, just test the performance. I think the inverse matrix custom shader kills performance because of MANY MANY shaders that will be catches by RegEx (but only approx 10 % of it needs a correction). If you can confirm the performance impact is caming from this effect RegEx i can manage it. I will continue the fix asp. [code] ;****************************************************************************************************************************************** ;EFFECTS 1 [ShaderRegex_Effects1] shader_model = ps_4_0 ps_5_0 temps = stereo tmp1 tmp2 res ResourceInputEffect = ref ps-cb1 run = CustomShaderInverseMatrix_cb1 ps-cb13 = ResourceInvViewMatrix2_CB [ShaderRegex_Effects1.Pattern] (?P<section1> else.*\n \s*mov r\d+\.x, (?P<cbuffer2>cb[012])\[(?P<number1>\d+)\]\.x\n \s*mov r\d+\.y, (?P=cbuffer2)\[(?P<number2>\d+)\]\.x\n \s*mov r\d+\.z, (?P=cbuffer2)\[(?P<number3>\d+)\]\.x\n \s*mov r\d+\.w, (?P=cbuffer2)\[(?P<number4>\d+)\]\.x\n \s*mov r\d+\.x, (?P=cbuffer2)\[(?P=number1)\]\.y\n \s*mov r\d+\.y, (?P=cbuffer2)\[(?P=number2)\]\.y\n \s*mov r\d+\.z, (?P=cbuffer2)\[(?P=number3)\]\.y\n \s*mov r\d+\.w, (?P=cbuffer2)\[(?P=number4)\]\.y\n ) (?s)(?P<rest>.*) (?P<section2> dp4 r\d+\.x, r\d+\.xyzw, r\d+\.xyzw\n \s*dp4 r\d+\.y, r\d+\.xyzw, r\d+\.xyzw\n \s*dp4 r\d+\.z, r\d+\.xyzw, r\d+\.xyzw\n \s*dp4 r\d+\.w, r\d+\.xyzw, r\d+\.xyzw\n \s*div (?P<pos>r\d+)\.xyz, r\d+\.xyzx, r\d+\.wwww\n ) [ShaderRegex_Effects1.Pattern.Replace] ${section1} ${rest} ${section2} \n // DHR ShaderRegex - UE4 Pattern Effects 1:\n ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n ;ld_indexable(texture1d)(float,float,float,float) ${res}.x, l(1, 0, 0, 0), t120.xyzw\n // Inverse Matrix cb13\n mov ${pos}.w, l(1.000000)\n mul ${tmp1}.xyzw, ${pos}.yyyy, cb13[1].xyzw\n mad ${tmp1}.xyzw, ${pos}.xxxx, cb13[0].xyzw, ${tmp1}.xyzw\n mad ${tmp1}.xyzw, ${pos}.zzzz, cb13[2].xyzw, ${tmp1}.xyzw\n mad ${tmp1}.xyzw, ${pos}.wwww, cb13[3].xyzw, ${tmp1}.xyzw\n //Fix\n add ${tmp2}.w, ${tmp1}.w, -${stereo}.y\n mul ${tmp2}.w, ${stereo}.x, ${tmp2}.w\n ;mul ${tmp2}.w, ${tmp2}.w, ${res}.x\n mul ${tmp2}.w, ${tmp2}.w, cb1[126].x\n div ${tmp2}.w, ${tmp2}.w, l(2.0)\n add ${tmp1}.x, ${tmp1}.x, -${tmp2}.w\n //Matrix\n mul ${pos}.xyzw, ${tmp1}.yyyy, ${cbuffer2}[${number2}].xyzw\n mad ${pos}.xyzw, ${tmp1}.xxxx, ${cbuffer2}[${number1}].xyzw, ${pos}.xyzw\n mad ${pos}.xyzw, ${tmp1}.zzzz, ${cbuffer2}[${number3}].xyzw, ${pos}.xyzw\n mad ${pos}.xyzw, ${tmp1}.wwww, ${cbuffer2}[${number4}].xyzw, ${pos}.xyzw \n \n [ShaderRegex_Effects1.InsertDeclarations] dcl_constantbuffer cb13[4], immediateIndexed dcl_resource_texture2d (float,float,float,float) t125 dcl_resource_texture1d (float,float,float,float) t120 ;********************************************************************************* ;[Present] ;post ResourceInputDecals = null ;post ResourceInputEffect = null ;********************************************************************************* ; EFFECTS ; INVERSE MATRIX FOR SHADERREGEX [ResourceInvViewMatrix2] type = Buffer format = R32G32B32A32_FLOAT array = 4 [ResourceInputEffect] max_copies_per_frame = 1 [ResourceInvViewMatrix2_CB] [CustomShaderInverseMatrix_cb1] cs = ShaderFixes/inverse-cs-cb1.hlsl ; Input constant buffer - the matrix to inverse is here: cs-cb0 = ResourceInputEffect ; Output buffer - this will hold the result: cs-u0 = ResourceInvViewMatrix2 Dispatch = 1, 1, 1 post cs-cb0 = null post cs-u0 = null post ResourceInvViewMatrix2_CB = ref ResourceInvViewMatrix2 ;********************************************************************************* [/code]
Its waiting this time but i am on it. My plan is to sort out the EFFECTs that really needs a fix and skipp the rest by some more speciffic RegEx.

One thingyou can do for me here is:

open the UE4_DHR.ini in the shader fix folder.

Search for this and delete it and PLEASE test the performance and PLEASE ignore wrong effects, just test the performance. I think the inverse matrix custom shader kills performance because of MANY MANY shaders that will be catches by RegEx (but only approx 10 % of it needs a correction).

If you can confirm the performance impact is caming from this effect RegEx i can manage it.

I will continue the fix asp.

;******************************************************************************************************************************************
;EFFECTS 1
[ShaderRegex_Effects1]
shader_model = ps_4_0 ps_5_0
temps = stereo tmp1 tmp2 res
ResourceInputEffect = ref ps-cb1
run = CustomShaderInverseMatrix_cb1
ps-cb13 = ResourceInvViewMatrix2_CB

[ShaderRegex_Effects1.Pattern]
(?P<section1>
else.*\n
\s*mov r\d+\.x, (?P<cbuffer2>cb[012])\[(?P<number1>\d+)\]\.x\n
\s*mov r\d+\.y, (?P=cbuffer2)\[(?P<number2>\d+)\]\.x\n
\s*mov r\d+\.z, (?P=cbuffer2)\[(?P<number3>\d+)\]\.x\n
\s*mov r\d+\.w, (?P=cbuffer2)\[(?P<number4>\d+)\]\.x\n
\s*mov r\d+\.x, (?P=cbuffer2)\[(?P=number1)\]\.y\n
\s*mov r\d+\.y, (?P=cbuffer2)\[(?P=number2)\]\.y\n
\s*mov r\d+\.z, (?P=cbuffer2)\[(?P=number3)\]\.y\n
\s*mov r\d+\.w, (?P=cbuffer2)\[(?P=number4)\]\.y\n
)
(?s)(?P<rest>.*)
(?P<section2>
dp4 r\d+\.x, r\d+\.xyzw, r\d+\.xyzw\n
\s*dp4 r\d+\.y, r\d+\.xyzw, r\d+\.xyzw\n
\s*dp4 r\d+\.z, r\d+\.xyzw, r\d+\.xyzw\n
\s*dp4 r\d+\.w, r\d+\.xyzw, r\d+\.xyzw\n
\s*div (?P<pos>r\d+)\.xyz, r\d+\.xyzx, r\d+\.wwww\n
)

[ShaderRegex_Effects1.Pattern.Replace]
${section1}
${rest}
${section2}
\n
// DHR ShaderRegex - UE4 Pattern Effects 1:\n
ld_indexable(texture2d)(float,float,float,float) ${stereo}.xyzw, l(0, 0, 0, 0), t125.xyzw\n
;ld_indexable(texture1d)(float,float,float,float) ${res}.x, l(1, 0, 0, 0), t120.xyzw\n
// Inverse Matrix cb13\n
mov ${pos}.w, l(1.000000)\n
mul ${tmp1}.xyzw, ${pos}.yyyy, cb13[1].xyzw\n
mad ${tmp1}.xyzw, ${pos}.xxxx, cb13[0].xyzw, ${tmp1}.xyzw\n
mad ${tmp1}.xyzw, ${pos}.zzzz, cb13[2].xyzw, ${tmp1}.xyzw\n
mad ${tmp1}.xyzw, ${pos}.wwww, cb13[3].xyzw, ${tmp1}.xyzw\n
//Fix\n
add ${tmp2}.w, ${tmp1}.w, -${stereo}.y\n
mul ${tmp2}.w, ${stereo}.x, ${tmp2}.w\n
;mul ${tmp2}.w, ${tmp2}.w, ${res}.x\n
mul ${tmp2}.w, ${tmp2}.w, cb1[126].x\n
div ${tmp2}.w, ${tmp2}.w, l(2.0)\n
add ${tmp1}.x, ${tmp1}.x, -${tmp2}.w\n
//Matrix\n
mul ${pos}.xyzw, ${tmp1}.yyyy, ${cbuffer2}[${number2}].xyzw\n
mad ${pos}.xyzw, ${tmp1}.xxxx, ${cbuffer2}[${number1}].xyzw, ${pos}.xyzw\n
mad ${pos}.xyzw, ${tmp1}.zzzz, ${cbuffer2}[${number3}].xyzw, ${pos}.xyzw\n
mad ${pos}.xyzw, ${tmp1}.wwww, ${cbuffer2}[${number4}].xyzw, ${pos}.xyzw \n
\n

[ShaderRegex_Effects1.InsertDeclarations]
dcl_constantbuffer cb13[4], immediateIndexed
dcl_resource_texture2d (float,float,float,float) t125
dcl_resource_texture1d (float,float,float,float) t120

;*********************************************************************************
;[Present]
;post ResourceInputDecals = null
;post ResourceInputEffect = null

;*********************************************************************************
; EFFECTS
; INVERSE MATRIX FOR SHADERREGEX
[ResourceInvViewMatrix2]
type = Buffer
format = R32G32B32A32_FLOAT
array = 4

[ResourceInputEffect]
max_copies_per_frame = 1

[ResourceInvViewMatrix2_CB]

[CustomShaderInverseMatrix_cb1]
cs = ShaderFixes/inverse-cs-cb1.hlsl
; Input constant buffer - the matrix to inverse is here:
cs-cb0 = ResourceInputEffect
; Output buffer - this will hold the result:
cs-u0 = ResourceInvViewMatrix2
Dispatch = 1, 1, 1
post cs-cb0 = null
post cs-u0 = null
post ResourceInvViewMatrix2_CB = ref ResourceInvViewMatrix2

;*********************************************************************************

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#93
Posted 07/07/2019 06:38 PM   
I can confirm no performance impact at all with those lines cancelled. As you look at it... may I ask if you can find a way to stop shadows from casting onto the trees? It's annoying how they are popin out over them very near to POV, would be better not having them at all. I'm ignorant, forget me if I'm asking a stupid question here. Best!
I can confirm no performance impact at all with those lines cancelled.

As you look at it... may I ask if you can find a way to stop shadows from casting onto the trees? It's annoying how they are popin out over them very near to POV, would be better not having them at all. I'm ignorant, forget me if I'm asking a stupid question here.

Best!

#94
Posted 07/07/2019 10:33 PM   
If there is Shader that is speciffic for shadows on trees i can make a disable key for you. I will continue fixing this game today. First of all: many new RegEx for the effects that are more speciffic to keep performance alive.
If there is Shader that is speciffic for shadows on trees i can make a disable key for you.

I will continue fixing this game today. First of all: many new RegEx for the effects that are more speciffic to keep performance alive.

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#95
Posted 07/08/2019 04:41 AM   
[quote="ziozeus"]I can confirm no performance impact at all with those lines cancelled. As you look at it... may I ask if you can find a way to stop shadows from casting onto the trees? It's annoying how they are popin out over them very near to POV, would be better not having them at all. I'm ignorant, forget me if I'm asking a stupid question here. Best![/quote] Can you PLEASE test this one ref. the performance? I do not need any issue report, please just report about the performance compared to w/o fix and with 0,3.... THANK YOU !!! If this is working more better than 0.3 related to the performance, we have a chance to make this fine, if NOT, we can make this but live with bad performance! [url]https://losti.s3.amazonaws.com/ACC_1.03_EARLY-WIP_0.40.rar[/url]
ziozeus said:I can confirm no performance impact at all with those lines cancelled.

As you look at it... may I ask if you can find a way to stop shadows from casting onto the trees? It's annoying how they are popin out over them very near to POV, would be better not having them at all. I'm ignorant, forget me if I'm asking a stupid question here.

Best!


Can you PLEASE test this one ref. the performance? I do not need any issue report, please just report about the performance compared to w/o fix and with 0,3....

THANK YOU !!! If this is working more better than 0.3 related to the performance, we have a chance to make this fine, if NOT, we can make this but live with bad performance!

https://losti.s3.amazonaws.com/ACC_1.03_EARLY-WIP_0.40.rar

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#96
Posted 07/08/2019 07:42 PM   
Tested and performance v0.40 is slightly better than v0.30. Strange: hungaroring is worse, brand is apart, READ DOWN AFTER 0.40/0.30 fps -hungaroring ---46/53 STRANGE, WORSE 0.40 than 0.30 -nurburgring ---49/43 -silverstone ---55/50 -spa ---38/34 -zolder ---48\44 -monza ---42\40 -brands ---60\39 (uh!? read hereafter...) -paul ---47\42 -misano ---46\40 -barcelona ---43\40 As I told you, brands won't load asphalt texture at start. So I have to change material quality setting to load one. Now the strange part is that with this I observed that with material quality "epic" I have 40fps. Switching back to "high" (which I'm usually using) I gain 20fps (from 40 to 60 fps!) No other track give me this different performance switching material quality (fps generally stay the same)
Tested and performance v0.40 is slightly better than v0.30.
Strange: hungaroring is worse, brand is apart, READ DOWN AFTER

0.40/0.30 fps

-hungaroring ---46/53 STRANGE, WORSE 0.40 than 0.30
-nurburgring ---49/43
-silverstone ---55/50
-spa ---38/34
-zolder ---48\44
-monza ---42\40
-brands ---60\39 (uh!? read hereafter...)
-paul ---47\42
-misano ---46\40
-barcelona ---43\40

As I told you, brands won't load asphalt texture at start.
So I have to change material quality setting to load one.
Now the strange part is that with this I observed that with material quality "epic" I have 40fps. Switching back to "high" (which I'm usually using) I gain 20fps (from 40 to 60 fps!)
No other track give me this different performance switching material quality (fps generally stay the same)

#97
Posted 07/08/2019 11:38 PM   
Yeah best version for me so far with regard to graphics and performance. I was having to go back to .01 as performance was terrible, but better now, I've had to lower graphics settings but I'm happy. Definitely coming along nicely. Thanks again Losti.
Yeah best version for me so far with regard to graphics and performance.
I was having to go back to .01 as performance was terrible, but better now, I've had to lower graphics settings but I'm happy.
Definitely coming along nicely.
Thanks again Losti.

#98
Posted 07/09/2019 12:34 AM   
OK this means the number of shaders fixed by the effect RegEx will have an impact @ the performance, thats what i have expected. I have created more speciffic RegEx for 0.40 but also noticed that still many shaders are catched that do not need a fix. I will sort out this in the next days and try to find a still more specific RegEx for Effect fixes. I am currently not adressing wrong effects, I need to solve the performance issue first!
OK this means the number of shaders fixed by the effect RegEx will have an impact @ the performance, thats what i have expected. I have created more speciffic RegEx for 0.40 but also noticed that still many shaders are catched that do not need a fix. I will sort out this in the next days and try to find a still more specific RegEx for Effect fixes. I am currently not adressing wrong effects, I need to solve the performance issue first!

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

#99
Posted 20 hours ago   
Ask for help if you need. I WON'T Be around for three days though (have a rally race this weekend:)
Ask for help if you need. I WON'T Be around for three days though (have a rally race this weekend:)

Posted 20 hours ago   
Good luck and a lot of fun !! :-)
Good luck and a lot of fun !! :-)

Like my work? Donations can be made via PayPal to: rauti@inetmx.de

Posted 20 hours ago   
  7 / 7    
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