This is a problem in the Hornet as well, and I think the Viper. It's been in DCS for over 3 years with nothing done. It seems to be a function of how the ED modules render their exported displays (vs all the 3rd party modules that don't do this)
I'm not sure if that really helps, but no - that's not only you: You are not alone in this.
The issue is worst so far in the JF-17 especially during night. Last update I got from deka is that they look into the issue with ED.
Also I seem to have inconsistent behavior in the AH-64D using DCS lua command-interface as in displays/brightness not being able to be turned completely off/dark where they should. But hard to say where the problem is with the number of potential sources and general state of viewport-export functionality, might as well be my fault, unrelated. No idea.
Hi Guys, on the subject of exporting MPD's, I have a 3 screen set up... Now, when I load up FA-18, the centre screen is cockpit and the left screen is the left mfd and the right screen, the right mfd.... This just happens automatically, I didn't input anything for it.... Only happens though on this aircraft...is there a way or a feature I have to enable for this to happen on the AH-64? without getting involved in LUA.files.....
The solution I am using is to use ReShade to adjust brightness/contrast/gamma on the exported region of my displays only, without effecting the rest of the game's rendered regions. To accomplish this, you need to use a UIMask in ReShade, which then applies the shaders to the "masked" regions only. (More on this later.)
The next step is to create a "mask" for the regions of the screen you want to make adjustments to. This feature is normally designed to mask elements of the user interface in a game that you don't want to change the look of, like maybe the minimap at the bottom of the screen, or the health bar, etc., but in this case we want to mask the majority of the screen from being effected, exposing only our display export regions to effect those.
Take a screenshot of your game with your display exports, and open it in your favorite image editing program. Fill in everything white, except for the display export regions, which you fill in black. The shader effects we apply will only effect the regions of the screen that are black. Save that black-and-white image as "UIMask.png".
Now open the ReShade controls after launching DCS, and enable the 4 shaders highlighted in the red box, and reorder them by dragging them so they are in the order shown below. ReShade will process the "Tonemap" and "Levels" shaders only to the areas specified by our mask.
It needs to be said, however, that this is not a complete solution for night missions. You will still have a problem with the displays in the cockpit getting super washed out before you have anything usable on your export displays. It does help a little, but you will still be blinded by the in-cockpit displays. ED, please fix this! In the meantime, this may help...
I have them unchecked in that screenshot above so the sliders and settings area shown below them was less cluttered, but I normally run LumaSharpen and Curves shaders "above" the 4 shaders involved with the mask. This means LumaSharpen and Curves is being applied to the entire rendered area, including the masked regions, then the mask shaders are applied after those.
Edit: As long as the Luma and Curves adjustments are subtle, it shouldn't have very much impact. But if you are darkening the whole screen a lot with a shader above, then lightening the masked regions again, this would be counterproductive.
The shaders above the "UIMask_Top" shader will be applied to the entire screen (for color correction), then the shaders between "UIMask_Top" and "UIMask_Bottom" will be applied on top of that to the masked regions only.
In addition, you can always use the same shader twice, once inside the masked area and once for the whole screen. To do this just duplicate the shader fx file inside reshade/shaders and and rename one copy. ReShade will see them as two separate versions each with their own settings.
Haha! I'm so sorry man. Nowadays I've been away from my HOTAS only for 1 week. Some work thing. I have a congress to get through. Important for me. I'm working on some articles. Whenever my head gets hot, I come around here to relax my head.
I jumped back into the Viper and turned on re-shade and the MFD's were great, lettering and lines were very clear and easy to see just like my quick test earlier getting the Apache sorted. This time however, since I was flying a training mission I activated A/G mode and brought up the TGP and A/G radar both of them were very bright and completely washed out. The text around the outside was still somewhat visible but faint and the lines (crosshair or sweep line) were invisible due to the brightness of the background.
Now the problem, when I turn down the brightness to be able to see the images the text and lines fades away almost completely. I tried to adjust the gamma in Re-shade, it adjusted the image fine but the letters and lines also became faded as well. Is there a setting which affects the text and lines? Adjusting SYM or CONT rockers seemed to have no effect on the text or lines.
EDIT: Paths and such I believe are also hard-coded to .\Game Folder\ReShade\ for preferences and the shader files, possibly also paths for additional data like shader texture files but you would get a warning message (Red signifying something failed not the yellow text signifying some notification but nothing critical.)
Dynamic lighting and full time of day and varied weather conditions along with tone mapping and color correction or cinematic stylish highlights or contrasts must be incredibly tough to get more complex presets working well with outside of specifically tuning a particular scene or such for screenshot purposes.
Downsampling is nifty too but the performance cost is usually not feasible when a 2x2 (4x) or higher sampling is recommended at minimum and even at high levels aliasing is still present though combined with FXAA or SMAA if not TAA if supported by the game it can almost eliminate aliasing edges.
I have essentially cannabilized my entire last weekend, and all my data trying to wrestle with this software to get it to do what I got it doing before but there are so many different versions, and other factors that make this insanely difficult unless you are basically recording the process and being super meticulous with order and placement.
I wanted to fix FF XV AND incorporate raytracing which I succeeded in, then removed the files to see what would happen since I noticed broken behavior doing so with FF X another game on my to do list. I did so so I could see what it would do for other peoples benefit.
If im making a step by step guide on how to do it, and I still cant recreate what I did thats incredibly frustrating. How do I get special k, and my reshade-shader effects to actually work together again?
Also how do we get the same thing with FF X texture injection and raytracing working? Is that just not going to happen? I would hate to have to jump through all the hoops in vortex if that would even work.
If you look around the internet im not the lone ranger. A lot of people are having trouble with this so it needs to be made less confusing for people. Honestly I have been finding dirty workarounds for ancient games on windows 10, but ive never had this level of problem before where it was so damn stubborn. Im exhausted and burned out trying to figure it out.
Its been such an obtuse process that special k with reshade at the same time has dethroned everything I have come across in difficulty for what should be just 2 games. Its eating whats looking like weeks if I even bother. The idea was to get the easier pickings mapped out, mass texmod everything that I can, and learn C++. The simpler for people the better. No rubics cubes. No disasters. It just works.
I tried to stick up for you but honestly ive grown to hate how hard it is to use your software alongside my ambitions. Its so ridiculous it communicates that its almost on purpose. If its not, please make it to where you dont have to be a software developer to get it playing nice with modern reshade functions. Seriously man. Our Divine Leader Gaben clearly cares about performance, but he doesnt seem to care that much either or he would fix his honestly GARBAGE iteration of this product on his store. I dont care how he does it, but he needs to do it.
Maybe being diplomatic will yield some sort of response. Usually im ignored even when im magnitudes less eccentric by modders just in general. I get the idea they arent motivated for the same reasons I am from this experience.
My goal here is simple, make guides that actually work so other people can use them. I dont care about the limelight, I just want to get work done and ideally get more people onboard to help me in essentially restoring 1995-2015ish high caliber art. So far the response from the community has been abysmal. Im on the spectrum. Its why im so dedicated. So bothered.
Bro if its complicated for me, I feel sorry for legitimate children just wanting to enjoy the game without the stutter and pure rasterization who bought the steam version. Now I get to go registry diving because reasons. Im so demoralized. Is that the purpose?
Like I find modders who make mod files you can actually download called Doom 3 Direct X RT, and you open the readme, and it literally says the name of the file you just downloaded. Is that like the culture? Repulsive. What made mankind a superintelligence was our capacity to share information and libraries should keep the signal to noise ratio in check or it starts looking like internet forums. Lots of questions, scattered answers, no coherent singular place for information. It almost doesnt respect this fact of life how often I will find this sort of thing in the community.
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