Rift Judder and FPS discussion thread.

Heavy judder in RES sites - yes or no


  • Total voters
    35
  • Poll closed .
i was just reading a forum in iracing and one guy suggested uninstalling the 3d vision controller driver, and 3d vision driver in programs and features in the control panel because somepeople have experienced conflicts, because i was have a issue turning my head and getting the image lagging be hide, improved my problem buy 95%
 
i tried, and it works,
but, like every thing i try,
it only works when in training mode.
eg training--->travel
but not in 'open play' or 'solo'
so i went right back to basics, lowered all settings back to min everywhere, and i have the same outcome.
the system is good in training mode, but bad when not.
it's in the code, not the graphics settings where our biggest problems are.
we are chasing our tails by changing graphics settings all the time.
no changes work consistently in 'open play' or 'solo' mode, it's a dog.
there are blocking calls being made in the ED code which don't happen during 'training' mode,
which maybe should be converted to asynchronous.
or your thread management needs to be looked at,
perhaps even simplified.
eg, i changed the threads/NumWorkerThreads setting in AppConfig.xml from 6 to 0, and i no longer have that audio distortion problem you get when firing all your guns at enemies.
gzhg zzhgzgz gzgzzshhhs zhzhshshzzgzghzghzhgghhzgzhg!
 
i tried, and it works,
but, like every thing i try,
it only works when in training mode.
eg training--->travel
but not in 'open play' or 'solo'
so i went right back to basics, lowered all settings back to min everywhere, and i have the same outcome.
the system is good in training mode, but bad when not.
it's in the code, not the graphics settings where our biggest problems are.
we are chasing our tails by changing graphics settings all the time.
no changes work consistently in 'open play' or 'solo' mode, it's a dog.
there are blocking calls being made in the ED code which don't happen during 'training' mode,
which maybe should be converted to asynchronous.
or your thread management needs to be looked at,
perhaps even simplified.
eg, i changed the threads/NumWorkerThreads setting in AppConfig.xml from 6 to 0, and i no longer have that audio distortion problem you get when firing all your guns at enemies.
gzhg zzhgzgz gzgzzshhhs zhzhshshzzgzghzghzhgghhzgzhg!

Ya all we can do until they hopefully get it ironed out is try to find work arounds like the one you found. I'd love to simplify this trust me seems each thing I did helped a little though. It's hard to pin point the exact fixes. I have a feeling they are giving up on the dk2 and waiting until the commercial vr systems start hitting the shelf.
 
This works very well. I can`t spot much loss (if any) in image quality, it feels more smooth and I can have medium/high settings while keeping a very steady 75 fps in res sites with a few dips down to 70 (that is with fps-friendly asteroids, haven`t checked with the fps-unfriendly ones). With same settings down to 70 in stations. Riva tuner also shows that the load on the gpu is around 65-75 percent which is lower than when I used 2560x1440 with a low/medium setting in game. I was playing around with the oculus quality slider earlier and felt that I could get some benefit with very little loss in quality, but never thought about doing this extreme variant. Awesome!!!

Btw from earlier post I`ve have been coming down hard with upgradetitis and I`m now sporting a GTX980. This helps!

A few observations. I have played around with the settings for a few hours now. It sometimes seems like the fps gets hung up in game. For example, I like my image to have alot of clarity and I changed the dsr smoothness to 33 for some sharpness. Doing this brought my fps to 35 or so. I found out that if I changed the resolution in-game to something other the fps would "come loose". I would then be able to change back to the 4xdsr resolution (can`t remember and I`m tired) in-game and all was smooth and 75.

I can`t explain it, but I did this a couple of times while testing out and it seemed pretty consistent to me. Anyways, of to bed and another day of effective tweaking tips to get the best dk2 experience is over. Great fun and cool community! Thanks alot and have some rep!

Thanks for the rep friend :D have some yourself! And I used to do something like you said for a quick temp fix. It seemed when I changed the resolution in game to a lower quality then back up to my preferred quality it unlocked the fps or made the game much smoother. Same with the oculus quality slider, if I'd turn that down then apply, then turn it back up and apply or vice versa it would help alot. Weird fix and can't really verify or say it'll work for sure but that's my interpretation of what you were talking about.
 
Thanks for this. I've mentioned it in the VR Graphics Compendium. For me, I get more judder this way. I think it will only work on a Devils Canyon CPU and probably a 980. The main issue that arose was looking at the side panels causes judder. I never had that before. I hope this works for a lot of people :)

Please, mix this with Adaptive VSync. It will be the icing on the cake ;D
 
Can't use DSR with my SLI setup so i ended doing 1080p with 4x ingame supersampling, never had bad judder but this settings with the sharpening of sweetfx got rid of a lot of shimmering (aliasing in game)
 
Interesting settings. It does indeed look smoother with DSR @4k, oculus quality low. Performance is about the same for me (GTX970@1500 2600k@4.5). However image looks upscaled ie turning down oculus slider downscales frame res, then DSR upscales. Less aliasing but perhaps less detail (probably the difference is the gaussian blur applied by DSR which I have set to 15% smoothness).

The NCP settings did not do much for me, actually made performance worse. Forcing at least 8*anisotropic is a must though.

Also tried adapative v sync. Works great, no judder, but obviously tearing when drops below 75fps. Worth it for me.
 
Thanks for the rep friend :D have some yourself! And I used to do something like you said for a quick temp fix. It seemed when I changed the resolution in game to a lower quality then back up to my preferred quality it unlocked the fps or made the game much smoother. Same with the oculus quality slider, if I'd turn that down then apply, then turn it back up and apply or vice versa it would help alot. Weird fix and can't really verify or say it'll work for sure but that's my interpretation of what you were talking about.

Yea I believe your interpretation is correct
icon7.gif
. Then it seems it just not only in my head, phew!
 
so whats the diff between tearing and judder?
I guess tearing is almost the same, except it doesnt make you vomit? hah

my 5820k@4.6 and gtx 970 was medium-high, no shadows, no AA, no AO, rift quality 100%, dsr 1.2 & 1.5 NCP, green hud. I was very impressed by the quality/performance.
EDIT: i forgot to mention the 970 was up @ 1325/7500
which is a bit less than a 980 on boost. not including some other specs.
but an average 980 will do 1500/8000 mmmm cant wait

But I guess it can get better on a 1080p/2 screen??

well the 970 is on the UPS truck back to newegg...so with a prayer i may get the 980 by the weekend.
 
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Thank you very much. I will change my settings this evening.

Update: I applied most of the settings and there is a nice difference from b4. Much better. Thanks again.
 
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my headset is directly in the camera bounds where it should be. this is destroying the experience....after 3 months it is now working only with this sporadic shaking ...hmmmmm
 
Look at my specs i dont even have a i7 its an old i52500K but i asure you it plays perfectly similar like the currentday high end systems
Oh please guys do post your specs when talking tec. it quite importand to know where ones experiences comes from
 
Double check the connections to the camera, especially the sync lead.
I helped my mate with his DK2 the other day and he hadn't realized the camera hadn't synced, there was no blue light on. He was quite happy playing with the washed out colours and reduced head tracking. Ignorance is bliss.

But when playing with the connectors I found them to be a tad intermittent, really make sure they are all fully engaged. Disconnect them and reconnect them to be 100% sure.
I've been in the electrickery business for a while now and the first rule of any trouble shooting is always CTFW (Check The Wiring)
 
Thanks for sharing! I found setting PhysX to CPU is what really helps.
Not for me, at least, not in a resource extraction site. I tried it both ways with my ship sitting in the same place amidst the asteroids. With the Physx calcs on the CPU I had terrible judder, but when I switched it back to GPU it was smooth again. I have an i5 (no hyperthreading) if that makes a difference.
 
i tried, and it works,
but, like every thing i try,
it only works when in training mode.
eg training--->travel
but not in 'open play' or 'solo'
so i went right back to basics, lowered all settings back to min everywhere, and i have the same outcome.
the system is good in training mode, but bad when not.
it's in the code, not the graphics settings where our biggest problems are.
we are chasing our tails by changing graphics settings all the time.
no changes work consistently in 'open play' or 'solo' mode, it's a dog.
there are blocking calls being made in the ED code which don't happen during 'training' mode,
which maybe should be converted to asynchronous.
or your thread management needs to be looked at,
perhaps even simplified.
eg, i changed the threads/NumWorkerThreads setting in AppConfig.xml from 6 to 0, and i no longer have that audio distortion problem you get when firing all your guns at enemies.
gzhg zzhgzgz gzgzzshhhs zhzhshshzzgzghzghzhgghhzgzhg!

This is exactly my experience. When testing with Travel in training, I can get a really smooth experience, like butter. Hop in to the main game and the quality drops through the floor. For whatever reason
 
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For people who might want to try sweetFX with ShaveIcebaby method, i'll drop my settings here.
I've slightly changed some settings in OP method:
DSR is still 4x---> 3840x2160
DSR smoothess is on 0%
In game occulus quality is 1 notch above the lowest quality so you might choose the other graphic option adequatly in order to have something really judder free.

SweetFX settings below:
Code:
   /*-----------------------------------------------------------.   
  /                       Description                           /
  '------------------------------------------------------------/

Game: Any
SweetFX version: 1.4
Author: CeeJay.dk
Description: 

These are the default settings for SweetFX 1.4
They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.

Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.

If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/

   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CARTOON       	  0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_ADVANCED_CRT      0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#define USE_BLOOM             0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR               0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN       1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN          0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN         0 //[0 or 1] Filmgrain effect
#define USE_TECHNICOLOR       0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX               0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME        0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN     1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP           0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE          0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES            0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA             0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE          0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER            0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER            0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN       0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.10           //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 75      //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 8  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 50        //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
                                      //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.


   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.100            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.910     //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.950  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


   /*-----------------------------------------------------------.
  /                  Cartoon settings                           /
  '-----------------------------------------------------------*/
#define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.


   /*-----------------------------------------------------------.
  /                  Advanced CRT settings                     /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want

#define CRTResolutionX       512     //[1 to 2048]     Original input width of the game (ie. 320)
#define CRTResolutionY       304     //[1 to 2048]     Original input height of the game (ie. 240)
#define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        0.9     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY            -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.01    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)


   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower 1.30  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.80  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.50  //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.200  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 1        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 4.4  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug sharpening settings --
#define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect 2        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 3       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 4         //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 2   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.10  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 45.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.15   //[0.00 to 1.00]   Amount of effect blended into the final image


   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrainIntensity 1.00  //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 40     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 10          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)


   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define TechniAmount 0.4         //[0.00 to 1.00]
#define TechniPower  4.0         //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]


   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]

#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.36  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.34  //[0.60 to 0.20]

#define Blend 0.2    //[0.00 to 1.00] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


   /*-----------------------------------------------------------.
  /                  Lift Gamma Gain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(0.980, 0.980, 0.980)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(0.990, 1.005, 1.005)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(0.990, 0.995, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma 1.0                         //[0.000 to 2.000] Adjust midtones
#define Exposure -0.10                     //[-1.000 to 1.000] Adjust exposure
#define Saturation -0.10                   //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.00                       //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.000                       //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 0.00) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


   /*-----------------------------------------------------------.
  /                  Vibrance settings                          /
  '-----------------------------------------------------------*/
#define Vibrance 0.20 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                  Curves settings                            /
  '-----------------------------------------------------------*/
#define Curves_mode 1        //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast -0.15 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 3     //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.


   /*-----------------------------------------------------------.
  /                  Sepia settings                             /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image


   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteRatio 1.00    //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.


   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method 1  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                  Border settings                            /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.


   /*-----------------------------------------------------------.
  /                  Splitscreen settings                       /
  '-----------------------------------------------------------*/
#define splitscreen_mode 1  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split


   /*-----------------------------------------------------------.
  /                  Key settings                               /
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 33
// key_screenshot     = 36
// key_reload_sweetfx = 34


   /*-----------------------------------------------------------.
  /                  Misc settings                              /
  '-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

// external_d3d9_wrapper = none
// external_dxgi_wrapper = none

It gives a good sharpness to the image and give really nice HUD readings, i don't have to use green HUD with these settings!

PS: for strange reason sometime when i launch the game i got lots of judder, just go in graphic options and change one setting, click apply, when asked if you want to keep click no, and it get rid of the judders.
 
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PS: for strange reason sometime when i launch the game i got lots of judder, just go in graphic options and change one setting, click apply, when asked if you want to keep click no, and it get rid of the judders.

This is the same experience I`ve had and I use the exact same method of getting rid of the judder. As I`ve wrote earlier in this thread after monitoring the game with rivatuner what happens is that when I start the game it typically starts with 40 fps or so and 97 % GPU utilisation=judder. When I do this trick atlas974 describe, the FPS goes to 75 and GPU utilisation goes to 60 % or so. To everyone who has trouble getting these settings to improve their visuals and gameplay I would advice getting rivatuner and getting some statistics running while you test and make sure your FPS has not gotten stuck and to see if you can get it un-stuck.
 
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