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Any solution for far ground textures shimmering?
5 Attachment(s)
Hi all,
does anybody have any solution for far ground textures shimmering? I have been tweaking that for months. Please see description where I have the shimmering in the picture shimmering.jpg . Unfortunately I am still not satisfied with results. Does anybody know better? See my setting in the attached pics. Any help is really highly appreciated. |
Lark,
I have the same problemn - use ATI HD7970. Dont find any paliative. :( In CloD Ubi german forum, a guy say something abouth how address this problemn in ATI cards, published in December issue of Games Hardware magazine (in german), but no details. Look at post # 8 http://forums-de.ubi.com/showthread....rtr%C3%A4glich Sokol1 |
Have had (always) the same issue with my 3 gig gtx 580, and I doubt a 4 gig 680 would solve the problem, its in the code.
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I believe its something with the AA issues with the ground textures is the problem. its in the code as stated..
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I'm using 32x AA and the landscape still crawls like its full of maggots. Another one for the sequel I guess.
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Maybe I'm nitpicking ,but I wish shimmering would take flight...
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So there is really nothing we can do with it?
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Don't go higher than 1,500 ft over ground. :rolleyes:
Works for me every time. |
Streaming engine and its lod values are the problem, not the ati card, which normally has some problems with tree shadows flickering. That is also not hardware, but software problem and sometimes driver issues. Do not estimate too much from a streaming engine with that high viewing range, the high texture amount and the insufficient hardware buses, which is currently top notch. We need new interfaces to solve streaming problems.
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Quote:
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The original IL-2 series had problems with shimmering in the distance too. One of its patches at least partially fixed it along the way, some time after Forgotten Battles was out. Even then, I found I had to adjust the Anisotropic filtering in my video card settings to reduce it further. (Turning down the filtering unsharpened and blurred distant textures.) I've tried doing the same with Cliffs Of Dover, but haven't noticed a difference. It makes me wonder if, like the anti-aliasing, the Anisotropic filtering is even working in-game.
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