#21
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OP's 2nd pic I don't know what the problem is here for you guys, probably the monitors. It cannot be the software though or everyone would have the problem...the OP aircraft is at least 4.5km away I think and may be much further and about to fade out over 4km away here, very visible/trackable but certainly maybe too far to bother with blown up so as to read the distance I don't bother trying to catch up to aircraft that far away unless they are bombers
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 Last edited by SlipBall; 05-16-2013 at 09:30 PM. |
#22
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Check post 11 again and please illustrate where the hell do you see the left wing.Only the right wing is showed, if you see the left one then you must be hallucinating.By the way you just ignored everything else I wrote and the link I gave you where it was stated by TF members that there is an issue with the LODS.Once again the pictures you uploaded are of no use since you werent at the same altitude.
Let me explain this to you for one last time: there are different lods for aircraft representing them at different distance, there are transitions between each other, as I said several times before, the problem ISNT spotting aircraft at far distances, the problem IS that between that transformation from dot to the final form there is a lod which shimmers a lot and therefore it sometimes disappears(theres no better example than the first two pictures posted at #11). Here is another link:http://theairtacticalassaultgroup.co...t=4428&p=44766 Check the 10th post. |
#23
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I don't have this problem that you seem to have, and so can only speculate. I would say that when your target is extending away as in the OP's images, a decision to follow makes little sense. An arcade game can cure bad piloting skills, but do you really want that?
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#24
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You don't see a difference between those? One game has antialiasing, the other doesn't.
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Velocity Micro Raptor Z90 | Asus P8Z77-V Intel Z77 | Intel Core i7-3770K 4.7GHz | Asetek Liquid Cooling System | 16GB DDR3-1600MHz Memory | 4GB EVGA Nvidia GTX980 SC ACX 2.0 | 120gb Intel 520 Series MLC SSD | 1TB 7200rpm SATA 300 w/NCQ | 850 W Corsair PSU | Windows 7 64-bit |27" Samsung 1920 x 1080 display | CH Fighterstick | Ch Pro Throttle | CH Pro Pedals | TrackIR 5 |
#25
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Look again at these shots see the cables on the wing of the WWI flying boat? then look at the wire running along the top of the 109 antialiasing samples the pixels so that lines, especially near horizintal ones appear to be straight and not jagged. I don't know much about computer graphics but it seems to me when a plane or part of it diminishes in size to near a single pixel, if there is no sampling, then it will just dissapear. CoD has no built in aa, you can tell if you adjust the setting on the menu and your screen image doesn't change at all. (I could be totally wrong) but aa works by detecting edges within the 3D program, therefore trying to add it afterwards like with SweetFX won't really work. RoF is available as a free demo, check it out. CoD has some outstanding models and maps, I can just imagine how good they would look if it had antialiasing Uploaded images don't really do justice to any of these games either since they look compressed. The image on a real screen in RoF looks much better.
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Velocity Micro Raptor Z90 | Asus P8Z77-V Intel Z77 | Intel Core i7-3770K 4.7GHz | Asetek Liquid Cooling System | 16GB DDR3-1600MHz Memory | 4GB EVGA Nvidia GTX980 SC ACX 2.0 | 120gb Intel 520 Series MLC SSD | 1TB 7200rpm SATA 300 w/NCQ | 850 W Corsair PSU | Windows 7 64-bit |27" Samsung 1920 x 1080 display | CH Fighterstick | Ch Pro Throttle | CH Pro Pedals | TrackIR 5 Last edited by SharpeXB; 05-17-2013 at 01:45 PM. |
#26
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PS experimenting with CoD some more, I've been away for a while
I might be guilty of playing around with Nvidia CP too much. On default it's not quite as bad as I remember.
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Velocity Micro Raptor Z90 | Asus P8Z77-V Intel Z77 | Intel Core i7-3770K 4.7GHz | Asetek Liquid Cooling System | 16GB DDR3-1600MHz Memory | 4GB EVGA Nvidia GTX980 SC ACX 2.0 | 120gb Intel 520 Series MLC SSD | 1TB 7200rpm SATA 300 w/NCQ | 850 W Corsair PSU | Windows 7 64-bit |27" Samsung 1920 x 1080 display | CH Fighterstick | Ch Pro Throttle | CH Pro Pedals | TrackIR 5 |
#27
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Sharpe dont waste your time with this troll.I gave him examples of the issues,, links showing a lot more people complaining about it and posts by 2 Team Fusion members recognizing there is an issue with the lods and its currently on the to do list.His only argument is that he doesnt have the problem, the fact is that he doesnt have a clue about what we and others are talking about saying that he doesnt chase planes that are that far.It doesnt take a scientist to know that planes can come and go so the issue is present when another plane is flying towards you.
OP if you want more help, post your concerns over at the ATAG forums, theres a reason why so many people like me avoid this one. |
#28
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I understand what you are saying and do agree other games look better in that respect with the AA. It is what it is though and so only time will tell if that can be improved by TF...as far as your little friend goes, he is just a bad pilot maybe, maybe not.
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 Last edited by SlipBall; 05-19-2013 at 07:12 PM. |
#29
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Modern games use deffered shading, what means that geometry rendering and lightning are decoupled. This allows complex lightning (and gives other benefits) for lesser performance hit, however it also has disadvantages. One of them is problematic use of hardware AA, because of mentioned decoupling (geometry stage is to early for AA, and lightning one is too late). There are the ways to accomplish it (especially with newer hardware and DX versions), but it is not the mater of "on/off" like it used to be with older games, it requires careful design of graphics engine. The only quick "on/off" type solution is doing AA via postprocessing (running edge detection on final image and etc.), which is becoming common choice for most modern games, which uses deffered shading.
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#30
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Good news, it seems this issue will be fixed or at least dealt with on the next patch.
http://theairtacticalassaultgroup.co...5928#post45928 Check out Kwiatek's( Team Fusion member) posts number 22 and 27. |
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