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-   -   Texture Sizes ! (http://forum.fulqrumpublishing.com/showthread.php?t=24486)

KG26_Alpha 07-14-2011 06:36 PM

Yes SDK needed fast.

Core.dll
Well I've seen only 24bit & 32bit so far in there regarding the textures not surprising though.

I just don't have the time at the moment to spend on CoD's graphical problems
as I'm sure any effort made outside of the 1C Team will be overwritten in the very near future.

Im struggling with the FMB's desire to use C++ , what happened to the good old point n click of IL2 :)

Just for the sake of it ..............

Here's the core.dll DX dependency tree showing Dx11 also in there just not enabled .

http://img.photobucket.com/albums/v1...ndancycopy.jpg

Ekar 07-15-2011 06:05 AM

Quote:

Originally Posted by KG26_Alpha (Post 308711)
So the finger points somewhere else then maybe

Core.dll ........... ?

I was mucking around last night with various settings, and I realised that the only setting that will totally eliminate those micro stutters is to reduce land shading down to low. Other settings can make a difference and increase fps, but the little stutters will still be there if land shading is set to anything but low. When set to low, I notice-

1. There are no bump maps anymore.

2. You can see the higher res texture pop in at a closer distance than at higher settings. More aggressive LOD for mipmaps I guess.

3. The ground shadows get really blobby.


I think, somewhere in there, perhaps cumalatively- but perhaps not, is the reason for these micro glitches. PS, I've been meaning to ask someone about the method that CloD uses for bump maps on the terrain? I've not seen this before... when you look at the texture files there, there are two greyscale images- one in rbg and one in the alpha. They look similar but they are not standard greyscale bump maps but each contains directional lighting information as well, the opposite direction in each image. I'm just wondering whether this was done as a more efficient way of doing bump than by using a normal map or traditional greyscale bump, or perhaps it's actually less efficient??

Anyone got any ideas?

lothar29 07-15-2011 07:13 AM

Now I'm using ORIGINAL, but a couple of weeks ago used the high texture, the truth is that I just do not work well with any of the two options, and as neither I understand its functioning because I do not object well on the subject, but in my view, is still much to optimize the performance of CoD, but we already know all truth? jijijiji


I have stuttering in the coastal areas both English as French, unlike if I fly on London to me is very fluid.


My computer:
I7 950 3. 07GHz
COOLERMASTER V6
ASUS P6T DELUXE V2
Corsair VENGANCE 2x3Gb 1600MHz CL9 9-9-9-24 1.64v
HDD SEAGATE BARRACUDA 7200 RAID0 3x500Gb
SDD 1x64Gb Kingston
PSU NOX APEX 800W MODULAR
ASUS GTX470 GPU SLI option 2xGTX470 now no use, the second GPU in your box.
Zalman, 6 fan controllers
Saitek X52 Pro & Saitek Ruders pedals
HOTAS Thrustmaster WARTDHOG A-10C
TrackIR 5 x64 Drivers
Monitor PHILIPS 224EL LED 22" 1920x1080p resolution

RE77ACTION 07-15-2011 07:48 AM

Quote:

Originally Posted by KG26_Alpha (Post 308700)
The original textures look better than the ones you have modded in relation to the time of day and season.
Now the reason I say this is that the ones you have done look like they have had a polarizing filter applied, or looks like I'm wearing sunglasses.

I agree. It maybe has something to do that 1C already changed the colors since the original release of CloD. Personally I think that 1C has made the colors of the landscape a bit too dark and a bit too desaturated while the trees should have a small bit more darkening and desaturation.

This is of course my opinion. But since I almost live in the region of CloD (very southwest of The Netherlands) and have often visited the region and use a hardware calibrated IPS monitor, I think I can give some useful information about the colors (which includes hue, saturation and brightness (before I start a discussion about that ;))).

Ataros 07-15-2011 08:59 AM

OMG most people use original textures and complain about stutters. Turn it down to high or medium or get gtx580-3GB vram! Otherwise the game would never seem 'fixed' to you.

Running textures on high only with my 2gb video card to avoid stutters.

Ali Fish 07-15-2011 10:54 AM

1C have not changed the scenery textures since release. they have changed the ingame lighting ie shaders.


Bump Maps. ive worked wth bumps and normals all my life lol. This method they are using seems like a basic 3dmax height map shader, atleast thats the only place ive seen that style before. i have never seen this used like this before in software. btw the info lies on independant colour channels ie R,G,B not RGB, and alpha ofcourse.(room for more or possibly stuff missing) also whats strange us that the alpha is the direct inverse of the G channell.

somthing else ive noticed with these bumps is that peoples screenshots show an incredibly detailed bump map which ive never been priveledged to see ingame :( gtx280.

Quote:

Originally Posted by Ekar (Post 308871)
I was mucking around last night with various settings, and I realised that the only setting that will totally eliminate those micro stutters is to reduce land shading down to low. Other settings can make a difference and increase fps, but the little stutters will still be there if land shading is set to anything but low. When set to low, I notice-

1. There are no bump maps anymore.

2. You can see the higher res texture pop in at a closer distance than at higher settings. More aggressive LOD for mipmaps I guess.

3. The ground shadows get really blobby.


I think, somewhere in there, perhaps cumalatively- but perhaps not, is the reason for these micro glitches. PS, I've been meaning to ask someone about the method that CloD uses for bump maps on the terrain? I've not seen this before... when you look at the texture files there, there are two greyscale images- one in rbg and one in the alpha. They look similar but they are not standard greyscale bump maps but each contains directional lighting information as well, the opposite direction in each image. I'm just wondering whether this was done as a more efficient way of doing bump than by using a normal map or traditional greyscale bump, or perhaps it's actually less efficient??

Anyone got any ideas?


Querer 07-15-2011 11:14 AM

Honestly, I never noticed bump maps neither throughout the game... where should they be? On the plane textures? On the land textures? Which screenshots are you talking about?

Edit: bummer, I've found the screenshots you're talking about. Strange, which setting has to be on maximum to have bumps on the landscape? I have textures on "Original" and no bumpmaps...

Ali Fish 07-15-2011 11:24 AM

im off to hunt for those screenies !...set the time ingame to approx 17:00 hrs, there is an extra pseudo 3d layer of detail over the texture defined as land shading in the settings, it only works with directional lighting in a very angular situation. ie low sunlight. suprised theres no use of paralax mapping !

edit, cant find the screenshots but anyway... heres a random thought, could 1C have forgotten to put these textures through the normal map filter ???< A: NO. actually its an X,Y version of a normal map >

JG5_emil 07-15-2011 06:00 PM

Smoke and clouds are the killer for me

LoBiSoMeM 07-15-2011 06:30 PM

Quote:

Originally Posted by JG5_emil (Post 309148)
Smoke and clouds are the killer for me

+1 to clouds. REALLY bad optimization in this aspect...


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