Quote:
Originally Posted by KG26_Alpha
So the finger points somewhere else then maybe
Core.dll ........... ?
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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?