AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
Shadow glitch11/20/2023 On vehicles, it is less likely that a lot of people are seeing it, though, and more likely a driver or hardware bug, unless it's very minor.ĪTI, Nvidia, and Intel all have interesting shadow bugs in their own right, and other hardware / driver bugs that contribute to things like flickering shadows, which actually involves a few separate parts of the hardware's inbuilt capabilities. The severity will depend on drivers, make and model. Many cards will have the flickering shadow issue in some form, at least on buildings, due to the way that shadow generation works. we hate this situation far more than you guys do. That's about the best I can suggest.Ī reminder. If you're looking to upgrade your card anyway (seems it's pretty far down the performance spectrum) it's a good idea to make a post and see who here is using that card and if they are happy with it's handling of shadows. Though I never say "absolutely" because the video card interacts with other bits of hardware in a computer and therefore it's possible for two cards to perform differently in two different computers. Which means if you change your card to what one of those people are using, chances are you'll be all set. What I can say is I don't think what you're seeing is what most people are seeing. Heck, even a specific card type can have different quirks depending on when it was manufactured (hidden updates to the hardware). The array of cards out there is dizzying and each one has it's quirks. I would never recommend a specific card to anybody. Well, there might be other things improved at least. Because it sucks to see some customers having a less-than-optimal visual experience.īummer the driver updates didn't do anything specific to this problem. we will continue to try and work around the technical problems and never accept "this is as good as it can get". All I can say is what Phil has already said. Perhaps a driver update will take care of the problem (eventually), perhaps the next revision of our shaders will help. And that might be a good thing because we know it can look better. For whatever reason, Weapon2010's experience is worse than what I've seen throughout testing. Which is to say any one person's experience isn't necessarily typical. Especially ones without armies of programmers. I can not emphasize how much that SUCKS for developers. Even two people with theoretically the same cards, OSes, and driver versions can have wildly different results (partly because hardware companies implement secret revisions to production runs over time). On top of this we have the fun and joy of experiencing, through the eyes of our customers, the extremely wide range of visual behaviors based on individual systems. Lots of tricks when the variables are limited simply aren't available to us. Because CM's camera and sun positions aren't hardcoded, we have to leave a lot of the effects up to on-the-fly calculations instead of highly optimized specific routines. The primary problem here is as Phil described. But be prepared, it isn't a "family friendly" commentary It depends on the program and the video card drivers what happens then - sometimes you slow down, sometimes some models are buils with less detail, and sometimes part of models are less detailed.Īsk us what we think of video card hardware and drivers and we'll tell you. Things can look weird when one part of a model switches to another LOD sooner then another part of the same model, or when a model is right on the edge of a distance where the models are swapped, and they swap in and out, causing some flicker.Įdt: you can also get situations where you run out of video card memory, and a lower level of detail texture is loaded for some textures (because they obviously take less memory). Pro is that it makes it possible to have models with large number of polygons, and still display a large number of models, as long as they are not all close up.ĭrawback is that you have to make all those different levels of the models and that you have to swap them when you zoom in or out. You can have several different textures for a model, with different levels of detail, for different distances. Basically it is a method of displaying things (like tanks) with a model build of lots of polygons when they are close, and swapping the texture for one with less polygons when they are further away (when you cant see the details anyway).
0 Comments
Read More
Leave a Reply. |