Author Topic: Found the reason behind blurry gauges..  (Read 581 times)

Offline Kweassa

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Found the reason behind blurry gauges..
« on: December 11, 2003, 01:02:08 AM »
The "Object Mip-mapping" at video preferences, blurs away textures inlcuding those that make up cockpit gauges.

 Turn object-mipmap off, and you get a clear cockpit.

Offline Kweassa

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Found the reason behind blurry gauges..
« Reply #1 on: December 12, 2003, 06:38:29 AM »
*Punt* for people who need a temprary work-around

 Mipmapping reduces graphics anomaly liek terrain flashing and etc. ILike anti-aliasing, it sort of 'smudges' the pixels to make things look more natural.

 Problem is, probably due to its beta phase the 'object mipmapping' option blurs out the textures used by guages too.

Offline mason22

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Found the reason behind blurry gauges..
« Reply #2 on: December 12, 2003, 10:34:57 AM »
i found it to be less blurry when both of the Object Size and Detail sliders were moved to "more detail" with the mipmapping on for both objects and terrain.

just another $.02

Offline bloom25

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Found the reason behind blurry gauges..
« Reply #3 on: December 12, 2003, 06:01:23 PM »
What mipmapping actually does is pick from a series of different possible textures depending on the distance of the object.  (There are usually several different textures, ranging from a couple pixels up to maybe a 128x128 pixel texture.)  As an object moves farther away, the size of the object to which the texture is to be applied may become smaller than the texture.  In this case, a lower detail (smaller) texture is selected.  This process is repeated over and over.  A texture (like the terrain) can appear to flash or flicker if a texture that is not properly scaled is used, in which case the video card will have trouble deciding how exactly to map the texture to the object.  (It specifically can't decide which pixels to select from the texture as it scales forward or back.)  This can be visible as a shimmering or flicker.

It could also cause blurry gauges, because a lower detail texture is being scaled up, instead of just using a higher detail texture.  This is may be intentional as it would improve performance.  I don't know this for a fact, but I would assume the level of detail slider simply selects what the highest detail texture to be used is.  Setting it to "more performance" may limit the use of higher detail textures to save video memory.