Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: popeye on October 17, 2018, 09:17:49 PM
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Did the Marston mat texture change in the new release? I'm seeing very strong moire patterns that I don't remember seeing before. (Or maybe it's always been there and I never noticed....) :old:
DX9
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Did the Marston mat texture change in the new release? I'm seeing very strong moire patterns that I don't remember seeing before. (Or maybe it's always been there and I never noticed....) :old:
DX9
Enough with the French!!! English please!
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Marston is in North Carolina. :neener:
Reminds me of the episode of Baa Baa Black Sheep where Doc Roberts finds the magic mushrooms out behind the infirmary. :O
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With this last patch the Marston mat runway on the small field has been doing an intense crazy Moiré pattern effect, more so than ever before.
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Looked a bit like those SPIRAL white and Black pictures, that when stared at seem too be moving. I have noticed...I quit Smoking, Drinking and Depression is better...HOPE ITS NOT Alien Hypnotics :headscratch: I also noticed a STRONG URGE to go to the store and buy high quality Scotch.... :uhoh
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I don't know what was changed, but man it's not good. I'm getting almost dizzy looking at it. Even at altitude it's like a constant sine wave akin to some monitor on Spock's Star Trek TV series console.
:confused:
Definitely not a good look on my end. Needs to go back to the old style until it can be improved. :salute
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I don't know what was changed, but man it's not good. I'm getting almost dizzy looking at it. Even at altitude it's like a constant sine wave akin to some monitor on Spock's Star Trek TV series console.
:confused:
Definitely not a good look on my end. Needs to go back to the old style until it can be improved. :salute
Sounds like they need mipmapping.
https://developer.valvesoftware.com/wiki/MIP_Mapping (https://developer.valvesoftware.com/wiki/MIP_Mapping)
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Sounds like they need mipmapping.
https://developer.valvesoftware.com/wiki/MIP_Mapping (https://developer.valvesoftware.com/wiki/MIP_Mapping)
Interesting...…………..
If anyone is interested, you might try enabling anisotropic filtering in vid card driver (set to override application settings to stop driver from looking for application\game settings for this filtering) then set the level of filtering to 16x (max setting) to see if this stops it from occurring.
To date I haven't noticed any of this occurring on my end while playing but I have this setting active in my vid card's driver and have been using it for the last 4-5 yrs due to me running a test back in the day when in a plane sitting on a marston matted runway at the spawn point then looking either left or right view along the edge of the marston matting I noticed the matting pattern breaking up well before the end of the mat which was corrected when vid card driver-level anisotropic filtering was applied, which suggested to me that anisotropic filtering wasn't being applied\used in the game to realign graphic tiles (or mip maps) over distances to maintain pattern symmetry thruout your visual line of sight.
Something to consider...…………………………
YMMV
:salute
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With this last patch the Marston mat runway on the small field has been doing an intense crazy Moiré pattern effect, more so than ever before.
Same here. it is a little "intense".
Also I am seeing what I will call rectangular block shadows from the cockpit of some of the fighters (F4U-1D and Spit 9?) i ride.
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Same here. it is a little "intense".
Also I am seeing what I will call rectangular block shadows from the cockpit of some of the fighters (F4U-1D and Spit 9?) i ride.
Did you hit your head on the canopy? :confused:
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Interesting...…………..
If anyone is interested, you might try enabling anisotropic filtering in vid card driver (set to override application settings to stop driver from looking for application\game settings for this filtering) then set the level of filtering to 16x (max setting) to see if this stops it from occurring.
To date I haven't noticed any of this occurring on my end while playing but I have this setting active in my vid card's driver and have been using it for the last 4-5 yrs due to me running a test back in the day when in a plane sitting on a marston matted runway at the spawn point then looking either left or right view along the edge of the marston matting I noticed the matting pattern breaking up well before the end of the mat which was corrected when vid card driver-level anisotropic filtering was applied, which suggested to me that anisotropic filtering wasn't being applied\used in the game to realign graphic tiles (or mip maps) over distances to maintain pattern symmetry thruout your visual line of sight.
Something to consider...…………………………
YMMV
:salute
I thought^&^&he was trying to say psychotropic I was gonna say I'm there.
no no no I just got this video card and I'm not messing with anything on it or in it or to it
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Interesting...…………..
If anyone is interested, you might try enabling anisotropic filtering in vid card driver (set to override application settings to stop driver from looking for application\game settings for this filtering) then set the level of filtering to 16x (max setting) to see if this stops it from occurring.
To date I haven't noticed any of this occurring on my end while playing but I have this setting active in my vid card's driver and have been using it for the last 4-5 yrs due to me running a test back in the day when in a plane sitting on a marston matted runway at the spawn point then looking either left or right view along the edge of the marston matting I noticed the matting pattern breaking up well before the end of the mat which was corrected when vid card driver-level anisotropic filtering was applied, which suggested to me that anisotropic filtering wasn't being applied\used in the game to realign graphic tiles (or mip maps) over distances to maintain pattern symmetry thruout your visual line of sight.
Something to consider...…………………………
YMMV
:salute
As Pudgie says this will correct the problem with Nvidia cards with very little to no hit on frames.
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As Pudgie says this will correct the problem with Nvidia cards with very little to no hit on frames.
Still begs the question, “Why fix something that wasn’t broken?”
I obviously missed the problem as it seemed fine before.
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Still begs the question, “Why fix something that wasn’t broken?”
I obviously missed the problem as it seemed fine before.
I suspect it was not being "fixed". It is a side result of something else being changed.
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I suspect it was not being "fixed". It is a side result of something else being changed.
D’oh! *facepalm*
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D’oh! *facepalm*
Awesome... you can now join our club. :rofl
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Awesome... you can now join our club. :rofl
Yay! I finally get to be in a club! :banana:
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Interesting...…………..
If anyone is interested, you might try enabling anisotropic filtering in vid card driver (set to override application settings to stop driver from looking for application\game settings for this filtering) then set the level of filtering to 16x (max setting) to see if this stops it from occurring.
Worked for me. Thanks! :salute
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Yeah... After that last patch, my graphics seem to be less sharp. The distance appears to mesh together. The CV at night was bad and the water had poor depth perception. I can definitely notice it.
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Another item to consider here..................
1. How many have the checkbox checked for "Disable ground clutter when in flight" vs others having this box unchecked within the game settings?
This setting was put in back in the AHI\AHII days to help out weaker vid cards by disabling the game to draw\render ground objects (read marston matting here, but other ground objects as well) when in aircraft that is off the ground above a certain height (read distance) to reduce the graphics load on the vid card by DESIGN as when you're flying the perceived importance of VIEWING ground objects was minimal at best. Remember the main advent for AH's creation\development was FLIGHT....................
Nowadays w\ the advent of much more powerful graphics cards some may not have this checkbox checked (not checked in game by default) thus the game (the vid card as well) will continue to draw & render ground objects regardless of the altitude (read height or distance) reached so it is feasible that at some distance the drawing\rendering of these ground objects (read the marston matting) along the visual line of sight will reach a point where the object tiling will morph due to draw\render limits into this pattern due to, in part, the improved game graphics now (along w\ the advent of ground gameplay where sharper, more refined ground graphics are more of a priority) vs older versions of the game but also due to how well the vid card's driver\GPU ability to draw\render the ground object (read fidelity here), especially at long viewing distances.....without creating this effect.............. Remember I said that the game client appears to not be coded to apply anisotropic filtering which would help to maintain the ground object's graphic tiling symmetry across the maximum viewing distance coded (whatever this distance is set) within the game's code for the game's graphics engine.
My read is this issue is also showing up on users that don't have this checkbox checked in game (like myself, but for other reasons). When primarily on the ground or flying at fairly low alts this isn't much of an issue but those who fly at higher\high alts w\ this checkbox unchecked are susceptible to seeing this happening due to this simple fact. Also my read is that this issue is also more related to those using the Dx11 vers vs those using the Dx9 vers due to the differences that Dx11 may bring to application in drawing\rendering ground objects vs Dx9....but I could be wrong.
So in closing the game graphics code doesn't have to be "broken" for this to occur...……………………….
I'm putting this out here due to the fact that I haven't noted of anyone else posting about this in this thread...………
Something else to consider as well.
:salute
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Another item to consider here..................
1. How many have the checkbox checked for "Disable ground clutter when in flight" vs others having this box unchecked within the game settings?
This setting was put in back in the AHI\AHII days to help out weaker vid cards by disabling the game to draw\render ground objects (read marston matting here, but other ground objects as well) when in aircraft that is off the ground above a certain height (read distance) to reduce the graphics load on the vid card by DESIGN as when you're flying the perceived importance of VIEWING ground objects was minimal at best. Remember the main advent for AH's creation\development was FLIGHT....................
Nowadays w\ the advent of much more powerful graphics cards some may not have this checkbox checked (not checked in game by default) thus the game (the vid card as well) will continue to draw & render ground objects regardless of the altitude (read height or distance) reached so it is feasible that at some distance the drawing\rendering of these ground objects (read the marston matting) along the visual line of sight will reach a point where the object tiling will morph due to draw\render limits into this pattern due to, in part, the improved game graphics now (along w\ the advent of ground gameplay where sharper, more refined ground graphics are more of a priority) vs older versions of the game but also due to how well the vid card's driver\GPU ability to draw\render the ground object (read fidelity here), especially at long viewing distances.....without creating this effect.............. Remember I said that the game client appears to not be coded to apply anisotropic filtering which would help to maintain the ground object's graphic tiling symmetry across the maximum viewing distance coded (whatever this distance is set) within the game's code for the game's graphics engine.
My read is this issue is also showing up on users that don't have this checkbox checked in game (like myself, but for other reasons). When primarily on the ground or flying at fairly low alts this isn't much of an issue but those who fly at higher\high alts w\ this checkbox unchecked are susceptible to seeing this happening due to this simple fact. Also my read is that this issue is also more related to those using the Dx11 vers vs those using the Dx9 vers due to the differences that Dx11 may bring to application in drawing\rendering ground objects vs Dx9....but I could be wrong.
So in closing the game graphics code doesn't have to be "broken" for this to occur...……………………….
I'm putting this out here due to the fact that I haven't noted of anyone else posting about this in this thread...………
Something else to consider as well.
:salute
I read the read and I read ya.