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Author Topic: Poor/messed up ground textures and cockpit clipping  (Read 2006 times)

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Raven Morpheus

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Poor/messed up ground textures and cockpit clipping
« on: August 21, 2016, 08:35:57 AM »

Hey all

Don't know what it's like in the air but when I'm on the ground I seem to see a lot of textures on various maps (I think it's confined to addon maps and the stock ones are OK) which look like the one's in the screengrabs below.

Is there something that can be done to fix this?

This is the Channel4245 map, the taxiways are all blurred, other textures appear to be OK -



And this is the CAN_Channel/CUP_Channel map, don't know what to say about this one, it's all messed up -





Also on some maps (the map below is Bessarabia Summer) textures look OK in the immediate area but the further ahead you look the blurry they are, in some cases they start to blur almost right in front of the plane when in cockpit view.





And when in cockpit view in certain planes (mostly planes like the Spitfire) at FOVs I tend to use I get clipping on the edges of the screen, so the wings, for example, look like they're missing parts, it resolves itself as I pan the view left or right or zoom in.





My CUP WAW is up to date, at part 20 and the latest maps part, as far as I know.

I'm running 512mb in the SAS/CUP selector as that seems to be the most stable for me (although occasionally I find it's not and 768mb is better for some missions/maps).

Any help on this would be greatly appreciated as these minor issues do irritate me a little.

Thanks in advance.
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nyali

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Re: Poor/messed up ground textures and cockpit clipping
« Reply #1 on: August 21, 2016, 09:18:59 AM »

i think the ground textures in your first screen shot are just down to how the map was made
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SAS~Storebror

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Re: Poor/messed up ground textures and cockpit clipping
« Reply #2 on: August 21, 2016, 11:50:39 PM »

I've had a similar issue when I played around with "Depth of Field" in ReShade.
If you have ReShade installed, try disabling it's opengl32.dll (add a "-" to the name of the file in your IL-2 game folder) to see if it cures this.

If not, I would think that your game lacks any anisotropic filtering.
In that case you will want to take a look at your conf.ini to ensure that "TexMipFilter=3" is set and all others reflect "perfect" setting too, and finally check your graphics card settings and make sure it overrides any game settings and sets the AF to 16x.

Best regards - Mike
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Raven Morpheus

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Re: Poor/messed up ground textures and cockpit clipping
« Reply #3 on: August 22, 2016, 12:23:17 PM »

Thanks. 

Have tried and checked all that.  I don't have opengl32.dll present in my IL2 1946 install directory, never used ReShade on it.

The AF setting in my Nvidia control does seem to have made the blurring in the distance a little better.

Still get the issue with the CAN_Channel/CUP-Channel maps though, might be more I've got that totally messed up textures issue on, but haven't checked, most maps seem OK in that respect.

And the clipping in cockpit when adjusting the FOV to be further back is there still also.
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vpmedia

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Re: Poor/messed up ground textures and cockpit clipping
« Reply #4 on: August 22, 2016, 01:35:35 PM »

#1 is an experiment with runway plates, thats how the map was designed. The problem is that 4 airfields were mapped on a 1024 texture, that causes the the blur.

#2 fix here : https://www.sas1946.com/main/index.php/topic,50923.0.html

#3 I'd also look into the conf.ini, maybe some visibility distance or texture quality is lower than it should, please post at least the OpenGL section of your conf file.

#4 is imho an unwanted side effect of the increased fov

I'd be more worried about the fact that you got average 48fps and min 1 fps with one plane on an empty map (with no AA or AF enabled, or at least thats how the image looks).

Raven Morpheus

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Re: Poor/messed up ground textures and cockpit clipping
« Reply #5 on: August 22, 2016, 03:38:25 PM »

Thanks.

That fix works for the CAN_Channel/CUP-Channel problem.


Here's the OpenGl section of my conf.ini -

Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=0
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0


I take it then the clipping problem when increasing the FOV cannot be resolved?  It doesn't happen in all planes, for example I tried a mission with an F4F Wildcat (1941) and zoomed out  my usual amount (by pressing the = key 6 times) and there was no clipping, don't know if there would have been if I had zoomed out any further though.

As for the FPS, I have no problems, I get a solid 60 with V-Sync on, confirmed by also using Fraps.  I don't think that since I upgraded my PC last year to an Intel i5 @ 4.6ghz and an nvidia GTX 960 2GB I've experienced any noticeable fps issues, not even with a carrier deck full of SBD or F4F, and they used to give me low laggy FPS.   I tend to ignore the avg, min and max fps values.
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