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Posted

Since I got a much better graphic card from Morris only recently (thanks again, mate!), I could raise

all sliders and the "ground object density" and such.

Now I saw today some green hedges, which I had never seen before. Either I always missed them,

or - more likely - they came up with more "ground detail". OFF still has things to surprise me with!

 

 

Posted

Hi Olham,

 

nice shot, you are tempting me to take up an EIII career.

 

I know you are an old hand at the tweaking game but the other day I changed,

via the Nvidea control panel, from multisample to 4xSupersample. The improvement took me aback - especially the

colours looked much more realistic and that annoying low altitude "mapping" - white/blue triangles - has been reduced to virtually nothing.

You don't use a Nvidea card but is there a Supersample option for yours ? Worth checking out.

 

I tried 8xSupersample but it crashed in a shrieking heap, no go for me.

 

Sorry if I'm telling you how to suck eggs, but I can't believe how good P3 now looks.

I would show you if I could get my screenshots to post :dunno: .

 

Cheers

 

 

Posted

Yes, there is; thank you Sid - I have also moved it fully up.

It is just a question of graphic card quality, how good OFF will look,

and a question of CPU speed, how well it will perform.

I have finally got a very good system for both.

Posted

I guess they came up, when I put "ground object density" on "high".

In my ATI "CatalystControlCenter" I have selected the following settings:

Anti-Aliasing: 16x

 

Anisotropic Filtering: 16x

Tesselation: AMD-optimised

 

Catalyst A.I. Texture filtering quality: high quality

 

Texture optimisation: activated

Mipmap Detail Level: High Quality

 

Wait for vertical refresh: Always on (High quality)

 

Anti-Aliasing Mode: Super-Sampling

OpenGL Setting: Triple buffering

 

 

To be honest: I don't know, what "Tesselation" or "Triple buffering" really do.

Posted

Olham:

Thank you, but I guess I should have asked if you had changed any of your P2 settings ,i.e. 553455, other than "Ground Object Density = High", since you now have a better video card.

 

As for Tesselation, it is used in DX11 and Triple Buffering is used in OpenGL, neither applies to P2 which used D3D.

Posted

Ah, okay, thanks, PanamaRed.

 

My sliders are set to:

 

Aircraft: 5

Terrain detail: 3 (anything higher I found too grainy)

Scenery detail: 5

Effects quality: 5

Clouds: 5

 

I guess you're right - it must be the "Scenery detail" slider.

Posted

BTW if you are talking of Phase 2 Panama I don't think the same hedges are in there anyway, so much changed in P3.

 

You are correct, I should have said P3 OFF BHaH / HitR, not P2 OFF. In my game P3 OFF I have Terrain Detail = 3 and Scenery Detail = 4, I had not noticed any hedges that Olham showed in his picture and I was wondering what settings I should try to see them.

Posted (edited)

"Terrain Detail" seems to be the resolution of the "terrain patches"; which make the texture for the ground surface.

"Scenery Detail" seems to be a variety of objects added, the higher you go.

Maybe Winder or Pol could clarify that.

Edited by Olham
Posted

Yes that's about it Olham. WM is the scenery expert and would know more specifics but to see extras like hedges etc probably need 4 or 5 slider on scenery. Terrain and Scenery you can probably put on 4,4 as a max and see all.

Posted

.

 

Olham, I have seen hedges from time to time in OFF, but only when scenery is on 4 or 5, (as noted by Pol). Also, I've never seen that many in one spot before. Where is that, just out of curiosity?

 

.

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