+gerwin Posted April 15, 2012 Posted April 15, 2012 Not so long ago I was still mainly running SF1 2010, but now I am quite settled in SF2. There is still on thing ugly in SF2 that is fine in SF1. It is a shimmering effect of TOD buildings. Even with a slight change of zoom level the offset of the buildings seem to noticably change in relation to the terrain tile. As illustrated with the picture, which is a detail of a screenshots scaled 200% to make it clearer. The situation in the two pictures is the same except that one is slightly more zoomed in. I tried a few things with the "SolidObjectTextureMaterial"in the terrain datafile, but currently I don't think that the problem is in that datafile. Quote
Wrench Posted April 16, 2012 Posted April 16, 2012 happens a lot on non-stock TOD buildings ... could be a mesh error?? Flipped face?? Quote
+russouk2004 Posted April 16, 2012 Posted April 16, 2012 (edited) could also be 2 polys in same space,another cause is,polygons from a distance shimmer as they are so close they appear to overlap,causing you to see 2 faces (polys) at same time,hence shimmer. Edited April 16, 2012 by russouk2004 Quote
+gerwin Posted April 16, 2012 Author Posted April 16, 2012 (edited) I have this with any terrain in SF2, both stock and modded. DirectX 9. At a certain distance the lower building's roofs get hidden below the terrain tile at random, it seems. Edited April 16, 2012 by gerwin Quote
+gerwin Posted April 16, 2012 Author Posted April 16, 2012 These entris in FLIGHTENGINE.INI solved it for me: [ForegroundSceneClip] FarClipDistance=14000.0 //SF2: NearClipDistance=0.45 //SF1: NearClipDistance=249.9 //5.0 stops the shimmering of TOD building roofs, but intruduces sky color at the bottom when hugging the ground with the camera //The latter issue is worked around by setting MinHeight=3.0. NearClipDistance=5.0 [WorldSettings] SectorWidth=20 SectorHeight=20 SectorMaxObject=256 Border=80000.0 //SF2: MinHeight=1.0 //SF1: MinHeight=2.0 MinHeight=3.0 MaxHeight=35000.0 Also the TOD visibility was actually reduced in SF2 vs SF1!? so I changed it back. [LowDetailOption] //HorizonDistance=30000.0 HorizonDistance=45000.0 //DetailMeshSize=tod popup distance in km //DetailMeshSize=2 DetailMeshSize=3 ... [MedDetailOption] //HorizonDistance=42000.0 HorizonDistance=50000.0 //DetailMeshSize=2 DetailMeshSize=4 ... [HighDetailOption] //HorizonDistance=50000.0 HorizonDistance=60000.0 //DetailMeshSize=3 DetailMeshSize=5 ... [unlimitedDetailOption] //HorizonDistance=62000.0 HorizonDistance=75000.0 //DetailMeshSize=4 DetailMeshSize=6 Quote
+gerwin Posted April 16, 2012 Author Posted April 16, 2012 (edited) Correction..... MinHeight=3.0 gives problems in cockpits when on the runway. This combination of values seems better so far: [ForegroundSceneClip] FarClipDistance=12500.0 NearClipDistance=4.0 [WorldSettings] MinHeight=2.0 Edit: this has another side-effect. when zooming in on an aircraft too much, you start to see through them... not to big a deal. Edited April 18, 2012 by gerwin Quote
+Stary Posted April 18, 2012 Posted April 18, 2012 poor engine handling of depth buffer, only way is through flightengine ini tweaks I suppose, as Gerwin posted Quote
SFP1Ace Posted April 18, 2012 Posted April 18, 2012 Gerwin, your settings do have one disadvantage though: they disable cockpit night lighting, at least that is the case with my computer . Quote
+gerwin Posted April 18, 2012 Author Posted April 18, 2012 poor engine handling of depth buffer, only way is through flightengine ini tweaks I suppose, as Gerwin posted OK, I was already hoping to get your opinion on this one. Gerwin, your settings do have one disadvantage though: they disable cockpit night lighting, at least that is the case with my computer . Argh... I will see what can be done, but I fear it remains a matter of choosing one bug over the other. Quote
+gerwin Posted April 21, 2012 Author Posted April 21, 2012 The maximum value that does not break the F-15 and Harrier 3 cockpit light: NearClipDistance=1.5 (=1.6 breaks the light) And I leave this unchanged now: MinHeight=1.0 So the TOD shimmering is still there, but hopefully to a slightly lesser degree. The shimmering is expected to be worse with the lower TOD buildings. As their roof is closer to the ground tile. Quote
+PureBlue Posted July 7, 2012 Posted July 7, 2012 (edited) Wonderful fix for the shimmering Gerwin! I'm using NearClipDistance=1.5 and this makes it a pleasure to look at far objects. ((Also using a larger MeshSize for more drawdistance) Edited July 7, 2012 by PureBlue Quote
Wilches Posted July 8, 2012 Posted July 8, 2012 Well, this works fine for outside views, but when inside the cockpit with the ¨ExternalClipDistMin=0.01¨, for better view for close objects when ¨OpenCockpit=TRUE¨ is on, it still gets a lot of shimmering. Conclusion - no luck yet... Quote
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