Problem with MIPMAPS. high rez cockpits are grainy
#1

For some time ago I found the cockpits to have grainy textures. At first I thought were the textures too small for the large LCD I have, then I thought maybe the high rezolution textures of the newly moded cockpits have some problems...

I have to conclude now that there is a problem with the MIPMAPS generation/use from the game or video driver them selves.

I'm using now 190.62 WHQL driver with full maxed quality (no optimisations and 8xAA 8xAF), I tried a lot of variants within the driver... no joy. With ntune I can set up force mip maps but apparently that is only for directX.

here is a screenshot but, is better observable while panning the view

a croped zoom in from a 1920x1080 image

[Image: grab0001.png]

and the same screensot as jpg 100% quality (little loss in compression, original was TGA)

[Image: grab0001zgt.th.jpg]

any ideas? hints? thanks in advanced.

here is my conf.ini:

[quote]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=10000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=zaelu's
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=1
checkTimeSpeedDifferense=0.02
checkTimeSpeedInterval=3
checkRuntime=0

[MaxLag]
farMaxLagTime=0.5
nearMaxLagTime=0.5
cheaterWarningDelay=3.0
cheaterWarningNum=3

[chat]
region=(dx=1.0011904,dy=0.105714284,x=0.0,y=0.0)
adr0=ALL
msg1=OK,\u0020\u0020People,\u0020Make\u0020Your\u0020Bets\u0020and\u0020Hit\u0020Fly!
adr1=MY_ARMY
msg9=Thank\u0020You\u0020Everyone!\u0020S!
msg0=S!\u0020\u0020
msg7=
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#2

Try this settings:

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=0
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=2
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0


I use nhacer. I got 16x AF and 16xQ AA...I use water=2 because of 16xQ
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