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Horrible textureresolution of some Amarr vessels after V3

First post
Author
COMM4NDER
Legendary Umbrellas
#61 - 2012-05-14 00:45:10 UTC  |  Edited by: COMM4NDER
Johnson Johnson wrote:
anybody with an ATI GPU, make sure you have Catalyst A.I turned off before you start getting up close and pervy with your spaceships


You cannot turn it off but set to high quality that would make the AI to stop cutting back on rendering.

Setting
AF to 16x
AI to High Quality
disable Surface Format Optimization (don't know if it will change much in img quality there)

Same thing applies to nVidia users, though I don't think nVidia users get the Surface Format Optimization settings nor the rendering settings in default panel. May try rivatuner or some other 3rd party tool to check settings.

And AF/AA Quality does differ in GPU generations. Some generations does have different way on working with this that in some way improves performance and decreases quality and vice versa.


This is how few ships looks for me = Imgurlink
Remember to click on the zoom button in the corner to get full resolution of them.

Also, the logos on few pictures are messed up, for some reason screen shots with the internal eve bugs out on high resolutions and gives random white textures on ships or logos.

[url=https://github.com/CommanderAlchemy/.bin/blob/master/eve] EVE - Online Launcher [Linux] [/url] Installs, launches character prefixes (both SISI & Tranquility). Simplescreenrecorder shm inject

TheButcherPete
KarmaFleet
Goonswarm Federation
#62 - 2012-05-14 04:12:04 UTC
Sellendis wrote:
I agree, launchers and turrets are hires models. But the ships when zoomed in are horrible.

Pic

In this day and age, why cant ships get a sharp and detailed texture when we zoom in on them. And a normal or lower texture when its zoomed out.


Honestly they do, but CCP's definition of zoomed out is when the ship is very small on the screen. The texture definition changes.
in other words, Dominix's lose their potato shape, and become blurry, jagged figures.

[b]THE KING OF EVE RADIO

If EVE is real, does that mean all of us are RMTrs?[/b]

Grey Azorria
Federation Industries
#63 - 2012-05-14 10:18:22 UTC
TheButcherPete wrote:
Sellendis wrote:
I agree, launchers and turrets are hires models. But the ships when zoomed in are horrible.

Pic

In this day and age, why cant ships get a sharp and detailed texture when we zoom in on them. And a normal or lower texture when its zoomed out.


Honestly they do, but CCP's definition of zoomed out is when the ship is very small on the screen. The texture definition changes.
in other words, Dominix's lose their potato shape, and become blurry, jagged figures.

It isn't the textures that change, it's the actual models, AFAIK the textures stay the same (at least there is only a single set of texture maps per ship, and at least two different models - one normal and one ultra low poly version)

That being said, CCP should definitely consider an optional High-res texture pack for those who have powerful enough GPUs / plenty of RAM to spare.

Do not argue with an idiot. He will drag you down to his level and beat you with experience.

Sometimes when I post, I look at my sig and wish that I'd follow my own god damned advice.

Aurelius Valentius
Valentius Corporation
Valentius Corporation Alliance
#64 - 2012-05-15 21:25:03 UTC
Here you go, petition and ask, demand, and sulk with CCP to engage this company to work with them in launching the first game to use this technology... EVE: Unlimited Detail Real-Time Rendering...

This would solve the issue of details close in and if the technical spec are true to what they say, the resources needed to run the game would drop significantly... you could prob run EVE on a 128M card, with 2GB of ram at full on and have 150FPS or more this way...

Linky:
http://www.youtube.com/watch?v=00gAbgBu8R4
Lyron-Baktos
The Scope
Gallente Federation
#65 - 2012-05-16 14:56:58 UTC
anyone checked out the Amarr ships on sisi lately? If so, any changes?
Einar Matveinen
Mahe Ratu
#66 - 2012-05-16 17:58:11 UTC
They're the same, they've changed some Lai Dai textures, Golem, Cerberus and Manticore are darker, but Raptor, Bustard, Basilisk and Kitsune have the old Lai Dai texture yet. Maybe all Lai Dai models should have the same darker new texture by 22th may.
Avila Cracko
#67 - 2012-05-17 14:15:03 UTC
Any response on this?

truth, the whole truth and nothing but the truth.

CCP Vertex
C C P
C C P Alliance
#68 - 2012-05-17 14:53:12 UTC
Hi all, I'm sorry we haven’t replied sooner to this thread. I wanted to quickly go over some of your concerns.

The V3 project was about applying the new Shader to all ships and getting textures, locators, boosters and decals all into a standardized format. This allows us to be much more flexible in the future and generally improve things, we also tried to fix as many small visual artifacts as possible (normal errors, UV seams and locator issues). We couldn’t fix all as re-UVing and baking the normals for some ships was too time consuming, we did not change the texture resolution of any ships (although we would love to) because this does have an impact on performance.

The higher the texture resolution the more memory is consumed in large scenes such as fleet fights. This is not to say that we won’t increase texture resolution for some ships but this is not what the V3 project was about.

I understand that there are small visual artifacts that have now become apparent, these issues have always been there but were hard to see with the old Shader.

I would encourage you to File a Bug Report if you feel a certain ship looks worse so we can look into.

**CCP Vertex  |  Senior Development Manager ** | @CCP_Vertex

Toguri Iva
Mahe Ratu
#69 - 2012-05-17 17:46:59 UTC
Are you going to update all Lai Dai models to the new darker texture by 22th may?.
cerbus
Carpe Noctem.
#70 - 2012-05-17 21:55:21 UTC  |  Edited by: cerbus
confirming the textures have always been low quality, and the previous shaders ere just REALLY good at hiding it.
I have all release versions of the ship textures since trinity and there have been little changes apart from splitting the paint layers and moving the self illumination layer and the specular layer to another file.

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