I have that too, on a GF3 video card. Oh well, back to GPL...
Bye,
Leo
Ian
www.simbin.com
> > I wondered whether anyone else is experiencing the same thing I am; some
> of
> > the track graphics in F12001 'shimmer'.
> I have that too, on a GF3 video card. Oh well, back to GPL...
> Bye,
> Leo
The shimmering is because ISI have played around with the mip-map LOD bias
setting in D3D to get a sharper image. This is probably in response to the
criticism F1 2000 got over it's 'blurry' tracks. Anyway, ISI have changed
the LOD bias which changes the distances at which D3D switches to the
smaller textures. Each of these distance have been moved closer to the
screen, so the game is using textures that are too big for the particular
distance, hence you get a shimmer around mip-map boundaries.
If ISI had programmed support for Anisotropic filtering, it wouldn't have
been necessary for them to manipulate the LOD bias this way. Also if they
had programmed support for W-Buffering, the 16-bit z-buffer problem would
not be there.
You could use RivaTuner to put the LOD bias back the other way, then force
anisotropic filtering on, and that should remove the problem.
Personally, once I'm into a race I hardly notice the shimmer.
Thanks!
-Larry
> The shimmering is because ISI have played around with the mip-map LOD bias
> setting in D3D to get a sharper image. This is probably in response to
the
> criticism F1 2000 got over it's 'blurry' tracks. Anyway, ISI have changed
> the LOD bias which changes the distances at which D3D switches to the
> smaller textures. Each of these distance have been moved closer to the
> screen, so the game is using textures that are too big for the particular
> distance, hence you get a shimmer around mip-map boundaries.
> If ISI had programmed support for Anisotropic filtering, it wouldn't have
> been necessary for them to manipulate the LOD bias this way. Also if they
> had programmed support for W-Buffering, the 16-bit z-buffer problem would
> not be there.
> You could use RivaTuner to put the LOD bias back the other way, then force
> anisotropic filtering on, and that should remove the problem.
> Personally, once I'm into a race I hardly notice the shimmer.
> > The 'shimmer' is due to some Z buffer issues that are really only
resolved
> > by moving to 32 bit. and this will impact the framerates quite badly,
you
> > GF3 guys should be ok though.
> > Ian
> > www.simbin.com
> Thanks!
> -Larry
> > Actually, it's not a z-buffer issue at all. There is a z-buffer problem
> > with F12001, but it doesn't make the tracks shimmer, it makes distant
> > objects get draw in the wrong order, so you'll see the inside of a tyre
> draw
> > over the outside.
> > The shimmering is because ISI have played around with the mip-map LOD
bias
> > setting in D3D to get a sharper image. This is probably in response to
> the
> > criticism F1 2000 got over it's 'blurry' tracks. Anyway, ISI have
changed
> > the LOD bias which changes the distances at which D3D switches to the
> > smaller textures. Each of these distance have been moved closer to the
> > screen, so the game is using textures that are too big for the
particular
> > distance, hence you get a shimmer around mip-map boundaries.
> > If ISI had programmed support for Anisotropic filtering, it wouldn't
have
> > been necessary for them to manipulate the LOD bias this way. Also if
they
> > had programmed support for W-Buffering, the 16-bit z-buffer problem
would
> > not be there.
> > You could use RivaTuner to put the LOD bias back the other way, then
force
> > anisotropic filtering on, and that should remove the problem.
> > Personally, once I'm into a race I hardly notice the shimmer.
> > > The 'shimmer' is due to some Z buffer issues that are really only
> resolved
> > > by moving to 32 bit. and this will impact the framerates quite badly,
> you
> > > GF3 guys should be ok though.
> > > Ian
> > > www.simbin.com
Now *that* is a Z-Buffer issue. The sparkling or shimmering textures is from
a lack of mip mapping or anistropic filtering.
--
- Will DeRivera
- GPL Rank 105.63, damn the 'ring!
- http://www.numic.net
- http://www.luxt.com
Don Burnette
> > Ya can't help but loving a post like this.
> > Thanks!
> > -Larry
> > > Actually, it's not a z-buffer issue at all. There is a z-buffer
problem
> > > with F12001, but it doesn't make the tracks shimmer, it makes distant
> > > objects get draw in the wrong order, so you'll see the inside of a
tyre
> > draw
> > > over the outside.
> > > The shimmering is because ISI have played around with the mip-map LOD
> bias
> > > setting in D3D to get a sharper image. This is probably in response
to
> > the
> > > criticism F1 2000 got over it's 'blurry' tracks. Anyway, ISI have
> changed
> > > the LOD bias which changes the distances at which D3D switches to the
> > > smaller textures. Each of these distance have been moved closer to
the
> > > screen, so the game is using textures that are too big for the
> particular
> > > distance, hence you get a shimmer around mip-map boundaries.
> > > If ISI had programmed support for Anisotropic filtering, it wouldn't
> have
> > > been necessary for them to manipulate the LOD bias this way. Also if
> they
> > > had programmed support for W-Buffering, the 16-bit z-buffer problem
> would
> > > not be there.
> > > You could use RivaTuner to put the LOD bias back the other way, then
> force
> > > anisotropic filtering on, and that should remove the problem.
> > > Personally, once I'm into a race I hardly notice the shimmer.
> > > > The 'shimmer' is due to some Z buffer issues that are really only
> > resolved
> > > > by moving to 32 bit. and this will impact the framerates quite
badly,
> > you
> > > > GF3 guys should be ok though.
> > > > Ian
> > > > www.simbin.com