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Rec.Autos.Simulators Archive

F12001-Shimmering Graphics

8 posts by 8 people · 16 Dec 2001 15:53 UTC - 19 Dec 2001 01:20 UTC

Paul Jager 16 Dec 2001 15:53 UTC#146423
I wondered whether anyone else is experiencing the same thing I am; some of the track graphics in F12001 'shimmer'. I can not think of any better way of describing it than this. I have a) tried different refresh rates for my Llayami 21' monitor (have upto date drivers, not the generic Windows ones) b) a variety of graphics cards drivers (Geforce 2 Ultra 64mb) from 6.50 right upto 23.11 (use 1024 res at 16 bit colour, but higher res also have similar 'shimmering' problem) c) played around with GeforceTweak d) tried different graphics settings within game, although with my rig I wouldn't of thought that the machine would be having a problem; Athlon 1.4, 256mb ram, Geforce 2 Ultra, SB Live, Act Labs Wheel/pedals (force feedback not activated) As an aside, when I click on icons within the game, the icon sound has a long reverberation sound to it. Is this normal? Any advice appreciated, as games like GPL and Nascar 4 work so well on my computer, and I'd love F12001 to the same. Thanks PJ
Paul Jager <[email hidden]> schreef in berichtnieuws Hw3T7.78$8%[email hidden]... > I wondered whether anyone else is experiencing the same thing I am; someof > the track graphics in F12001 'shimmer'. I have that too, on a GF3 video card. Oh well, back to GPL... Bye, Leo
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 "Leo Landman" <[email hidden]> wrote in message news:9vjcv7$49u$[email hidden]...
Quoted text (14 lines)> > Paul Jager <[email hidden]> schreef in berichtnieuws > Hw3T7.78$8%[email hidden]... > > > I wondered whether anyone else is experiencing the same thing I am; some > of > > the track graphics in F12001 'shimmer'. > > I have that too, on a GF3 video card. Oh well, back to GPL... > > Bye, > Leo > >
Actually, it's not a z-buffer issue at all. There is a z-buffer problem with F12001, but it doesn't make the tracks shimmer, it makes distant objects get draw in the wrong order, so you'll see the inside of a tyre draw over the outside. The shimmering is because ISI have played around with the mip-map LOD bias setting in D3D to get a sharper image. This is probably in response to the criticism F1 2000 got over it's 'blurry' tracks. Anyway, ISI have changed the LOD bias which changes the distances at which D3D switches to the smaller textures. Each of these distance have been moved closer to the screen, so the game is using textures that are too big for the particular distance, hence you get a shimmer around mip-map boundaries. If ISI had programmed support for Anisotropic filtering, it wouldn't have been necessary for them to manipulate the LOD bias this way. Also if they had programmed support for W-Buffering, the 16-bit z-buffer problem would not be there. You could use RivaTuner to put the LOD bias back the other way, then force anisotropic filtering on, and that should remove the problem. Personally, once I'm into a race I hardly notice the shimmer. "Ian Bell" <[email hidden]> wrote in message news:lPaT7.10603$[email hidden]... > 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
Ya can't help but loving a post like this. Thanks! -Larry "Simon Brown" <[email hidden]> wrote in message news:Z7oT7.302$[email hidden]... > Actually, it's not a z-buffer issue at all. There is a z-buffer problem > with F12001, but it doesn't make the tracks shimmer, it makes distant > objects get draw in the wrong order, so you'll see the inside of a tyredraw > over the outside. > > The shimmering is because ISI have played around with the mip-map LOD bias > setting in D3D to get a sharper image. This is probably in response tothe
Quoted text (19 lines)> criticism F1 2000 got over it's 'blurry' tracks. Anyway, ISI have changed > the LOD bias which changes the distances at which D3D switches to the > smaller textures. Each of these distance have been moved closer to the > screen, so the game is using textures that are too big for the particular > distance, hence you get a shimmer around mip-map boundaries. > > If ISI had programmed support for Anisotropic filtering, it wouldn't have > been necessary for them to manipulate the LOD bias this way. Also if they > had programmed support for W-Buffering, the 16-bit z-buffer problem would > not be there. > > You could use RivaTuner to put the LOD bias back the other way, then force > anisotropic filtering on, and that should remove the problem. > > Personally, once I'm into a race I hardly notice the shimmer. > > "Ian Bell" <[email hidden]> wrote in message > news:lPaT7.10603$[email hidden]... > > 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 > >
Dunno if it the same thing, but with F1 2000 CS many of the distant images like billboards or fences would come into view as if blocked by a moving train. You'd see the billboard flashing with short breaks of the actual image between blurred blocks until you got close enough to see the full image. I figured it was a 3dfx issue and since it didn't impact the framerate or the actual track, I never worried about it. dave henrie "Larry (The Other Larry)" <[email hidden]> wrote in message news:c1sT7.311$[email hidden]...
Quoted text (15 lines)> Ya can't help but loving a post like this. > > Thanks! > > -Larry > > "Simon Brown" <[email hidden]> wrote in message > news:Z7oT7.302$[email hidden]... > > 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 havechanged > > 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 theparticular > > distance, hence you get a shimmer around mip-map boundaries. > > > > If ISI had programmed support for Anisotropic filtering, it wouldn'thave > > been necessary for them to manipulate the LOD bias this way. Also ifthey > > had programmed support for W-Buffering, the 16-bit z-buffer problemwould > > not be there. > > > > You could use RivaTuner to put the LOD bias back the other way, thenforce
Quoted text (18 lines)> > anisotropic filtering on, and that should remove the problem. > > > > Personally, once I'm into a race I hardly notice the shimmer. > > > > "Ian Bell" <[email hidden]> wrote in message > > news:lPaT7.10603$[email hidden]... > > > The 'shimmer' is due to some Z buffer issues that are really only > resolved > > > by moving to 32 bit. and this will impact the framerates quite badly, > you > > > GF3 guys should be ok though. > > > > > > Ian > > > www.simbin.com > > > > > >
Dave Henrie <[email hidden]> wrote in message news:hMwT7.18635$X94.828662@rwcrnsc52... > Dunno if it the same thing, but with F1 2000 CS many of the distantimages
Quoted text (7 lines)> like billboards or fences would come into view as if blocked by a moving > train. You'd see the billboard flashing with short breaks of the actual > image between blurred blocks until you got close enough to see the full > image. I figured it was a 3dfx issue and since it didn't impact the > framerate or the actual track, I never worried about it. > dave henrie >
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
I saw that big time in the original F12000, annoying as hell. I don't see that in F12001. Don Burnette "Dave Henrie" <[email hidden]> wrote in message news:hMwT7.18635$X94.828662@rwcrnsc52... > Dunno if it the same thing, but with F1 2000 CS many of the distantimages
Quoted text (18 lines)> like billboards or fences would come into view as if blocked by a moving > train. You'd see the billboard flashing with short breaks of the actual > image between blurred blocks until you got close enough to see the full > image. I figured it was a 3dfx issue and since it didn't impact the > framerate or the actual track, I never worried about it. > dave henrie > > "Larry (The Other Larry)" <[email hidden]> wrote in message > news:c1sT7.311$[email hidden]... > > Ya can't help but loving a post like this. > > > > Thanks! > > > > -Larry > > > > "Simon Brown" <[email hidden]> wrote in message > > news:Z7oT7.302$[email hidden]... > > > Actually, it's not a z-buffer issue at all. There is a z-buffer
problem > > > with F12001, but it doesn't make the tracks shimmer, it makes distant > > > objects get draw in the wrong order, so you'll see the inside of atyre > > draw > > > over the outside. > > > > > > The shimmering is because ISI have played around with the mip-map LOD > bias > > > setting in D3D to get a sharper image. This is probably in responseto > > the > > > criticism F1 2000 got over it's 'blurry' tracks. Anyway, ISI have > changed > > > the LOD bias which changes the distances at which D3D switches to the > > > smaller textures. Each of these distance have been moved closer tothe
Quoted text (23 lines)> > > screen, so the game is using textures that are too big for the > particular > > > distance, hence you get a shimmer around mip-map boundaries. > > > > > > If ISI had programmed support for Anisotropic filtering, it wouldn't > have > > > been necessary for them to manipulate the LOD bias this way. Also if > they > > > had programmed support for W-Buffering, the 16-bit z-buffer problem > would > > > not be there. > > > > > > You could use RivaTuner to put the LOD bias back the other way, then > force > > > anisotropic filtering on, and that should remove the problem. > > > > > > Personally, once I'm into a race I hardly notice the shimmer. > > > > > > "Ian Bell" <[email hidden]> wrote in message > > > news:lPaT7.10603$[email hidden]... > > > > 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,
Quoted text (11 lines)> > you > > > > GF3 guys should be ok though. > > > > > > > > Ian > > > > www.simbin.com > > > > > > > > > > > >

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