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GP3 pointy corners from a distance?

4 posts by 4 people · 06 Aug 2000 20:25 UTC - 07 Aug 2000 11:11 UTC

Steve Lacack 06 Aug 2000 20:25 UTC#244782
Is anyone else getting this graphic problem. From a distance all of the turns are more like sharp edges (points) and as I approach the corner and get closer to the turn the point 'transforms' into a smoth curve. It's very distracting as I'm looking ahead into the turn and I see this transformation everytime. I have a TNT2 and I've never seen this in any other game before. It does this in all resolutions. Is this normal?
GraDee 06 Aug 2000 20:58 UTC#244701
Steve Lacack <[email hidden]> wrote in message news:[email hidden]...
Quoted text (9 lines)> Is anyone else getting this graphic problem. > > From a distance all of the turns are more like sharp edges (points) and > as I approach the corner and get closer to the turn the point > 'transforms' into a smoth curve. It's very distracting as I'm looking > ahead into the turn and I see this transformation everytime. I have a > TNT2 and I've never seen this in any other game before. It does this in > all resolutions. Is this normal? >
yes, this is normal, its how the tracks are structured. Lots of long constant radius corners are made from 1 track section and look like this from far off. The solution is using more track sections for the corner but that'd require a total reconstruction of the track:-)
(unknown) 07 Aug 2000#244810
This 'effect' is actually a 'Level of Detail' (LOD) artifact in the game engine. It was evident in GP2 as well although perhaps not as noticeable to some due to the lower resolutions used. Unfortunately it makes it difficult to hit the apex because the pointy corner from a distance is in a different place to the real apex. Its actually more noticeable in a replay because of the higher viewing angle. LOD is a technique that most 3D engines now employ which reduceds the amount of visible polygons in the distance allowing a higher frame rate. In article <8mkjia$jti$[email hidden]>, "GraDee" <[email hidden]> wrote: > > Steve Lacack <[email hidden]> wrote in message > news:[email hidden]... > > Is anyone else getting this graphic problem. > > > > From a distance all of the turns are more like sharp edges (points)and > > as I approach the corner and get closer to the turn the point > > 'transforms' into a smoth curve. It's very distracting as I'mlooking > > ahead into the turn and I see this transformation everytime. I havea > > TNT2 and I've never seen this in any other game before. It doesthis in > > all resolutions. Is this normal? > > > > yes, this is normal, its how the tracks are structured. > Lots of long constant radius corners are made from 1 track sectionand look > like this from far off. The solution is using more track sections forthe > corner but that'd require a total reconstruction of the track:-) > > Sent via Deja.com http://www.deja.com/ Before you buy.
Simon Brown 07 Aug 2000 11:11 UTC#244590
This is what's called 'distance-abstraction'. It's the polygon equivalent of what mip-mapping does for textures. With mip-mapping you have smaller versions of textures used for objects that are a high distance from the camera. Distance-abstraction is to use less detailed polygon models when objects are far away. Loads of games use this, it's even in GPL if you know where to look, although it's way less noticeable. It's all done for speed purposes. "Steve Lacack" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (10 lines)> Is anyone else getting this graphic problem. > > From a distance all of the turns are more like sharp edges (points) and > as I approach the corner and get closer to the turn the point > 'transforms' into a smoth curve. It's very distracting as I'm looking > ahead into the turn and I see this transformation everytime. I have a > TNT2 and I've never seen this in any other game before. It does this in > all resolutions. Is this normal? > >

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