Towards JLV

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jeremy103
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Towards JLV

Post by jeremy103 »

I was just wondering if there is a setting for rendering the whole track instead of just bits and pieces, or is it because I don't have the greatest graphics card (AMD 7750). (FYI settings for the screeny is 1024x1024, sliders maxed, shaders on, with shaders direct.)
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yzmxer608
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Re: Towards JLV

Post by yzmxer608 »

It's related to the tiles the decals are rendered on, if you use a higher fov it's harder to see that. If it didn't it would be extremely hard on your computer.

On an unrelated note I found this post again and found it interesting if anyone else wants to read. http://forum.mxsimulator.com/viewtopic. ... 422#p74422
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Paulo#33
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Re: Towards JLV

Post by Paulo#33 »

You do not have to care about the focus of the texture in long distances.
This problem is not only the game, but the size of the memory of your video card.
You can improve this by increasing the anisotropic filtering settings directly on your video card to 16x.
But it consumes too much memory on video, and makes the processor buff more textures per clock and can dramatically decrease the performance of the game.
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jeremy103
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Re: Towards JLV

Post by jeremy103 »

Paulo#33 wrote:You do not have to care about the focus of the texture in long distances.
This problem is not only the game, but the size of the memory of your video card.
You can improve this by increasing the anisotropic filtering settings directly on your video card to 16x.
But it consumes too much memory on video, and makes the processor buff more textures per clock and can dramatically decrease the performance of the game.
The problem isn't far the far distance not being rendered, it's when i'm looking at the track and one decals looks good and the one next to it looks like im running everything on low. That was the main idea to this post but that was the only example i could think of. It is in this video at the very beginning when i'm jumping into a turn you see a triangle shape where the decal on the bottom look great but the one on top looks crappy.
jeremy103
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Re: Towards JLV

Post by jeremy103 »

Sorry for the dp but if you stop the video at 15sec you will see what i'm talking about.
jlv
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Re: Towards JLV

Post by jlv »

Are you using Shaders/Direct as the terrain rendering method? If you don't use one of the direct modes the terrain cache resolution is silently limited to 256x256.
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jeremy103
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Re: Towards JLV

Post by jeremy103 »

jlv wrote:Are you using Shaders/Direct as the terrain rendering method? If you don't use one of the direct modes the terrain cache resolution is silently limited to 256x256.
Yes I am using shaders direct as the terrain render method. Should I be using copy?
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Re: Towards JLV

Post by jlv »

No, you definitely want direct if you're going for maximum terrain resolution.
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jeremy103
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Re: Towards JLV

Post by jeremy103 »

jlv wrote:No, you definitely want direct if you're going for maximum terrain resolution.
Ok, I always run direct but the main reason for this was because in certain peoples screenshots their terrain looked the same all around. Then when I take a screenshot the decals decide to go poop on me. Like in the video I posted one decal looks great but the one right next to it, it's all blurry.
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Re: Towards JLV

Post by jlv »

I thought it looked a little soft too. That's why I thought you might be in Copy mode. If you can move a bit closer and use less zoom it'll help somewhat.
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jeremy103
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Re: Towards JLV

Post by jeremy103 »

jlv wrote:I thought it looked a little soft too. That's why I thought you might be in Copy mode. If you can move a bit closer and use less zoom it'll help somewhat.
I have noticed that but didn't know if there was another solutions. Thanks for the help.
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