jagged textures flashing in RtK

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zeep

:(
Feb 16, 2001
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I got a robar and looked in the distance. There where the mountain 'connects' with the ground i see like jagged edges flashing.
It's that z-buffer / z-fighting i dunno what the exact definition is what usually happens when you run in 16 bit with a 32bit desktop.

Me however, run in 32 bit both game and desktop. Cant recall ever seeing this bad jagged edge texture flashing before.

Note: This only happens in the distance tho. Up close and reasonably far away all looks fine.

Running opengl latest Chris' dll. Same settings as in 2.86

oh yea, screenie:
(where the arrow is pointing it's flashing all the time)
 

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FieldMedic

Less good UT Player ever
Aug 30, 2001
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by any chance, can you say what were your coordinates and in which direction were you looking at , i will try to see if it happens with my actual settings too (i have the one from Crowze's "common problems")

You can use the map in the mission briefing from there if you dont remember from ingame.

But i doubt it is the 16bits z-fighting , as you are in 32bits both resolution (if it was this z-fighting , it should happen everywhere in this screenhsot).
 
Last edited:

zeep

:(
Feb 16, 2001
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Okay fm, first off my position is around F2 , on the edge of the hill looking into the map. (couldnt get utloc to work )

Almost everywhere i look through scope and even without scope just looking in the distance i see this z fighting going on. It seems to affect hills, trees and also the ditches and road.
I tried trillinear on/off , SinglePassDetail on/off, UseDetailAlpha on/off but it doesn't help.

Strange thing is this: I'm in the map looking at all that flickering, i go to 'preferences' menu ( inf goes into window and preferences menu opens ) then i close it again and inf goes full screen again right?
Well, then the flickering is considerably less. It's still there, but less.
So thats just from switching from full to window to full.

Anyway, i'm out of ideas here. Look at my gif's to get an idea of how the z fighting / flickering looks:
example 1
example 2
(they're about 350kb)

and i'll post my opengl settings:

[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=0
DetailTextures=True
UseTrilinear=False
UseS3TC=False
UseTNT=False
LODBias=0.000000
ScreenSmoothing=True
UseMultiTexture=True
UsePalette=True
UseAlphaPalette=True
Translucency=1
VolumetricLighting=True
ShinySurfaces=True
Coronas=False
HighDetailActors=True
MaxAnisotropy=1
AlwaysMipmap=True
UsePrecache=False
SupportsLazyTextures=0
UseBGRATextures=True
UseAA=False
NumAASamples=0
AAFilterHint=0
UseTexIdPool=True
DynamicTexIdRecycleLevel=100
UseTexPool=True
TexDXT1ToDXT3=False
SinglePassDetail=True
UseDetailAlpha=True
ColorizeDetailTextures=False
UseCVA=False
UseVertexProgram=False
MaskedTextureHack=True
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
SwapInterval=-1
UseMultiDrawArrays=False
UseSSE=2
BufferClippedActorTris=True
DetailClipping=True
MaxTMUnits=0
NoFiltering=False
UseFilterSGIS=False
Use4444Textures=False
AutoGenerateMipmaps=False
ShareLists=False
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
GammaOffset=0.000000
DescFlags=0
Description=
RequestHighResolutionZ=True
OneXBlending=True
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000

Thinking about it, maybe i should try with a different detonator. But to tell you the truth, throughout the years i've tried so many detonators and i'm happy with the performance i get now ( and so far no bugs found ).
If you ask me to i will try a different detonator, but i wont like it ;)

Hope you can help me out.
 
Last edited:

FieldMedic

Less good UT Player ever
Aug 30, 2001
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I checked this and saw the same.
After some .ini changes , it was always the same .
So i dont think it is possible to fix that graphic issue actually.

Is it a nvidia driver version , i dont know as i will keep the one i use because it is the best overall for all the game i have (a bit fed up with all the testings i made to find a decent nvidia driver)

As keihaswarrior said i saw this only on Roak to Kandahar.

Have you tried to see what direct3D display , this way you can understand if it is a result of the UT engine for very very long distance or if it is related only to UT openGL support ?

PS: it is not utloc but infloc
 

fist_mlrs

that other guy
Jan 4, 2001
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Zittau, Germany
www.fistmlrs.com
got the same thing with my geforce2, the engine seems to have problems with long range z-buffering on older cards. you will proppalby notice the same problem in a few other old games as well, battlezone and halflife come to my mind.
 

TitanBlue

KATSU AKIGATA WA NAN DESUKA
Jul 27, 2001
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I know the place zeep shows and had the same jagged edge (GF3 4200) when beta testing that map. But like Cleeus said, it's a driver issue. Dunno how anymore but with different settings/drivers i got rid of it.