Crappy textures in opengl?

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zeep

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Feb 16, 2001
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i have that too on that exact same window as derelans pic2.
my guess is that its a video driver problem. or related anyway.

its called z-fighting. two 'planes' on top of eachother 'fighting'.

Crowse says
Look in your video card settings, there might be an option for 'force 16bit W buffer' (or something like that). Disable it.

i'll download rivatuner and have a look.
 
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Derelan

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another example of textures fighting over space. This does not occur in direct3d, only opengl.

Does anyone have any ideas on how to fix this?
 

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FieldMedic

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Derelan said:
it was 'force 16bit Z buffer', and it was off and greyed out. Anti-aliasing and antisotropic filtering dont fix the problem.

W buffer and Z buffer are not the same thing.

In OFP , as an example you have choice , if you play in 16 bits between using the Z buffer or the W buffer

In OFP , the Z Buffer in 16 bits shows a lot of graphic aritfacts like the one you are facing in those UT engine screenshots , a solution offered by the dev team was to use the W buffer options when playing in 16 bits , it fixed some of those problems , but in other part of the game it created new graphic artefacts not seen in Z Buffer (but overall was less artifacts buggy than Z Buffer).
The only real solution was to play OFP in 32 bits to solve all those problems (a driver problem can always occur , but the 32 bit colour fixed everything if your driver was good for OFP) , as a counterpart the game was less smooth than in 16 bits of course.

But OFP used Direct3D (HT&L for those with graphic cards capable of this) , so i think that in OpenGL , and especially the way the UT engine use those Z or W buffer in 32 bits can be very different.
I am not sure if there is a solution actually , other than trying older driver (as newer driver from ATI or Nvidia are not optimising at all the old version of unreal engine that is found on UT , in fact older driver displays better performances for UT, ATI+Nividia are too busy optimising for the most recent games to care of the old games performance or quality)
 
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Cleeus[JgKdo]

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Looks indeed like a 16bit Z-Buffer. You should notice ALOT other artifacts.

possible solution: play in 32bit
if you already use 32 bit, well then ... uhm .. i have no clue
 

Derelan

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i do notice alot of other artifacs, however i am already playing in 32 bit, and my windows desktop is also in 32 bit.

The trees fight over texture space too, it is nearly impossible to play maps like Randomi because every single tree is flashing.
 

zeep

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Derelan said:
another example of textures fighting over space. This does not occur in direct3d, only opengl.

Does anyone have any ideas on how to fix this?
i've had those particular textures there fighting since i dont know how long.
i think everybody has that one?

FM is probably right with regards to vidcard drivers. For me it was detonator 2080 that always performed best on my gf2pro.
I had to update later because bf1942 was not working and, more importantly, later even i again had to update because Star Trek Elite Force 2 needed newer drivers.

I really hope to get a 9800pro soon.
 

Derelan

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zeep said:
i've had those particular textures there fighting since i dont know how long.
i think everybody has that one?

FM is probably right with regards to vidcard drivers. For me it was detonator 2080 that always performed best on my gf2pro.
I had to update later because bf1942 was not working and, more importantly, later even i again had to update because Star Trek Elite Force 2 needed newer drivers.

I really hope to get a 9800pro soon.

I never did with my GF2MX. I now have the money to get a GF4TI4800, but i dont know if i should blow all my money on a vid card.