Posterization/Banding

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Mang Nux

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Sep 14, 2010
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Why is there so much posterization in this game? For example, load the Dark Arena map, go to the bit where he music starts and look at the cliffs on either side of the doorway. The shades are all banded so that the rock surface looks more like military camo pattern. It's as if the game is running in 16bit colour mode, but it isn't.
 

Integration

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Sep 7, 2010
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I am not 100 % sure what you mean. Textures can have up to 256 colors, but different textures can have different colors. Most textures used in Unreal are 256 x 256 or 128 x 128, so don't expect high quality. The texture on the cliffs you mentioned is stretched by a factor of 8 which is heavily decreasing its quality.
 

SleepyHe4d

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Jan 20, 2008
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I am not 100 % sure what you mean. Textures can have up to 256 colors, but different textures can have different colors. Most textures used in Unreal are 256 x 256 or 128 x 128, so don't expect high quality. The texture on the cliffs you mentioned is stretched by a factor of 8 which is heavily decreasing its quality.

If textures can only have 256 colors, then there's the problem. The rest of the stuff doesn't really have to do with banding.
 

Mang Nux

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Sep 14, 2010
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It only happens on moderate-poorly lit surfaces.

These are from the Dark Arena cliffs. The first one has a bit of the ground in it for comparison - as you can see there no banding on that surface at all.

BuB84.jpg

wdYVm.jpg

(sorry about the photos, but Unreal is doing the dark screenshots thing, and the effect is almost completely lost if I use post processing to raise the brightness)

Does anyone else have this with the standard textures?
 
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Integration

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Sep 7, 2010
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So you are complaning that Unreal doesn't use enough colors in darker areas? I see this similar. But this effect is only visible when you play with high gamma correction.

5a35s.png


311phg2.png


Pics were taken with Unreal 227, gammacorrectedscreenshots set to true (preferences->rendering). The brightness level is 5 respectively 8. As you can see the black area in the upper picture (wall) consists of 5 or 6 different colors only.
 
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Mang Nux

New Member
Sep 14, 2010
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So you are complaning that Unreal doesn't use enough colors in darker areas? I see this similar. But this effect is only visible when you play with high gamma correction.

5a35s.png


311phg2.png


Pics were taken with Unreal 227, gammacorrectedscreenshots set to true (preferences->rendering). The brightness level is 5 respectively 8. As you can see the black area in the upper picture (wall) consists of 5 or 6 different colors only.

What about the cliffs outside?
 

Integration

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Sep 7, 2010
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The cliffs outside don't look that different when I brighten them.

2nh3ywk.png


166k7pg.png


In my opinion my graphics look a bit better than yours. Like said before I have OldUnreal's 227 patch installed. I've tried to change some graphic settings, but it didn't effect the graphics much. The appearance was influenced by DetailTextures=true and LoadBias=-1 at most. It's generally a good idea to set MaxAnisotropie to 4 or 8. I have not much knowledge of configuring settings though.
 

Mang Nux

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Sep 14, 2010
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The cliffs outside don't look that different when I brighten them.

In my opinion my graphics look a bit better than yours. Like said before I have OldUnreal's 227 patch installed.

Thanks for the shots.

Yes, those show the issue perfectly. You can see it even on the dark one. I haven't messed with any gamma settings at all, and I have Unreal at the default brightness setting. No extreme monitor settings either. I find the banding very distracting - it 'changes' (crawls) as you walk towards and away from it, and if there is a dynamic light source.

So what exactly causes this? How come it doesn't happen in bright areas?

The appearance was influenced by DetailTextures=true and LoadBias=-1 at most. It's generally a good idea to set MaxAnisotropie to 4 or 8. I have not much knowledge of configuring settings though.

'Detail Textures' is great. I wish modern games would employ this concept more/better. I use 16x AF, but I set it via nVidia CP in high quality mode for the best results. In my opinion, LoadBias settings are best left at 0. Negative values can make textures look sharper, but also adds shimmering/crawling when the scene is in motion. Positive values cause excessive blur. I think 0 is a perfect compromise. (The 'Negative LOD bias' setting in nVidia CP also overrides this and forces negative values to 0 is you set it to clamp)
 
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