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-   -   graphic bug - ocean horizon noise/static (https://www.subsim.com/radioroom/showthread.php?t=254036)

Bilge_Rat 11-17-22 02:01 PM

graphic bug - ocean horizon noise/static
 
2 Attachment(s)
I noticed this bug a few weeks ago, basically the area just below the horizon looks like the static you would see on old TVs. I posted screenshots, although it does not show up very well. It shows up most clearly in the tutorial. The rest of the ocean looks fine.

I switched to a NVIDIA 3070ti a few months back, but the bug was not present at the time. I thought it might be a driver issue so tried various drivers from the original 512.15 I was using when I bought my card to the newest 526.98, but no joy. I also tried changing the various in game graphic settings as well as those in the NVIDIA control panel, but again no fix.

Has anyone else noticed this and is there a workaround? I am also wondering if there was a recent change to the game code that might be causing this?

Onkel Neal 11-18-22 10:45 AM

Huh, well, I think I see what you mean, I will check into it. I think it will be easier to demo with a video, maybe the devs know what this could be.

Bilge_Rat 11-19-22 01:56 PM

posted a video which shows the problem a bit clearer. Note it does not show up when using the binoculars or UZO.

link:

https://youtu.be/UiFWbiLRmGU

BrendaEM 11-19-22 06:26 PM

Have you tried adding some anti-aliasing, such as 8x SSAA?
You may take a performance hit.

Also, running a lot of aniosotropic filtering such as 8X--especially without AA may do that.
Running less may give you more performance.

On nVidia cards, multi-frame anti-aliasing may help, too.

Onkel Neal 11-20-22 08:55 AM

Yes, try some changes in your settings, lets see how that works.

I had a dream about this last night, sort of. In my dream I was watching someone's youtube video of Wolfpack and I could see some waves were stuck in a loop, very visibly repeating the same movement over and over .... :doh:

Bilge_Rat 11-21-22 10:34 AM

did some more testing, unclicking "Anistropic filtering" and reducing "water resolution" in game solves the issue, but other parts of the ocean look worse, so no free ride.

I am starting to think this is not a bug per se, but just the way the game renders water resolution at the highest setting.

BrendaEM 11-21-22 05:57 PM

For those who have not adjusted settings like these...

Anti-Aliasing: more noticeably-affects/smooths mostly geometry in the whole scene. It help prevents "jaggies" and harsh stair-step artifacts on the screen. There are several schemes. Super sampling is the nicest.

Anisotropic Filtering mostly affects the clarity and detail of textures in the distance. Turning it up often requires the use of more AA to smooth it out.

[It is meant to be a step above MIP(Malto-ImParvo multiple sized texture)-mapping. It may help with the water because oddly, the water often has a transparent texture map, an environment map, and often a bump or normal map. It could have a displacement map, but that's a little different.

In nVidia, there also DSR-Factors, which lets you draw on a larger virtual screen--and then it dowmsamples it. If your video card has enough oomph, and your monitor isn't 4k, it functions as an arguably better anit-aliasing.

So, adding some Antialiasing alone may help smooth the distant objects, if you video card is fast enough.

This video shows some examples.
https://www.youtube.com/watch?v=FT6WYIXNTsA

Onkel Neal 11-21-22 10:17 PM

Thanks, that's helpful :Kaleun_Applaud:

Kralizec 11-28-22 12:58 PM

Do you have dithering all the way cranked?


Dithering is noise. It helps you eliminate banding on gradients, but if there's too much then you might see noisy patterns.


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