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67ed5a40f2907CyrusVonNox2001

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I am currently playing with SCP beta 6, but this might be the case for SS2 in NewDark in general. I noticed this in Rec and Hydro. When you are standing at one end of a long hallway and there are double doors at the opposite end of the hallway, the lights on those doors will flicker, kinda like z-fighting. Though, if you approach the doors, the flickering stops. Is this normal, like an LOD thing? I did just uninstall and reinstall my graphics driver, could that be a reason?

67ed5a40f2aa9voodoo47

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would have to see it, but probably yes, SCP minimizes lighting artifacts and issues, but getting rid of them completely is impossible.

67ed5a40f2cb3CyrusVonNox2001

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Here's a video. I don't know if this was always there and I didn't notice, or this was a result of a change I made to my computer. I did reinstall my graphics driver.

https://youtu.be/6TxkZf7fAq4

67ed5a40f2e03ZylonBane

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Congratulations, you've discovered aliasing.

67ed5a40f2f0eCyrusVonNox2001

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Ok, I think I can increase Anti-Aliasing via the cam-ext.cfg file. Multisampling is currently at 8, what is the maximum value I can increase it to? I am rendering graphics from my CPU so I might have to balance between what looks good and what my CPU can handle.

67ed5a40f3354sarge945

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I am rendering graphics from my CPU

Surely you mean your CPU's integrated GPU, right?

67ed5a40f344bvoodoo47

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let me make it short - no, you can't fix it.

67ed5a40f3711Chandlermaki

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Ok, I think I can increase Anti-Aliasing via the cam-ext.cfg file. Multisampling is currently at 8, what is the maximum value I can increase it to? I am rendering graphics from my CPU so I might have to balance between what looks good and what my CPU can handle.

Your CPU has a separate GPU die on the package, you're not actually rendering the game on your CPU. It's likely pretty low performance, but you still really shouldn't have any issue cranking AA up in this game, so long as it's reasonably modern. It doesn't exactly require a powerhouse.

67ed5a40f3817CyrusVonNox2001

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I think voodoo already answered my first question, but what is the maximum value of multisampling used by the game?

67ed5a40f3a8fChandlermaki

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I think voodoo already answered my first question, but what is the maximum value of multisampling used by the game?

I'm fairly sure it tops out at 8x. Even if it did support 16x, that's well past the point of diminishing returns at pretty much any resolution. There's a reason modern games don't really use multisampled AA anymore, as it only applies to geometry, and doesn't work through transparency and doesn't have any effect on particles, etc. If it's really bothering you that much, I'd give supersampling a try.

67ed5a40f3b83voodoo47

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16x should work when you set it in cam_ext.cfg.
Acknowledged by: Chandlermaki

67ed5a40f3c8fCyrusVonNox2001

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I just found something interesting! When I turned off SHTUP in bmm, the vanilla textures on the door didn't flicker. But, when I turned SHTUP back on, the flickering comes back. This seems like a SHTUP problem.

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