Graphical Issues Flickering
#1
Posted 07 March 2022 - 03:43 AM
Hi all;
I tried the latest unstable version around mid February and some graphical issues seem very pronounced.
The main issue seems to occur where 2 surfaces are positioned over the top of each other with only a small separation between them (The surfaces are NOT at the same level there is a 'gap' between them). The effect is most clearly seen with signal lights where the light texture (applied to a surface) is positioned just in front of the signal lamp shape. There is pronounced flickering of the light texture in the unstable version of OR, but everything seems ok in the Testing version.
Interestingly the effect seemed worse when viewing the signals through a 3D cab [window]. This also affects other objects where surfaces are closely overlayed. For example the number boards on Trainsimulations MRL products are now flickering whereas they displayed perfectly in previous versions.
A similar effect could be experienced when 'zoomed' in at very low FOVs (Telephoto lens) in previous versions but it is now present seemingly all the time regardless of FOV.
I have not changed any graphics settings or Nvidia (GeForce 940M) settings and everything displayed ok before.
Has there been any updates in the last couple of weeks that may have caused this issue. Is anyone else experiencing the same?
Regards;
-Paul
I tried the latest unstable version around mid February and some graphical issues seem very pronounced.
The main issue seems to occur where 2 surfaces are positioned over the top of each other with only a small separation between them (The surfaces are NOT at the same level there is a 'gap' between them). The effect is most clearly seen with signal lights where the light texture (applied to a surface) is positioned just in front of the signal lamp shape. There is pronounced flickering of the light texture in the unstable version of OR, but everything seems ok in the Testing version.
Interestingly the effect seemed worse when viewing the signals through a 3D cab [window]. This also affects other objects where surfaces are closely overlayed. For example the number boards on Trainsimulations MRL products are now flickering whereas they displayed perfectly in previous versions.
A similar effect could be experienced when 'zoomed' in at very low FOVs (Telephoto lens) in previous versions but it is now present seemingly all the time regardless of FOV.
I have not changed any graphics settings or Nvidia (GeForce 940M) settings and everything displayed ok before.
Has there been any updates in the last couple of weeks that may have caused this issue. Is anyone else experiencing the same?
Regards;
-Paul
#2
Posted 07 March 2022 - 04:23 AM
Quote
Has there been any updates in the last couple of weeks that may have caused this issue. Is anyone else experiencing the same?
Hello.
Yes, I also experienced NYMG version 117. I'm currently using it.
Sincerely, Laci 1959
#3
Posted 07 March 2022 - 04:32 AM
Hi Folks,
YES !!!
I know we've had this issue for a while - but now that you mention it - it's pretty bad and may be substantially worse lately. The passenger views (how we drive steam locomotives) seem to exacerbate the issue. Yeah - noticed the signals big time - also when modelers use parallel faces for windows and doorways on buildings. The flickering is horrible.
I'm using the latest NYMG as well.
Regards,
Scott
YES !!!
I know we've had this issue for a while - but now that you mention it - it's pretty bad and may be substantially worse lately. The passenger views (how we drive steam locomotives) seem to exacerbate the issue. Yeah - noticed the signals big time - also when modelers use parallel faces for windows and doorways on buildings. The flickering is horrible.
I'm using the latest NYMG as well.
Regards,
Scott
#4
Posted 07 March 2022 - 05:29 AM
Try zooming in from a distance, it gets really bad.
Randy
Randy
#5
Posted 07 March 2022 - 12:57 PM
That's indeed a matter where OR does not perform at best. In ORNYMG you can try selecting the option to run at 32 bit. It could improve the situation.
#6
Posted 08 March 2022 - 12:50 AM
#7
Posted 08 March 2022 - 06:56 AM
...maybe the topic here is related to this thread too?
#8
Posted 08 March 2022 - 08:17 AM
Hi Jonas,
Yep - seems related.
Hi Carlo,
Yeah - 32 bit is no change for me.
Quick Video example - the difference between normal exterior shot compared to normal head out when it reverses. The windows on the coal mine are the point of interest. The flashing ROW vegetation is because the textures aren't DXT1 - not related to issue on hand. The flashing (Z Fighting) affects anything with closely positioned parallel faces.
Flashing Example @ 32 Bit:
https://youtu.be/BnmHaFWJz8k
Regards,
Scott
Yep - seems related.
Hi Carlo,
Yeah - 32 bit is no change for me.
Quick Video example - the difference between normal exterior shot compared to normal head out when it reverses. The windows on the coal mine are the point of interest. The flashing ROW vegetation is because the textures aren't DXT1 - not related to issue on hand. The flashing (Z Fighting) affects anything with closely positioned parallel faces.
Flashing Example @ 32 Bit:
https://youtu.be/BnmHaFWJz8k
Regards,
Scott
#9
Posted 08 March 2022 - 09:12 AM
What is the definition of close distance? 0.005 meters or more? Maybe 0.01 meters?
#10
Posted 08 March 2022 - 10:14 AM
Laci1959, on 08 March 2022 - 09:12 AM, said:
What is the definition of close distance? 0.005 meters or more? Maybe 0.01 meters?
Hi Laci,
Not sure - as they're not my models. The problem is pretty wide spread on a large percentage of models - as Paul mentioned - Signals both searchlight and semaphores seem badly afflicted.
Regards,
Scott