NVIDIA Conrol Panel Settings.
#1
Posted 15 April 2014 - 12:37 PM
Edward K.
#2
Posted 15 April 2014 - 12:55 PM
IDK what about windowed mode (will try and report back), but I know that some revisions ago (a few weeks ago, to be precise B) ) the pattern was not there in full screen. I think the issue was reported back then, but I can´t recall for sure.
Anyway, would be cool if it could be removed. :)
Cheers, Markus
#3
Posted 15 April 2014 - 01:16 PM
edwardk, on 15 April 2014 - 12:37 PM, said:
As far as I can see, you're getting the same visual rendering in both screenshots. The shots are taken at different angles, so they can't be compared properly, but I can see moire on both. But even if you had two screenshots at the same angle with different renderings, there's nothing in OR that selects or uses different rendering for fullscreen and not, so your problem would entirely lay with NVIDIA. (I'll save you what I think about NVIDIA's drivers.)
markus_GE, on 15 April 2014 - 12:55 PM, said:
For NVIDIA at least, you need to turn up the texture quality from the default of "quality" to "high quality" because NVIDIA's drivers are taking liberties with the rendering. We flipped one rendering option - enable alpha blend - and apparently that also degrades the texture rendering quality. There's no technical reason this should be the case and as evidence of this you can fix the problem by changing the driver's own settings, so I'm not willing to compromise OR for this at this time.
It's worth remembering that the majority of settings in NVIDIA's control panel (and AMD's) are for things that applications have absolutely no direct ability to control in the first place. There is nothing we can do to control the "texture quality" in NVIDIA drivers, for example; it's up to the driver to not screw up the result, something that hasn't happened here.
#4
Posted 15 April 2014 - 01:30 PM
It really seems like that change you mentioned caused the change in the visual quality. I did not touch my graphics card´s settings after that cahnge, yet image quality suffered.
Anyway, out for some fiddling again :)
Cheers, Markus
#5
Posted 15 April 2014 - 01:43 PM
#6
Posted 15 April 2014 - 01:51 PM
It´s about finding the right balance, one again. I was able to completely remove the moire pattern, maxing out AA and dropping my frames to the low single digits. Well, that said, try it yourself, but be careful about performance!
Cheers, Markus
#7
Posted 15 April 2014 - 06:45 PM
markus_GE, on 15 April 2014 - 01:51 PM, said:
It´s about finding the right balance, one again. I was able to completely remove the moire pattern, maxing out AA and dropping my frames to the low single digits. Well, that said, try it yourself, but be careful about performance!
Cheers, Markus
I will. Although I don't know what else I can do. Here's the AA setting being used for X2173 (and most X version prior to that) Maybe changing the "override app setting"?
antialiasing fxaa....................................................ON
antialiasing gamma correction.............................ON
antialiasing mode..................................................OVERRIDE APP SETTING
antialiasing setting................................................32X CSAA
antialiasing transparency......................................8X (supersample)
http://www.elvastowe...225#entry146225 Link to thread Hash House/PC Systems Discussion about moire patterns. Some very good information here. I'm still reading and digesting the material. I'm really interested in trying out Genma's shape file edits on a couple of corrugated metal buildings that go really moire crazy.
#8
Posted 15 April 2014 - 11:57 PM
Edit: In the post above this, my settings is similar to his, but the overall appearance is different between the two modes.
Edward K.
#9
Posted 16 April 2014 - 12:15 AM
I'm not sure if this'll help or not, but one thing to consider is how anisotropic filtering is being handled by the game engine and/or graphics card (at least, that's what I thought of when you mentioned viewing angle). Antialiasing, as far as I know, has to do with smoothing "jaggy" edges, while anisotropic filtering affects the quality of textures when being viewed at shallow angles. MSTS definitely doesn't support anisotropic filtering but I would imagine that ORTS does. Here's the Wikipedia page for it and a sample image:
http://en.wikipedia....ropic_filtering
http://upload.wikimedia.org/wikipedia/commons/8/80/Anisotropic_filtering_en.png
I don't know if this will be of any help but I thought I'd throw it out there for consideration.
Thanks,
Eliot
#10
Posted 16 April 2014 - 12:37 AM
D&RGW, on 16 April 2014 - 12:15 AM, said:
You are correct that this problem is about texture filtering and not antialiasing. Open Rails requests anisotropic texture filtering and has done for years. The problem here is that, by changing something else, NVIDIA have stopped actually using anisotropic texture filtering and are doing something else that looks bad. This is something I mentioned in my earlier post but might have been lost in the other details:
James Ross, on 15 April 2014 - 01:16 PM, said:
That one simple change of texture quality in the NVIDIA control panel completely eliminates the moire effects for me by causing the anisotropic texture filtering in OR to be respected.