Solved [4.36] - Blurry Terrain/Ground Textures - KTO
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Hi,
At low level (approx 1000 ft) in 4.36 I am getting blurry terrain textures (ground textures) from about 1/3 of the draw distance to the horizon.
In 4.35, I have good clarity of terrain/ground textures almost to the horizon.
I have tested both versions in identical training missions in the KTO.
I have identical graphics settings in both versions.
I have an RTX 3090 and am running a 10900K at 4.9 Ghz.
Screenshot of graphics settings from 4.36 (4.35 identical)
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@zap737 possible to see side-by-side screenshots?
any differences in your cfg settings (shadow mapping etc)?
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@airtex2019 you do have “HDR Blur” set to maximum.
I would try putting that and HDR Bloom to default levels. Also maybe bump up the Antialiasing quality a bit too, and I have Triple Buffering off.
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@airtex2019 First is 4.35, second is 4.36.
The blurriness in 4.36 starts in line with the RWR.
set g_bShadowMapping 1 is set in both cfg files.
The only lines I have added in 4.36 cfg (which should make no difference to the graphics) are:
set g_bVisorUpByDefault 1
set g_nIntuitiveSwitches 1
set g_nInvertRotaries 1 -
@Pegasus82 said in [4.36] - Blurry Terrain/Ground Textures - KTO:
@airtex2019 you do have “HDR Blur” set to maximum.
I would try putting that and HDR Bloom to default levels. Also maybe bump up the Antialiasing quality a bit too, and I have Triple Buffering off.
HDR bloom and HDR Blur made no difference.
Antialiasing is already set to maximum in the game settings (8). Is there another way to inrease Antialiasing ?
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Hi Zap737,
Seems to be an Anisotropic Filtering problem no ?
Have you it enforced in your nvdia driver for the 4.36 exe ?
Edit: mine is X16
Cheers,
Eric -
@ericfa2a said in [4.36] - Blurry Terrain/Ground Textures - KTO:
Hi Zap737,
Seems to be an Anisotropic Filtering problem no ?
Have you it enforced in your nvdia driver for the 4.36 exe ?
Edit: mine is X16
Cheers,
EricThat fixed it. I enforced the NVidia driver for the 4.36 exe to 16x.
Funny, because 4.35 does not need it.
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@airtex2019 I confirm you that this is my value in the config file.
But i must enable the ansitropic filtering in the nvidia panel, else i have the same problem than @zap737
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@zap737 How do you get the output and resolution to be the same? I can’t get away from the 1024 x 768 relic issue.
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@jagfour it doesn’t mean what you think … it’s a common point of confusion.
Output => which monitor will be used (if you have a multi-monitor system)
depending on your graphics mode, this often shows “1024x768” which is just the resolution of the old 2D setup/menu screens from 1990s… doesn’t affect 3D world
Resolution => how the 3D world will be rendered … except if you run ‘borderless’ in which case it will end up running as the native Windows desktop resolution and frame-rate, for the monitor you selected above.
(and I do strongly advise ‘borderless’ mode, for best stability and reliability, and with little or no performance penalty on Win10-11)
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@jagfour I run my monitor at 4k @ 60 Hz. BMS is run as borderless and the selected resolution is 4k @ 60 Hz in game. The 2-D planning interface is a small window which I think is 1024 x 768 but the 3-D screen is 4k. See airtex2019 post above.
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@zap737 and my standard pro-tip for 4k users… especially if running 150% or 200% dpi scaling: use [Win+NumpadPlus] to activate Magnifier, for the 2D screens
then [Win+Escape] to deactivate it, as you launch into 3D
(Sadly the 2D and 3D windows don’t play nice together, when it comes to Windows high-DPI scaling.)
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@airtex2019
Confirmed here. Just like me too experienced at my expenses (I had to try that for my poor eyes’ sake).
Maybe that will change with the 4.37 and possibily a new 3D map - boh, who knows? We will see, as its usual.With best regards.