Solved Weird compression/alliasing on kneeboards.
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@Dee-Jay said in Weird compression/alliasing on kneeboards.:
Can a 3rd party generate mipmaps for those textures ?
Easy : Download Paint.net … open your DDS, save in DDS and ensure that generate mipmap is set on (checkbox set).
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FYI: You may notice that cockpit textures don’t have mipmap. This is normal. Don’t do this for cockpit textures, they must not have mipmap, and result would be not better with mipmap (would be blurry).
Not sure it’s a good idea man, I mean to open a DDS generate mipmaps and then save it, possibly you will get even worse quality (Compression of already compressed content). I know we do that sometimes when no choice, but every time you do that, you loose a bit more quality of the original file, and since we are talking here about quality, I think this isn’t such a good idea. He needs to create from the sources…
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@SyntaxErol said in Weird compression/alliasing on kneeboards.:
I got a weird issue of alliasing/compressed look on some of the textures such as kneeboards (also on @sheref 's high res cockpit mod, but i dont include mods in this problem )
My FOV is set to 80,anti-alliasing setting to max. 1920x1080. tried sharpening settings from amd panel but didnt help. If i zoom in on kneeboards they look ok but when zoomed out its squirely mess.Here is how it looks.
Aliasing of too hires textures is a problem! Textures size (And I always tell that to people creating content/mods!) MUST match the object size and the distance it’ll be seen mostly.
What is the resolution of those cockpit textures? Do they have mipmaps? Maybe they should if they are very high res. Maybe they were created badly (Maybe even the DDS encoding plugin/SW may make a difference, internally we use Intel’s plugin for Photoshop to create new DDS textures, pretty much reliable and no problems AFAIK).
Let me explain in short the problem you see:
When a texture is being sampled by the GPU during shader execution, the GPU has information on the distance of the object in the world, what size it is etc, so when mipmaps are available for the texture, the GPU knows to pick the correct mipmap slice that will fit the distance perfectly (It’s smarter because it knows to sample 2 mipmaps and interpolate if necessary). But if the texture has no mipmaps and like in your case the texture size is very large compared to the distance, you get this shimmering mess.Generally that’s not an easy problem to solve and sometimes no perfect solutions, shimmering is part of GFX life and we sometimes just live with it, but trying to minimize as possible. But that’s the reason why the original cockpit textures don’t suffer that kind of shimmering, due to texture size (I bet these textures are way too high res).
If one want to easily see this kind of problem, just resave some terrain DDS texture without mipmaps and look at it in 3D from some distance, you will immediately notice how it’ll be all shimmering compared to the other mipmaped textures.
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Sir,
Mates don’t write to each other that way. Anyway.
Did I mentioned that I was referring specifically to this case ? No.
Micro asked some help about graphics topics. Because you propose solution to his problem, I just intended to explain some limits of your proposal in some cases, and proposing an alternative conversion software (paint.net is not so easy to use efficiently, at first, at least to me).
Regards,
Radium
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@I-Hawk should cockpit textures have mipmaps or dont as @Dee-Jay said, if not it seems like any high res then stock mod will suffer from this.
About kneeboards, maybe a python script of some sorts can be done to auto-mipmap them when theyre changed by wdp/ezboards or so.Im pretty noob on 3d stuff but maybe can figure out a tool…
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@SyntaxErol said in Weird compression/alliasing on kneeboards.:
@I-Hawk should cockpit textures have mipmaps or dont as @Dee-Jay said, if not it seems like any high res then stock mod will suffer from this.
About kneeboards, maybe a python script of some sorts can be done to auto-mipmap them when theyre changed by wdp/ezboards or so.Im pretty noob on 3d stuff but maybe can figure out a tool…
Cockpit textures generally shouldn’t have mipmaps because they are viewed from pretty close and we would like to keep the highest resolution even when leaning back. But that said, if someone created textures and they are creating shimmering, maybe better have them with mipmaps. If you understand how mipmaps work then mipmaps are just “subtextures” of the original at one level lower (i.e divided by 2, until you get to 1x1 pixels for the lowest mipmap). The default textures are at 2K IIRC, so they are fine, as far as I’ve seen even 4K are OK, if someone makes 8K then you may start seeing some shimmering, then either make them with mipmaps, or lower res. So while we have an answer with/without for our textures, we cannot ensure it’ll work for other mods. Stuff need to be tested carefully and decided accordingly.
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@I-Hawk Understood and agreed.
Supersampling setting on amd panel seem to solve the issue by wasting 3/4 of the framerate. lol.
No other setting made a difference in solving this messy kneeboard scribble
Even the default cockpit there are areas affected by this. (Note the countermeasure panel in the background) -
@SyntaxErol said in Weird compression/alliasing on kneeboards.:
@I-Hawk Understood and agreed.
Supersampling setting on amd panel seem to solve the issue by wasting 3/4 of the framerate. lol.
No other setting made a difference in solving this messy kneeboard scribble
Even the default cockpit there are areas affected by this. (Note the countermeasure panel in the background)Yes, it could be, there are no perfect solutions to all situations etc. This is mostly trial and error kind of thing, and could even be thatsome textures need to be separated and have different resolutions/mipmapping in order to solve that, but this is also a compromise we do because more textures would mean more draw calls, worse performance.
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No need to chitchat during decades making it more complex than it is …
For kneebord: add mipmaps, basta.
Please post for results (comparative screenshots).
EDIT:
Note: maybe no need to have all the 12 mipmap levels for those, maybe 2 or 3 would be enough.
However, most tools add automatically the correct amount of mipmap level depending on resolution (except BXTBmp.exe which is omitting the last level of mipmap for some reasons).
Also … since BMS Editor Database Check feature is reporting for “errors” when some mipmaps are missing, it is easier for DB maintenance to add/have all mipmaps levels (except for cockpit textures that will be reported as false positive, which is practical for cockpit textures sorting using the Database Check feature of BMS Editor).With without mipmap (no perfect, still aliased, but should be less “crispy” especially from far) …
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@Dee-Jay Thanks will try. Your “unmodified” screenshot looks far better than mine, wondering if its some kind of hardware/setting issue that exaggerates the problem on my end. As i said even the stock cockpit has some of this problem on fine details.
Maybe i should dial back the POV back to 60/70 in cfg. But it feels so unconfortable to play that way -
@SyntaxErol
My screen resolution is 1920*1080. Used the “2” view snap down.
Just try the files and check is results are really different or not.
Maybe nVidia settings can worth a check (?) -
@Dee-Jay Huge difference! Its not that i can read that from this wide of a fov but its not distracting and immersion breaking as before with artifacts. I think my default fov is 80 and max is 90. this two shot should be at 90.
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@SyntaxErol Will fix it for next update
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