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Thread Statistics | Show CCP posts - 2 post(s) |
Gazzen Krell
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Posted - 2005.09.15 23:20:00 -
[1]
I just watched the new EVE movie and I have a question. What do I need to do to my video settings to get rid of the "rippling textures" effect on stations in the game? I noticed none of the textures on stations in the movie did that and it looked sweet.
--------------------------------------------- Respect begets respect. |
SK Rooster
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Posted - 2005.09.15 23:27:00 -
[2]
how about a half decent graphics card? (think pci-express)
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Hanns
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Posted - 2005.09.15 23:28:00 -
[3]
i think Zond has a beasty PC, also i heard there are some DEV video features for eve to get smoother camera movements and stuff, but that could just be a myth Heavy NOS 4tw! |
Nac MacFeegle
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Posted - 2005.09.16 00:00:00 -
[4]
Originally by: Hanns i think Zond has a beasty PC, also i heard there are some DEV video features for eve to get smoother camera movements and stuff, but that could just be a myth
There has to be some Jedi Dev Trick(tm) or something to getting camera movements that smooth. Either that or the cameraman is superhumanly steady and has a mouse with an insane resolution...
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Adrenochrome
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Posted - 2005.09.16 00:02:00 -
[5]
I'd like to know what to do to get rid of that graphics glitch too
and with a pair of PCI-E Geforce FX6800 Ultras, I don't think it's the Gfx card that's to fault...
(personally, as a 3d modeller and texture artist, I'd say that it's possibly a case of bad modelling, with the surfaces accidentally duplicated, causing a z-buffer fault as the two itentical planes end up being rendered at the same time over each other. If it is that, then the modeller should be ashamed of themselves for such a badly cleaned up model. I don;t think CCP would make that bad a mistake.... though the Apoc's UVW maps and the holes in the Arbitrator mesh make me wonder who the Ammar modeller was. I'd love to have a chat with them... )
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Graelyn
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Posted - 2005.09.16 00:07:00 -
[6]
Oh, don't get me started on crappy Amarr modeling jobs.....
Not your average Amarrian Loyalist....
CEO - The Aeternus Crusade |
Fkn Arson
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Posted - 2005.09.16 01:09:00 -
[7]
Just a thought on the smooth panning, possibly taking his mouse cursor speed down a bit so it doesnt zoom around when he moves it? Just a thought, no idea how he does it to be honest :).
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Calian
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Posted - 2005.09.16 01:10:00 -
[8]
Under graphics options put it to W-Buffer instead of Z-Buffer, that cleared up the flickering textures on Amarr stations.
------------------------- I hate everyone, except you. |
Wanoah
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Posted - 2005.09.16 03:14:00 -
[9]
Originally by: Fkn Arson Just a thought on the smooth panning, possibly taking his mouse cursor speed down a bit so it doesnt zoom around when he moves it? Just a thought, no idea how he does it to be honest :).
They used h4x I reckon. Either that or distilled the stuff from many hours of footage and what we see is the only five minutes of good stuff they got.
We are all in the gutter, but some of us are looking at stars. (Sig best viewed with Firefox)
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Liu Kaskakka
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Posted - 2005.09.16 03:24:00 -
[10]
Originally by: Wanoah
They used h4x I reckon. Either that or distilled the stuff from many hours of footage and what we see is the only five minutes of good stuff they got.
Nono, they just took some ships out, flew around for 5 minutes and thats how it was.
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Dimitri Chandler
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Posted - 2005.09.16 04:32:00 -
[11]
You can get really nice smooth camera moves if you do "look at" on a drone and move the camera using both mouse buttons. Creates nice panning motions as seen in the video. --------------------------------------------------
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Brep
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Posted - 2005.09.16 06:17:00 -
[12]
Originally by: Adrenochrome I'd like to know what to do to get rid of that graphics glitch too
and with a pair of PCI-E Geforce FX6800 Ultras, I don't think it's the Gfx card that's to fault...
(personally, as a 3d modeller and texture artist, I'd say that it's possibly a case of bad modelling, with the surfaces accidentally duplicated, causing a z-buffer fault as the two itentical planes end up being rendered at the same time over each other. If it is that, then the modeller should be ashamed of themselves for such a badly cleaned up model. I don;t think CCP would make that bad a mistake.... though the Apoc's UVW maps and the holes in the Arbitrator mesh make me wonder who the Ammar modeller was. I'd love to have a chat with them... )
You may be a 3D modeller but you're not a 3D programmer if you don't know how the z-buffer tearing occurs ;) it's simply innacuracy at a distance, or rather lack of precision at calulating which surfaces get rendered first. It's simply because eve has such massive view distances. Newer gfx cards handle z buffering better, but I don't think it can be completely smoothed out without a dev mode of some sort. Mind you, i've been away from eve for 9 months and only just got back.. I've upgrade dmy comp since and can't recall if I saw any z-buffer anomolies? Hmm... it certainly wasn't as bad as it used to be anyway.
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Tar om
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Posted - 2005.09.16 09:50:00 -
[13]
It used to be that I got texture tearing on amarr stations on nvidea and minmatar on ATI. I think it was that way round anyway. It has improved a lot since then, but its still there. advanced device=1 in config.ini and enableing multisampling helps too.
-- We are the Octavian Vanguard www.octavianvanguard.net
"The belief in the possibility of a short decisive war appears to be one of the most ancient and dangerous of human illusions." |
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Eris Discordia
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Posted - 2005.09.16 10:10:00 -
[14]
Please ask here
Thank you
I ♥ my pink dreadnought of pwnage You spin me right round, baby. |
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Avon
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Posted - 2005.09.16 10:34:00 -
[15]
Oh, this is a good thread.
The thing is, the 3d artist and the programmer who are disagreeing are actually both right.
The 3d artist wants to make the best models, but is not concerned with the problems of z-buffer limitations. He doesn't know, or care, if the end user has a 16bit, 24 bit or 32bit Z-buffer on his gfx card, or maybe a hardware w-buffer. He doesn't understand, or need to understand, how the trinity engine scales his models, or what 'sizes' it attributes to z-buffer information. He just uses the tricks at his disposal to make the models that fit the requirements. One of those tricks is careful use of alpha textures on 'dummy' faces to give the impression of far more model detail than really exists.
It is the job of the programmer to import all of this cool stuff and translate it in to something trinity can handle. He is, however, in the unfortunate position of working on a space game, where scale ranges are just crazy. Even 32-bit z-buffers are going to struggle to provide enough precision.
As always it is a trade off between performance and quality, and ultimately this will be amplified by the end-user's hardware. ______________________________________________
Pay or pray..er..prey..yeah, pray you aren't prey. Er, just pay. |
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kieron
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Posted - 2005.09.16 14:57:00 -
[16]
I'm not sure of the specs of Zond3's system, so I can't help there. As for camera options, Redundancy goes a bit further into the tools in this post.
kieron Community Manager, EVE Online
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