Texture/Distans Glitches

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Texture/Distans Glitches

Postby ai » Wed Mar 08, 2006 12:02 am

Hi all. I wanna report some nice looking ugly texture/block glitches that I've got in the new 1.5 version. It's it basic "two-blocks-merged-together" looking thing. I've uploaded some pictures for you to see at the link below. These glitches might have something to do with the distans and if so, what to do to go around it? As you see in the pics the closer I get to the them they start to dissapear.
Here's the link:

http://www.otakuanimation.com/?sid=1&id=86
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Postby KadaverJack » Wed Mar 08, 2006 12:34 am

Those glitches look like z-fighting. I'vs just tested nexdm11 and have no problems here, so it's not a bug on the map itself (we had that kinda thing on nexctf01 before 1.5 release).
I suspect it's an issue with your graphics drivers. Is there an option like "z-buffer depth" or "z-buffer precision" in your driver options? Changing that might help...
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Postby esteel » Wed Mar 08, 2006 1:04 am

Most propably he has 16bit per pixel mode. This does affect the z-buffer size for some (most?) graphic cards and will cause this z-fighting. 16 vs 32 should nowadays NOT make a difference in speed. 16bit does not look as nice and often has those zfighting problems. Thats why my low.cfg i posted in the forum uses 32 bit..
In case you still want to use 16bit: i can choose force 24bit zbuffer in my graphic card options.. but i have not yet tested it.
Damn i wanted to be in bed a few minutes ago :)
Do people really feel the need for such an extreme picmip??? Holy shit is this ugly! And i think some people would almost see this as cheating..
Last edited by esteel on Thu Aug 31, 2006 2:36 pm, edited 1 time in total.
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Postby ai » Wed Mar 08, 2006 3:37 am

Yeah, I couldn't find the z-buffer on my gaphics card but when I switched to 32bit they dissapeared. It felt as if it lagged a little bit more but it might be just my imagination too.
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Postby KadaverJack » Wed Mar 08, 2006 3:46 am

Well, with THAT level of gl_picmip you have there it shouldn't really matter whether you have 16 or 32 bits per pixel :D

But linking the z-buffer depth to bpp is a kinda stupid idea imho...
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Postby esteel » Wed Mar 08, 2006 10:37 am

ai wrote:Yeah, I couldn't find the z-buffer on my gaphics card but when I switched to 32bit they dissapeared. It felt as if it lagged a little bit more but it might be just my imagination too.

Wed Mar 08, 2006 4:37 am.. no wonder your imagination is running wild ;) If you are not sure just record a short 1-2 minutes demo with bots and use it to timedemo the two settings. just timedemo <DEMONAME> in the console. i think there is an alias tdem that will timedemo from the data/demos directory in case you used rec to record the demo.. Too lazy to check if this is just my private alias ;)

KadaverJack wrote:Well, with THAT level of gl_picmip you have there it shouldn't really matter whether you have 16 or 32 bits per pixel :D
But linking the z-buffer depth to bpp is a kinda stupid idea imho...

With THAT level of picmip i should forward all that spam about PE patches to him :twisted: :P 8) :twisted:
Just kidding.. But you are right this zbuffer thing is strange.
Last edited by esteel on Thu Aug 31, 2006 2:36 pm, edited 1 time in total.
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Postby kozak6 » Wed Mar 08, 2006 3:53 pm

In older versions, having it set to 16 made a world of difference in my framerate.

Now it runs like crap no matter what I do.l
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