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Re: Problems with texture mapping

Posted: 07 Sep 2012, 12:15
by Fix
1/blurry textures are there because the video card memory was full, so some of these have been sized down by the engine, but you don't reduce all textures (we reduce only what is needed, and first the biggest (4096x4096) ones, so unfortunately the texel ratio may vary here and there.

2/the lightmap in indoors is the worst case of Light bounce computation;
Also, because of HDR lighting, you have something like sun bounces around 2.5 and indoor shadows near 0, then we compress that range between 0 and 1 in the lightmap, so we lessen the precision. The problem comes when auto exposure brighten dark areas, where the lightmap range is often between 0 and 0.1 (maybe even lower) and is re-ranged to someting like 0 to 0.8. Gradients suffer a lot from that.
Add to this that dark colors are often badly compressed. We already did a lot of work to improve precision while maintaining low lightmap sizes.
There are two ways to improve the dark indoor lightmaps : that would be to make a huge quality setting (a lot of samples, a lot of bounces), taking hours and hours to compute, maybe days (Ultra quality is already very long, and improves dark indoor lightmaps alot but still can't be perfect).
I personally try to add as much lights as possible in tunnels rooms : using doors, roof holes, transitions to tunnel paths or even using the bumper's lights. This makes the contrast between indoor and outdoor lightmap less strong and reduce the amount of dark badly compressed areas : one word : break the uglybuggy darkness.
Your outdoor wall lightmap seems very low quality, I don't expect that from our lighting engine, was it very fast shadows computations?

3/The transition between the background scenery ground and the map editor area has been improved, it's a lot smoother now. (maybe not in all quality settings, I haven't checked yet how it looks in very very low settings).

Re: Problems with texture mapping

Posted: 07 Sep 2012, 12:41
by Fix
Maybe try to set a lower texture quality setting in the launcher, so all mip maps are lowered at the same level.
Another way might be to disable bump mapping, so normal maps won't be used, (almost 1/3 of texture quantity ^_^)
Texture space in memory can greatly increase depending on the size of the map, the quantity of custom skins(on blocks or on players).
Maybe 90% of the time you're running well, but one day on a server, you load a heavy map, with a lot of players with a lot of custom skins...and that day, you miss a few megas of memory...so for that moment we lower just what is needed.
But if this happens always, the best is to lower settings.

Also some special effects such as bloom or motion blur cost memory (and performance of course).
Last option is to have a video card with more memory (by the way how much do you have?? maybe there is a bug hidden here?).

Re: Problems with texture mapping

Posted: 08 Sep 2012, 16:20
by Hylis
The game make the use of more than 724 MB. It depends on your settings, including resolution etc.

It also changes during the production, so I don't know. You can try to configure in order to get more memory left for diffuse, if you put lower quality shaders.

Re: Problems with texture mapping

Posted: 08 Sep 2012, 16:41
by Hylis
The game is in beta.

And recommended becomes more and more difficult to say the more we support a wide range of configurations.

You can lower the texture in the menu, by setting them to medium maybe and it will make the resolution with more homogeneity maybe for you.