As an aside, I just bought my brother this game (along with the Crysis Maximum Edition) through Steam for a birthday gift. Should go along nicely with his Q8200, W7, and the ATI 4850 I just sent him
Ah I wish I had a brother like you!
As an aside, I just bought my brother this game (along with the Crysis Maximum Edition) through Steam for a birthday gift. Should go along nicely with his Q8200, W7, and the ATI 4850 I just sent him
Ah I wish I had a brother like you!
Something like this has been bothering me too. Even with AA and 16x AF there's noticeable dittering at a set distance in front of the player, like a mipmap banding effect. It's particularly visible when driving a motorcycle at high speed across a uniformly coloured surface like snow or desert. Not a driver bug as it is visible on my 5850 as well as my GTX280.
This not ringing a bell with anyone? Got it on the GTX480 too.
It's alpha-to-coverage. The quality depends on the MSAA level. Without AA it can look pretty poor, but with high MSAA it looks like a quite smooth fade. Personally I play at 4x MSAA and it's good enough for me to not notice it unless I specifically look for it.
Answered by Humus
Thanks but I'm not sure if this is the same issue. If I'm not mistaken, the alpha-to-coverage issue applies to intersecting transparent textures like tree leaves and grass. But I'm getting these dittered patterns on flat ground (and they're very noticeable even with 4x MSAA).
That was bugging me too Florin on my 5850 ( I found it distracting and not at all subtle ), seems to show up well on planes and cars that have smooth curves as well. Turning off SSAO got rid of it for me. Just a rough algorithm or a bit broken?
I'm definitely using SSAO, but didn't look at anything other than snowy ground areas. I'll go steal a few planes tonight and see if I can find it