Some of the dithering is intentional, they definitely do some kind of grain producing shader (didn't Mass Effect do something like that?), seemingly LOD biased so it breaks up more the further you get from the camera. I'm not sure if the texture scrambling (affecting mostly signs but you can see it on that billboard shot and maybe the railing) is a separate thing or if it's just the dithering shader running amok when asked to work on an alpha blended surface.Maybe the dithering came up as they implemented some performance optimizations late in the game? (No pun intended)
Considering how many other much worse, even game breaking bugs, are in both versions of the game, I don't think it would be shocking at all. It's patently obvious the Q&A for this needed more time.Mintmaster said:Either way, it's still shocking to see an error like this make the final build.
Generating the mipmaps is easy enough; compressing them is not. Recall that textures would be stored on disk in compressed format - almost certainly DXT. In addition to decompression and downsampling of the images, you also need to perform compression on the new downsampled surfaces. DXT compression is, well, very slow.Mipmap generation is so damn easy, though. You could probably generate the mipmap 100 times in the time it takes to transfer the texture from disc. You do it once and can use the results until the texture gets booted from the cache. On the fly generation makes sense to me.
It could be an error in a custom offline tool, but I would expect them to use MS tools in they were storing them that way. Maybe streaming precludes them from doing so.
Either way, it's still shocking to see an error like this make the final build.
Are you talking about the dithering or the noise? I don't see how the texture-destroying noise could be an artistic choice! Same question to Laa-Yosh too.That said, I am on the side of "it looks intentional" with this one.
All minified textures have this noise in them - signs, due to their highly-detailed, high-contrast appearance simply make the noise easier to see.I'm not sure if the texture scrambling (affecting mostly signs but you can see it on that billboard shot and maybe the railing) is a separate thing or if it's just the dithering shader running amok when asked to work on an alpha blended surface.
AlStrong said:Texture Cache Pain Points
- Lack of mipmaps, or mip biasing
- Do not expose mip bias in tools
- Consider aniso filtering instead of mip biasing
- Uncompressed textures
- Somewhat unavoidable for full screen effects
- Volume textures
- Be very careful with your sampling patterns
- Bad access patterns
- Too many simultaneous textures
- Sparse sampling patterns
...(plus, on the PS3, DXT1 has some other benefits over DXT5 that I don’t think I can talk about).
True, but there might be a way to speed up compression of lower levels when you have the top level already compressed.Generating the mipmaps is easy enough; compressing them is not. Recall that textures would be stored on disk in compressed format - almost certainly DXT. In addition to decompression and downsampling of the images, you also need to perform compression on the new downsampled surfaces. DXT compression is, well, very slow.
says something intriguing about RSX DXT1:
...(plus, on the PS3, DXT1 has some other benefits over DXT5 that I don’t think I can talk about).
Jawed
I can tell you. On RSX, DXT1 textures remain compressed in cache while other texture formats are expanded. Xenos expands everything.
It's almost certain that they're using DXT1 for opaque textures, and DXT3/DXT5 for textures with an alpha channel. DXT is pretty much your only choice when it comes to texture compression - all other formats are uncompressed. With DXT1 being 6x smaller than an uncompressed R8G8B8 image, Rockstar would be insane not to use it considering the already low memory available on consoles.Would that tend towards implying that most textures (albedo at least) are DXT1?
Hmm. yes. Very curious. I can't imagine that it would be a texture compression artefact, at least, not from DXT*, since the texture should compress fairly trivially. (At least putting the PS3 image through DXT1 results in utterly negligible differences)It's not that kind of dithering that you get from lack of color precision, take a look at all the screenshots.
There are also physiological limits like it or not. Audio quality surpassed (conclusively) human hear ability many years ago. The CD released like 25 years ago now brought that perfect reproduction to the masses.