mentis938 Posted February 25, 2004 Report Share Posted February 25, 2004 I have upgraded to RC4, and the following occurences still persist. I have not seen this mentioned on the forum or the VCF. 1. When approaching a jumpgate, the jumpgate textures begin to flicker at a distance of 10.0 or below. 2. When walking in FP on the moon (& venus), the ground flickers. This may not be a texture issue however, since it looks more like a lighting issue (maybe). Here is a zipped video clip of this: www.mentisworks.org/textureflicker.zip (right click to save target-as). 3. Also when walking planetside in FP mode, the point of view/the crosshair veers to the right at times. I cannot say what the common denominator is on this one. It has happened to me on the moon as well as the IA scenarios. That is all, and my system profile should be up to date. Thanks in advance for any light that anyone may shed on this. Link to comment Share on other sites More sharing options...
ouch Posted February 25, 2004 Report Share Posted February 25, 2004 ah yes, I too have this problem but it goes away if your inside the funnel. Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted February 25, 2004 Report Share Posted February 25, 2004 Graphics driver problem, nothing I can do about it. It works fine here. Link to comment Share on other sites More sharing options...
ProXimity Posted February 25, 2004 Report Share Posted February 25, 2004 Perhaps unrelated, however, several 'large scale' games suffer from a simular problem. The code follows the D3D API correctly, but some object clipping in complex models occures on massive grids in full resolution. The way I heard it, its because of an object to scene size ratio. Cards will try to clip 'non-perceivable polys.' <- Or so *it* thinks. I think DX9 intro'd this. This happens on EVE:Online. If I run w/ Catalyst 3.2, it doesn't happen. Not all people experience it. ProX Link to comment Share on other sites More sharing options...
mentis938 Posted February 25, 2004 Author Report Share Posted February 25, 2004 So I guess I'll just have to hope that 1) a new Detonator driver will come out that will fix this, or 2) I'll be showered with a large sum of money from my tax return and get a new video card. Of course it's possible that neither of those will fix the problem . But, has anyone experienced the veering mentioned in #2 above? This is particularly noticeable when trying to snipe at max zoom, since it will veer to the right a considerable amount. And putting the crosshairs back on target doesn't eliminate this as it continues to veer. Link to comment Share on other sites More sharing options...
AlephZero Posted March 2, 2004 Report Share Posted March 2, 2004 I have this exact problem. I've got a Geforce 4 Ti4600 and it shows up in a lot of other games. It's disappointing because no one ever said anything about this problem when reviewing the card and I assumed it would run fine. The flickering has showed up in games like Diablo 2, Harbinger, Black & White...It seems that the problem occurs when there are two surfaces that are almost overlapping eachother. It's like the card get's "lazy" and flips them in and out... I've tried diabling z-buffer compression and tweaking some other settings with no luck. The only thing that seems to work is switching from 4x AGP to 2x AGP, which is a pain because I'd rather be running in 4x... As far as the "veering" goes, hasn't that been fixed in RC7? Link to comment Share on other sites More sharing options...
mentis938 Posted March 3, 2004 Author Report Share Posted March 3, 2004 I just got RC7 and havn't had time to try it out yet. Thanks for the info though. I am only experiencing the flicker in UC, unfortunately, and maybe I can do something about it now. Link to comment Share on other sites More sharing options...
Antares Posted March 3, 2004 Report Share Posted March 3, 2004 I have a Ti series Geforce card as well.. though I have only seen this flicker effect in UC. My other games don't show it.. ms flightsim gothic 2 tron 2 deus ex2 prince of persia sands of time I can tolerate the flicker for the most part... so far the only thing i've seen flicker are the jump gates. Bases, stations and such are perfectly fine. Of course, I do have the wacky cloud sky affects that have been discussed as of late. I like Nvidia, but these goofy problems are making me consider ATI when I decide to upgrade sometime down the line. UC works and it still look good, so I'll tolerate the goofy nvidia glitches for now. I'm now playing RC7, the fixes since release are coming along quite well! Link to comment Share on other sites More sharing options...
Eclipse Posted March 3, 2004 Report Share Posted March 3, 2004 I have a ATI 9600pro and I also get the flicker, however it only happens at particular ranges and views(eg, FP). I've just been chalking it up to driver issues that will eventually get ironed out eventually. Link to comment Share on other sites More sharing options...
mentis938 Posted March 3, 2004 Author Report Share Posted March 3, 2004 Agreed. [ 03-04-2004, 11:08 AM: Message edited by: mentis ] Link to comment Share on other sites More sharing options...
AlephZero Posted March 4, 2004 Report Share Posted March 4, 2004 well, when I'm running at 2X AGP the station and jumpgate flickering goes away but the terrain flickering still happens. I tried turning off the "planet detail map" but it diddn't do anything...I'll try messing with some other settings to see what happens Link to comment Share on other sites More sharing options...
mentis938 Posted March 4, 2004 Author Report Share Posted March 4, 2004 One thing I noticed just yesterday, which may or may not be related to the RC7 patch (and probably isn't due to the lack of modifications to the graphics kernel), is that the flickering got worse for a second when landing on Earth. After initiating planetfall, and still high in the atmosphere, the cloudplane and ground texture started flickering and dissappeared completely for several seconds. I have now reverted back to the Detonator 45.23 driver and the flickering has been minimized to a large degree, though still persists every once in a while. Not sure if there is another driver version that works better or not. Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted March 4, 2004 Report Share Posted March 4, 2004 Does anyone have any hard facts as to WHEN the flickering started? I mean, is it in the retail version? Did it get worse in an RC patch? If so, which one? etc etc Link to comment Share on other sites More sharing options...
Eclipse Posted March 4, 2004 Report Share Posted March 4, 2004 Retail version up through latest RC. No, it hasn't gotten worse, and it only seems to show up on Starstations and Jumpgates. I'll do some more searching when I get home tonight on ranges from objects types of objects and views this happens in. Link to comment Share on other sites More sharing options...
Banquet Posted March 4, 2004 Report Share Posted March 4, 2004 For me it's happened on all versions, like Eclipse said. I get it on the jumpgates a little but it's most noticeable on ground textures. I have to be quite close to the ground before they show up (about the same distance as the trees appear) When on the ground they're not so noticeable, probably due to the limited view perspective. Link to comment Share on other sites More sharing options...
ProXimity Posted March 4, 2004 Report Share Posted March 4, 2004 Don't have it on planets, except before I walk. Just gates for me. RC7. EVA in space, when I walk on an object, my FP view bounces like a kitten in a sock. I can get a FRAPS capture if you want SC. ProX Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted March 5, 2004 Report Share Posted March 5, 2004 No, I don't want a Fraps capture. Its a driver problem. The 32Bit Z buffer on some of these cards is not enough precision (which is why the game will use a W buffer if the card has one) and thats what causes these artifacts. There is NOTHING that I can do about it. Link to comment Share on other sites More sharing options...
mentis938 Posted March 5, 2004 Author Report Share Posted March 5, 2004 For me it's been pretty much all of the above, since retail and up to current patch (RC7). The objects affected now include jumpgates (at a distance of less than 10.0), as well as starbases/space stations, and both cloud/ground/sea plane while flying on planet as well as walkin in FP mode. So far I cannot really tell you what the common denominator is here. And I'm not exactly sure whether this is a texture issue or something else (i.e. lighting). ------------------- quote:The 32Bit Z buffer on some of these cards is not enough precision (which is why the game will use a W buffer if the card has one) and thats what causes these artifacts....oh...well that's what it is. Nevermind . Link to comment Share on other sites More sharing options...
Eclipse Posted March 5, 2004 Report Share Posted March 5, 2004 quote:Originally posted by Supreme Cmdr: No, I don't want a Fraps capture. Its a driver problem. The 32Bit Z buffer on some of these cards is not enough precision (which is why the game will use a W buffer if the card has one) and thats what causes these artifacts. There is NOTHING that I can do about it. I assume by this statement you don't want the data I was collecting? Link to comment Share on other sites More sharing options...
Olias7 Posted March 5, 2004 Report Share Posted March 5, 2004 Retail through RC7 here as well, ATI Radeon 9800xt 4.10 Catalyst. Happens like clockwork at about 10 clicks away from jumpgates and stations. Link to comment Share on other sites More sharing options...
Supreme Cmdr Posted March 5, 2004 Report Share Posted March 5, 2004 quote:Originally posted by Eclipse: quote:Originally posted by Supreme Cmdr: No, I don't want a Fraps capture. Its a driver problem. The 32Bit Z buffer on some of these cards is not enough precision (which is why the game will use a W buffer if the card has one) and thats what causes these artifacts. There is NOTHING that I can do about it. I assume by this statement you don't want the data I was collecting? Nope. There's nothing I can do about it. And I didn't know anyone was collecting data actually. Link to comment Share on other sites More sharing options...
jamotto Posted May 9, 2004 Report Share Posted May 9, 2004 The Starstation Flicker appears to be fixed once patch 2.0 is applied. However, Jumpgate's still flicker. Link to comment Share on other sites More sharing options...
Gol_Stoan Posted June 29, 2004 Report Share Posted June 29, 2004 I have had the jumpgate flicker problem, ever since the retail release and it has looked the same throughout. It has just been the gates and stations for me. Also, firing the iod at the jumpgate makes the flicker more pronounced, seems like a reflective shader(?) effect. Either way, it still means waiting for a driver update so it's all academic really. I had a similar flicker problem in the game Homeworld 2 (just the mothership), which was cured by a driver update (a long time ago). So Nvidia and ATI had better get off of their collective asses and get to work fixing these driver issues. Link to comment Share on other sites More sharing options...
JeR Posted June 29, 2004 Report Share Posted June 29, 2004 I somehow get the feeling this performance war between ATI and nVidia is getting to their heads, and they're missing the bigger picture - QUALITY Any sacrifice will do when it comes to beefing up performance though... atleast thats what they don't tell you, lol Link to comment Share on other sites More sharing options...
mentis938 Posted June 29, 2004 Author Report Share Posted June 29, 2004 I'll be curious to see whether the new cards will still have this problem (i.e. ATI's X800 and the GeForce 6800 - I think I got those models right...?). Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now