permanent666 Posted March 5, 2013 Share Posted March 5, 2013 as you can see in the picture bocage with shaders do not change color in foggy environment. the second thing I do not like are the lods of the trees in the background. they are way to white in my opinion. maybe it is an ati thing? 0 Quote Link to comment Share on other sites More sharing options...
Hister Posted March 5, 2013 Share Posted March 5, 2013 I have Nvidia and it's the same with me. On top of this if I have shadows turned off and when fog (+rain) is in play I get greyish ground textures which do not look good. If I turn shadows on that greyish colour layer disappears. 0 Quote Link to comment Share on other sites More sharing options...
Hister Posted March 5, 2013 Share Posted March 5, 2013 I'm running different visual mods but the same problem happens with vanilla. When shadows are on I don't get the grey layer on the fields. When shadows are turned off grey layer is visible. That happens only on maps with fog/rain. Visual comparison below: Uploaded with ImageShack.us P.S. Also note the FPS difference between the two - shadows are a FPS killer. They could have been optimised more. 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted March 5, 2013 Share Posted March 5, 2013 My pet peeve with shadows and shaders is how they cancel out dynamic light. Shadows cancel dynamic light from fire and muzzle flash on the ground, shaders cancel it out on vehicles and buildings, and some terrain features like bocage. 0 Quote Link to comment Share on other sites More sharing options...
Guest Posted March 5, 2013 Share Posted March 5, 2013 P.S. Also note the FPS difference between the two - shadows are a FPS killer. They could have been optimised more. Not so - the shadows in CM are heavily optimized, and for our uses they really can't be optimized more. "Real" shadows - those based on active lighting and the models that are lit - are always an FPS killer, especially when there's dynamic environmental lighting (world lighting and light direction changes, which precludes some high-level optimization), open outdoor areas, and a free-floating camera. Each of these rule out a number of major optimizations. We've done all that's possible in this case. We'll work on the visual inconsistencies of the normal mapping shader. Thanks for reporting the bugs, guys. 0 Quote Link to comment Share on other sites More sharing options...
Hister Posted March 6, 2013 Share Posted March 6, 2013 Thank you Phil for taking time to indulge me (us) - guess I'll have to upgrade GPU then to get better FPS when shadows are turned on. I'm wondering if 7870 would do the trick? 0 Quote Link to comment Share on other sites More sharing options...
Guest Posted March 6, 2013 Share Posted March 6, 2013 It could help, but shadows would still be a big hit. Honestly shadows are expensive either way - the most common (and notably the cheapest for outdoor applications) method calls for rendering all shadow-casting objects more than once, although obviously an optimized version is more complex than that. No easy way around that, although more horsepower will help to speed up each render pass. What options are you currently using? Turning things down a bit can get you some pretty significant gains, as it reduces the strain on other areas, and in my opinion the middle-of-the-road texture and model quality levels don't involve much of a hit to visuals. 0 Quote Link to comment Share on other sites More sharing options...
Wodin Posted March 6, 2013 Share Posted March 6, 2013 Any chance we can have either a more gradual LOD drop at distance or extend the range alot further than current before the LOD changes? Thats my one and only complaint about the graphics since the latest patch has made everything look so much better. Obviously things hit decals etc are needed but I'm talking visual quality. 0 Quote Link to comment Share on other sites More sharing options...
Hister Posted March 6, 2013 Share Posted March 6, 2013 What options are you currently using? Turning things down a bit can get you some pretty significant gains, as it reduces the strain on other areas, and in my opinion the middle-of-the-road texture and model quality levels don't involve much of a hit to visuals. Nvidia Control Panel options (settings for CMBN): Anisotropic filtering: 16x Antialiasing gamma correction: On Antialiasing mode: override any application setting Antialiasing setting: 4x Antialiasing transparency: multisample Cuda GPU's: all Maximum prerendered frames: 4 Single display performance mode Texture filtering - anisotropic sample optimization: on Texture filtering - negative LOD bias: clamp Texture filtering quality: performance Texture filtering- Trilinear optimization: on Threaded optimization: on Triple buffering: on Texture filtering - anisotropic filter optimization: off Vertical Synch: use application setting CMBN ingame settings: Display size: desktop (1280x1024, native monitor resolution) Vertical Synch: off 3D model quality: improved 3D texture quality: best Antialias/Multisample: on High Priority Process: on Haven't been experimenting a lot - maybe there's something that stands out to you Phil as not necessary or overdone? I'll experiment with lower texture quality's and see what's the visual difference. One more thing (probably bug)I noticed. When I close in to for example tanks with my camera view any shadows that are casted on them disappear withing a few metres from them. My hardware: Power Supply: 550W XFX P1-550S-XXB9 Mobo: Asus AM3+ M5A97 (970 ATX) [90-MIBFSO-G0AAY007] CPU: AMD FX-6300 BOX 3,5 GHz - 14MB Cache - 95W RAM: DDR3 1600 8GB CL8 Corsair 2x4GB Vengeance CMZ8GX3M2X1600C8B Hard Disc (SSD): Samsung 840 Pro 128GB (MZ-7PD128BW) GPU: Geforce 550 Ti 1Gb (MSI) Monitor: LG LCD with 1280x1024 native resolution Thank you! 0 Quote Link to comment Share on other sites More sharing options...
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