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Graphical Artifacts



 

User avatar TAN
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Re: Graphical Artifacts

Postby TAN » 01.12.2014, 11:23

Fog is acting erraticly according to time of day. It seems like a " white line" in the far distance depending on the angle you look at it.

Here :

Image
User avatar CollinBishop
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Re: Graphical Artifacts

Postby CollinBishop » 01.12.2014, 11:34

Are you able to post your level and TOD for the forest there? Just be easier to replicate on our end.
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User avatar carloscbl
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Re: Graphical Artifacts

Postby carloscbl » 01.12.2014, 11:58

in my custom map, this happens too, but i remember control it with a param of the fog, for night scenes, where this effect was incremented by the darkness and can be a bit annoying
User avatar TAN
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Re: Graphical Artifacts

Postby TAN » 01.12.2014, 23:42

Yes. Here:
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TOD.xml
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User avatar TAN
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Re: Graphical Artifacts

Postby TAN » 11.12.2014, 20:28

By the way after the 3.6.13 this fog artifact still goes on. I guess everyone is the same ?

Just wanted to drop this here.
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Re: Graphical Artifacts

Postby TAN » 16.12.2014, 23:33

Have an idea with the situation.

I increased the fog from TOD menu. Then noticed that when sun is over an object and casts rays ( like a tree) and you rae directly looking at below that object it causes this glitch. Here is my new ToD.

Hope helps.
Attachments
Yep.xml
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User avatar TAN
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Re: Graphical Artifacts

Postby TAN » 17.12.2014, 13:21

Sorry for multi-posting !

Disabling VolFogShadows in the Environment tab in the editor eleminates this issue but I am nt sure ifthat is a right thing to do.

So yeah. Finally named the problem :D
User avatar Fabriciuz
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Re: Graphical Artifacts

Postby Fabriciuz » 20.12.2014, 03:29

Depth of Field in 3.6.14 seems to be alot more expensive than in the other versions? I have the FG setup that makes it possible to toogle DOF by a press of a button, and everytime i toogle the DOF, my FPS gets lowered by 15 fps or so.
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Re: Graphical Artifacts

Postby Fabriciuz » 12.01.2015, 23:39

VolumeObjects seem to be crashing the engine, see this post for more info: viewtopic.php?f=326&p=1254336#p1254336
User avatar Synce
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Re: Graphical Artifacts

Postby Synce » 17.02.2015, 23:14

When a envProbe is in a prefab, it is not a the right position. Maybe 0,0,0.
The cubemap generated is not correct.
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Re: Graphical Artifacts

Postby carloscbl » 13.03.2015, 17:14

I got the solution for the fog artifacts!

Set in the tod, the shadow range to 0 in fog section, and the you will continue being able to use, the fog shadows, that you are losing is a special blur, for the close objects, that interact with the edges of the geometry(i think), but is much better that lost the fantastic, vol fog shadows!
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Re: Graphical Artifacts

Postby Fabriciuz » 30.03.2015, 13:25

Made this topic in the "Tools Feedback & Support" area, as i didn't noticed this topic before now: viewtopic.php?f=326&t=130392
User avatar JuninhoEcko
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Re: Graphical Artifacts

Postby JuninhoEcko » 04.04.2015, 05:48

This Global Illumination is so bad...
it's will be fixed in 3.7?

Screenshot_1.png
User avatar unknownzero3
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Re: Graphical Artifacts

Postby unknownzero3 » 14.04.2015, 22:59

Terrain Shadow casting results in poor shadows (CE-3626).
e_gsmcastonterrain we all know wasn't working properly for a long time at least on AMD gpu's.

I've taken a gpu profiler accross a few builds of the cryengine and will be comparing the methods used for rendering these shadows to scene. A recurring theme I noticed was issues within the frustums even in the dx9 version long ago. When switched to directx 11 a shadowmap is cast across terrain depending on the orientation of the viewpoint. After build 6666 it seems all shadowmaps stopped getting sorted properly and ended up with a zfighting problem.

I'm curious what would help you guys fix this or assist in identifying the issue itself?

Also what method is being used for rendering these shadowmaps?
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Re: Graphical Artifacts

Postby CollinBishop » 15.04.2015, 00:21

JuninhoEcko wrote:This Global Illumination is so bad...
it's will be fixed in 3.7?


I have had that issue previously. One massive headache was if I used sep probes to do complicated indoor setups. They would flick on and off due to the probe not being in the frustum and occluded by geo for walls.
skype - "thecollinbishop" email - free3dee@gmail.com


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