Etzu Posted December 20, 2018 Share Posted December 20, 2018 (edited) Hey there. I noticed a rendering issue since the reployment of Fortuna part 2. But it's possible it's only related to DirectX10, as I had to disable the DirectX11 since the last plague star event when we got the new sky rendering algorythme that increased radically my CPU and GPU load. I first thought it was fortuna only, some kind of preparation for future addition to the landscape of Orb Vallis, but just few minutes ago I noticed it also in the Index on Neptune. Infos: Orange: accessible to the player 3D area (mesh) Yellow: non accessible to the player 3D area (mesh) Pink: Background Sky Sphere non 3D area (texture) Venus: Orb Vallis 1 Venus: Orb Vallis 2 Neptune: The Index 1 Neptune: The Index 2 The issue is that the Far terrain, which I never noticed before anywhere, is not affected by the "distance bluring". But it's not just that, during the final phase of the Orb Fight, when there is a big white sphere for the explosion, the Far Terrain (in yellow) is in a higher priority Z-Order, so the explosion is behind that Far Terrain on the screen but also the orange area is behind the explosion. (will try to screenshot that, hard to explain) My Launcher Settings: Full-Screen - False DirectX 10 - True DirectX 11 - False 64-bit Mode - True Bulk Download - True Aggressive Download - True Multi-Threaded Rendering - True Launcher GPU Acceleration - True My Game Display Settings: Display Mode - Windowed Video Resolution - 1352 x 1048 Refresh Rate - 75 Hz (disabled setting) Aspect Ratio - Auto Vertical Sync - On Max Framerate - 75 Hz (disabled setting) Brigthness - 50 Contrast - 50 Field of View - 65 Enable Screen Shake - True Effects Intensity - 100 Preset - Custom Runtime Tesselation - False (disabled setting) Local Reflections - False Blur Reflections - True (disabled setting) Volumetric Lighting - False High Dynamic Range - False Adaptative Exposure - False Glare - True (disabled setting) Film Grain - False Ambient Occlusion - False High Shader Quality - False Dynamic Resolution - Disabled Resolution Scale - 100 (disabled setting) Geometry Detail - Low Particle System Quality - Low GPU Particles - Disabled Shadow Quality - Low Texture Memory - Low Anisotropic Filtering - Off Trilinear Filtering - Off Anti-Aliasing - Disabled TAA Sharpen - 50 (disabled setting) Depth of Field - False Motion Blur - False Bloom - True (disabled setting) Bloom Intensity - 50 (disabled setting) Color Correction - False Dynamic Lighting - False Character Shadows - False Constant Weapon Trail - False Weapon Elemental FX - True My Computer Infos: OS - Windows 10 Familly System Type - 64bit OS, x64 Processor CPU - Intel(R) Core(TM) i7-4750HQ CPU @ 2.00GHz 2.00 GHz (4 cores, 8 threads) RAM - 16 GB GPU - NVIDIA GeForce GTX 970M Technical data link: https://uk.store.asus.com/asus-rog-g751jt-17-3-notebook-intel-core-i7-2-5-ghz-16gb-ram-1000gb-hdd-gtx970m.html One of my friend, who also had to turn off DirectX 11 like I did, with a different computer hardware also got this rendering issue, so you might be able to reproduce the issue without needing the same hardware. Edited January 23, 2019 by Etzu Link to comment Share on other sites More sharing options...
Etzu Posted December 20, 2018 Author Share Posted December 20, 2018 Okay so here I got the Profit Taker screenshots: Before the Blast: During the Blast: Link to comment Share on other sites More sharing options...
Etzu Posted December 22, 2018 Author Share Posted December 22, 2018 It seems that the problem mentionned is also present on Relays. Link to comment Share on other sites More sharing options...
Etzu Posted December 23, 2018 Author Share Posted December 23, 2018 Plains of Eidolon version. That's fun because with that bug I ralized that some stuff were present at some place where I totaly ignored there was anything and then my eyes never watched there. (like that sentient shape there) Link to comment Share on other sites More sharing options...
Etzu Posted December 23, 2018 Author Share Posted December 23, 2018 Seems there is also a Z-Order problem on the Navigation star chart. Here my Baruuk is rendered after the planets, but rendered before of the Uranus ring / Earth selection rings. Link to comment Share on other sites More sharing options...
Etzu Posted January 9, 2019 Author Share Posted January 9, 2019 ## Update 24.2.7 ## Issue still present for all the mentionned points. Link to comment Share on other sites More sharing options...
Etzu Posted January 15, 2019 Author Share Posted January 15, 2019 (edited) ## Update 24.2.8 ## Issue still present for all the mentionned points. Edited January 15, 2019 by Etzu Link to comment Share on other sites More sharing options...
Etzu Posted January 18, 2019 Author Share Posted January 18, 2019 (edited) Found another one. Inside my orbiter, a meteor is un ZOrder higher to the news text but lower than orbiter mesh. Also when I move away from the news it get high ZOrder but when I go near the news the meteor return outside of the ship as if the meteor was at a distance based on the character position instead of beeing fixed origin point. Edited January 18, 2019 by Etzu Link to comment Share on other sites More sharing options...
Etzu Posted January 23, 2019 Author Share Posted January 23, 2019 ## Update 24.2.10 ## All issues fixed. Link to comment Share on other sites More sharing options...
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