Z buffer accuracy

Forum for discussing Train Simulator 2015

Z buffer accuracy

Unread postby plethaus » Mon Sep 08, 2014 4:47 pm

I really hope that DTG revisited the z buffer accuracy issue in TS2015. In 2013 they had it nearly perfect, where textures/polygons on close or equal planes didn't flicker when far away. Then when TS2014 released, they went back a step where many objects (especially locomotives and cars) flicker really badly when beyond 100 yards or so. It's possible they did this as part of their attempts to increase performance for users of lower-end hardware, but it would be awesome if we could at least get an option for the higher accuracy buffer to minimize all that awful flicker.
plethaus
 
Posts: 283
Joined: Fri Jul 03, 2009 12:17 am

Re: Z buffer accuracy

Unread postby mrennie » Mon Sep 08, 2014 5:20 pm

The real problem, especially for developers, is that the new outside camera zoom feature compresses the distance between planes, so when you move far away from a loco and then zoom in for a "telephoto lens" effect screenshot, you get flickering that you wouldn't see if you simply moved the camera closer and didn't use zoom. To combat that, developers have to test the locos in those conditions (move away and then scroll to zoom in) and if surfaces flicker (usually it's things such as numbers on cab sides, or illuminated numbers on headboards), separate the offending surfaces more than usual.
User avatar
mrennie
 
Posts: 3214
Joined: Wed May 30, 2012 12:22 pm

Re: Z buffer accuracy

Unread postby plethaus » Mon Sep 08, 2014 5:59 pm

Yeah, the problem was exacerbated though with 2014. For example, all of the Allaboard routes (Colton & Northern, Ft. Kent, Ohio Steel) have assets (mostly buildings) that flickered badly but 2013's buffer was accurate enough to keep flicker at bay until MUCH farther away than with 2014.

It's so bad with some of the locos in 2014, such as the F59 in PSL, that flicker even when only maybe 30 or 40 feet away and not zoomed in at all.
plethaus
 
Posts: 283
Joined: Fri Jul 03, 2009 12:17 am

Re: Z buffer accuracy

Unread postby buzz456 » Mon Sep 08, 2014 6:41 pm

Mine doesn't seem to do that.
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 21063
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Z buffer accuracy

Unread postby mrennie » Mon Sep 08, 2014 6:54 pm

Maybe it depends on other things too - the particular video card you have (right now, I'm using an old NVidia GTX295) and the settings such as anisotropic filtering. I've tried various settings on my card and in-game and have never succeeded in getting rid of the problem, but it does seem that reducing jaggies (aliasing) also reduces flickering of close layers (including those pesky ties laid on top of the normal track ties at turnouts, which, for a different reason, cause "moire").
User avatar
mrennie
 
Posts: 3214
Joined: Wed May 30, 2012 12:22 pm

Re: Z buffer accuracy

Unread postby buzz456 » Mon Sep 08, 2014 7:06 pm

I agree with that. A lot of what happens in the whole insanity has to do with computers and video cards. I know that everyone can't spend to get a good gaming machine but it sure makes everything more stable and more attractive. Much as I hate to admit it I started with settings suggested by Otto and then fiddled from there. I have less than $200 invested in my video card however it is a NVidia of which I am a huge fan.
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 21063
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Z buffer accuracy

Unread postby plethaus » Mon Sep 08, 2014 7:10 pm

Buzz, it probably does do it on your PC, some people are just not as likely to notice it.
plethaus
 
Posts: 283
Joined: Fri Jul 03, 2009 12:17 am

Re: Z buffer accuracy

Unread postby buzz456 » Mon Sep 08, 2014 7:12 pm

Being as Antwerp says "It is the reality of the moment that I seek; I do not seek perfection." it is possible.
!*cheers*!
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 21063
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Z buffer accuracy

Unread postby ErikGorbiHamilton » Mon Sep 08, 2014 7:48 pm

Or "When all else fails, read the instructions ... if that doesn't work either, try following them."


!**duh*!!
User avatar
ErikGorbiHamilton
 
Posts: 1574
Joined: Fri Aug 23, 2013 2:41 pm

Re: Z buffer accuracy

Unread postby Ericmopar » Tue Sep 09, 2014 2:28 pm

plethaus wrote:I really hope that DTG revisited the z buffer accuracy issue in TS2015. In 2013 they had it nearly perfect, where textures/polygons on close or equal planes didn't flicker when far away. Then when TS2014 released, they went back a step where many objects (especially locomotives and cars) flicker really badly when beyond 100 yards or so. It's possible they did this as part of their attempts to increase performance for users of lower-end hardware, but it would be awesome if we could at least get an option for the higher accuracy buffer to minimize all that awful flicker.


There's no doubt about it. AA and other graphics things, don't work as well since 2012. They upped the frame rates at the cost of visual quality.
My original retail copy of RW3 had good AA on 8 X MSAA, but not since 2013.
They may have tampered with the core game LOD. But I'm no expert in that. It would explain some things though.
Before 2014, I had nice edges, where my windshield wipers swiped, on my SD75. Now I have squared off areas, even with graphics on High or Highest.
Turning off TSX in 2012/RW3 also left the engines and cars looking nice, just without shadows and rain effects.
Now if a person turns off TSX, everything gets a dark orangesh cast about it.
They have slowly fouled it up....
**!!bang!!**
New build. i7-7700k, MSI Z270 Gaming M5 Mobo, Hyper 212 Evo, Corsair DDR4 3200 Mhz RAM, Klipsch Pro Mediea 2.1 Speakers, Samsung 850 Evo SSD, HAF XM Case, Asus Strix GTX 1070 and Cooler Master Storm XT Keyboard.
Slick with Pretty Rainbow Colors.
User avatar
Ericmopar
 
Posts: 2797
Joined: Mon May 13, 2013 12:35 am
Location: Henderson NV.

Re: Z buffer accuracy

Unread postby buzz456 » Tue Sep 09, 2014 2:36 pm

I do not think I have all these issues for the most part. GTX650ti video card
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 21063
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Z buffer accuracy

Unread postby artimrj » Tue Sep 09, 2014 2:52 pm

I have a GTX 760 and definitely do not have these problems and I am running it on 3x3, can't go any higher, there is no where to go. I have everything maxed out except depth and bloom.
Bob Artim - Generation X²
I don't have a PHD, I have a DD214... Freedom carries sacrifice
I'm crawling in the dark looking for the answer
User avatar
artimrj
 
Posts: 4721
Joined: Sun Jan 31, 2010 3:07 pm
Location: Beaver, Pennsylvania

Re: Z buffer accuracy

Unread postby mrennie » Tue Sep 09, 2014 3:05 pm

artimrj wrote:I have a GTX 760 and definitely do not have these problems and I am running it on 3x3, can't go any higher, there is no where to go. I have everything maxed out except depth and bloom.


I can just about manage FXAA + 2x1 SSAA with my GTX295. I envy you!

Maybe if the FEF-3 sells well, I'll treat myself.
User avatar
mrennie
 
Posts: 3214
Joined: Wed May 30, 2012 12:22 pm

Re: Z buffer accuracy

Unread postby plethaus » Tue Sep 09, 2014 5:25 pm

artimrj wrote:I have a GTX 760 and definitely do not have these problems and I am running it on 3x3, can't go any higher, there is no where to go. I have everything maxed out except depth and bloom.


The problem I am describing has absolutely nothing to do with what video card you have or your settings. I myself have a GTX 780 Ti and also max out all my settings.

Do you have Ohio Steel, Ft. Kent, or Colton & Northern routes?
plethaus
 
Posts: 283
Joined: Fri Jul 03, 2009 12:17 am

Re: Z buffer accuracy

Unread postby artimrj » Tue Sep 09, 2014 6:39 pm

plethaus wrote:
artimrj wrote:I have a GTX 760 and definitely do not have these problems and I am running it on 3x3, can't go any higher, there is no where to go. I have everything maxed out except depth and bloom.


The problem I am describing has absolutely nothing to do with what video card you have or your settings. I myself have a GTX 780 Ti and also max out all my settings.

Do you have Ohio Steel, Ft. Kent, or Colton & Northern routes?


Yes I have them all. WHat do you want me to look at?
Bob Artim - Generation X²
I don't have a PHD, I have a DD214... Freedom carries sacrifice
I'm crawling in the dark looking for the answer
User avatar
artimrj
 
Posts: 4721
Joined: Sun Jan 31, 2010 3:07 pm
Location: Beaver, Pennsylvania

Next

Return to TS 2015

Who is online

Users browsing this forum: No registered users and 0 guests

cron