LOD problems
Posted: Sun Sep 25, 2011 9:46 pm
Hi,
I already posted my problem in the screenshot area.
RSDereck did give me some tips , but they didn't work for me.
Please see this video what the problem is,
http://www.youtube.com/watch?v=SHWTsko6j2k
The major problem:
-Objects(and depending LOD's of them) pop up and disapear in groups, although their distance to camera is different.
-Especially in lofts the number of middle BPID objects in LOD1 is very large. (from the first object in the loft to te last object in that section of the loft. So a maximum of 500m is rendered in first LOD, causing heavy duty for the graphic card, and decreasing fps.
-3d tracks and sleepers are unusable right now.
After making some changes I have this:
a object with
1_0200_block with trainbasicobjectdiffuse shader
1_0020_sleeper with trainlightmapwithdiffuse.fx (because i used it on a sleeper before RW3)
2_0200_sleeper ''
This object does behave normal. (changing to second lod when distance to camera is passed value)
When using the trainbasicobjectdiffuse shader to all nodes the object does not normal (like in the video)
Both do not react normal in lofts.
I am getting very frustrated now, I tried anything. Updated my drivers etc..
The most frustrating about this, Am I the only one?
Where are bug/changes like this reported? In that case RW hasn't changed ; support zero.... for other developers. (except Dereck..)
SAD
I already posted my problem in the screenshot area.
RSDereck did give me some tips , but they didn't work for me.
Please see this video what the problem is,
http://www.youtube.com/watch?v=SHWTsko6j2k
The major problem:
-Objects(and depending LOD's of them) pop up and disapear in groups, although their distance to camera is different.
-Especially in lofts the number of middle BPID objects in LOD1 is very large. (from the first object in the loft to te last object in that section of the loft. So a maximum of 500m is rendered in first LOD, causing heavy duty for the graphic card, and decreasing fps.
-3d tracks and sleepers are unusable right now.
After making some changes I have this:
a object with
1_0200_block with trainbasicobjectdiffuse shader
1_0020_sleeper with trainlightmapwithdiffuse.fx (because i used it on a sleeper before RW3)
2_0200_sleeper ''
This object does behave normal. (changing to second lod when distance to camera is passed value)
When using the trainbasicobjectdiffuse shader to all nodes the object does not normal (like in the video)
Both do not react normal in lofts.
I am getting very frustrated now, I tried anything. Updated my drivers etc..
The most frustrating about this, Am I the only one?
Where are bug/changes like this reported? In that case RW hasn't changed ; support zero.... for other developers. (except Dereck..)
SAD