TS 2012 White Ghosts

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TS 2012 White Ghosts

Unread postby Paragon » Thu Sep 22, 2011 7:44 pm

I am so far very impressed! MUCH better!

I am getting white ghosts in the far distance.

NVIDIA GeForce GT 520
Gateway Quad Q6600(2.40GHz) 6GB DDR2
Windows Vista Home Premium 64-bit
TS2012 Game Engine Technology checked
TS2012 Custom Anisotropic x 8
TS2012 MLAA + MSAA x 4

I will try additional settings and see if I can get rid of them without losing the farm.

WhiteGhosts.jpg
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Re: TS 2012 White Ghosts

Unread postby micaelcorleone » Thu Sep 22, 2011 7:48 pm

I already had these white lines in RW2 on my WIP route. But not that extreme! !*hp*!
Let's see how it turns out in RW3.
Last edited by micaelcorleone on Thu Sep 22, 2011 8:00 pm, edited 1 time in total.
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Re: TS 2012 White Ghosts

Unread postby Hawk » Thu Sep 22, 2011 7:56 pm

I believe you'll typically find those white lines in demmed terrain at the tile borders.
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Re: TS 2012 White Ghosts

Unread postby Paragon » Fri Sep 23, 2011 5:12 pm

Hawk is right, the noise follows the tile boundaries. The data came from the USGS using ReDem and I never saw these under RW2 or I would have been pulling my hair out. I have been working on it pretty much every day for 3 months and not until yesterday did they reveal themselves.

The higher the level of detail set, the worse the problem becomes.

I have tried deforming the terrain up and down and all around in these areas and it makes no difference. I also tried completely covering the boundaries with large assets and this had no effect.

Add the dark blue haze and this is no longer the route I was picturing in my mind, nor the one that was taking shape in RW2. I am sure there are/will be work-arounds for this, and patience is the cure to many ills.

Is anyone else getting this?

110923 White Noise.jpg
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Re: TS 2012 White Ghosts

Unread postby Paragon » Fri Sep 23, 2011 5:38 pm

If we turn off TSX, things brighten back up and the white noise diminishes considerably, and grows softer.

My sense is this is all going to be about trial and error, followed by trade-offs. Everyone's system is different.

Playing with the new tools, this product is still a dream. Everything just looks better, no matter what it is.

110923 White Noise No TSX.jpg
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Re: TS 2012 White Ghosts

Unread postby micaelcorleone » Fri Sep 23, 2011 7:38 pm

Paragon wrote:Is anyone else getting this?

I'm also using USGS terrain data and ReDem. I can confirm that the issue witht he white lines has improved on my route since the TS 2012 update.
There are practically no more white lines now.
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Re: TS 2012 White Ghosts

Unread postby Bananarama » Sat Sep 24, 2011 2:52 am

In RW2 my sky dome flickered where it met the distant hills. I am happy to report that this seems to have been fixed. I too use ReDem and USGS, but I don't recall ever seeing the tile boundary lines in your screens above.
Cheers!
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Re: TS 2012 White Ghosts

Unread postby SMMDigital » Sat Sep 24, 2011 5:01 am

Hack, this may have been reported already, but i've noticed and issue with some of the ScaleRoad bridge abutments. They show up bright white while everything else is shadow. No big deal, just thought id let you know.
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Re: TS 2012 White Ghosts

Unread postby Bananarama » Sat Sep 24, 2011 5:34 am

Thanks. I'm currently going through the files to ensure they're RW3-compatible and hope to have an update soon.

Back on topic - I noticed my route's distant terrain turns white with TSX off, and the legacy stencil shadows are wonky. I didn't notice any distant flickering, but I really didn't look all that closely - I was too much of in a hurry to switch TSX back on!
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