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Z buffer accuracy

Unread postPosted: Mon Sep 08, 2014 4:47 pm
by plethaus
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.

Re: Z buffer accuracy

Unread postPosted: Mon Sep 08, 2014 5:20 pm
by mrennie
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.

Re: Z buffer accuracy

Unread postPosted: Mon Sep 08, 2014 5:59 pm
by plethaus
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.

Re: Z buffer accuracy

Unread postPosted: Mon Sep 08, 2014 6:41 pm
by buzz456
Mine doesn't seem to do that.

Re: Z buffer accuracy

Unread postPosted: Mon Sep 08, 2014 6:54 pm
by mrennie
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").

Re: Z buffer accuracy

Unread postPosted: Mon Sep 08, 2014 7:06 pm
by buzz456
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.

Re: Z buffer accuracy

Unread postPosted: Mon Sep 08, 2014 7:10 pm
by plethaus
Buzz, it probably does do it on your PC, some people are just not as likely to notice it.

Re: Z buffer accuracy

Unread postPosted: Mon Sep 08, 2014 7:12 pm
by buzz456
Being as Antwerp says "It is the reality of the moment that I seek; I do not seek perfection." it is possible.
!*cheers*!

Re: Z buffer accuracy

Unread postPosted: Mon Sep 08, 2014 7:48 pm
by ErikGorbiHamilton
Or "When all else fails, read the instructions ... if that doesn't work either, try following them."


!**duh*!!

Re: Z buffer accuracy

Unread postPosted: Tue Sep 09, 2014 2:28 pm
by Ericmopar
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!!**

Re: Z buffer accuracy

Unread postPosted: Tue Sep 09, 2014 2:36 pm
by buzz456
I do not think I have all these issues for the most part. GTX650ti video card

Re: Z buffer accuracy

Unread postPosted: Tue Sep 09, 2014 2:52 pm
by artimrj
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.

Re: Z buffer accuracy

Unread postPosted: Tue Sep 09, 2014 3:05 pm
by mrennie
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.

Re: Z buffer accuracy

Unread postPosted: Tue Sep 09, 2014 5:25 pm
by plethaus
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?

Re: Z buffer accuracy

Unread postPosted: Tue Sep 09, 2014 6:39 pm
by artimrj
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?