sturmkraehe Posted December 30, 2014 Posted December 30, 2014 Most BoS player know this phenomenon: The map texture is apparently cut into rather large squares and loaded one after another when moving around. I guess like me others experience the following phenomenon: occasionally you see a big square junk of blurred map. It does not look nice. But most importantly: This is completely destroying the game experience when it happens within the flight path while level bombing! Already certain ground targets are hard to spot from the distance. Now if also landmarks that are essential for the final approach during level bombing are blurred and a forrest spot cannot be distinguished from a town spot it makes level bombing an impossible task. It is already difficult to tell a forrest from a town at a distance (because of the washed out colour scheme - which is unrealistic btw: go out of your door and see if colours are washed out) making it a hard job for level bombers. It makes it impossible with the tardive loading of map texture patches on the flight path.
VBF-12_Stick-95 Posted December 30, 2014 Posted December 30, 2014 Change this file to these settings: terrain.ini (Found in Drive:\Program Files (x86)\1C Game Studios\IL-2 Sturmovik Battle of Stalingrad\data\graphics) Not sure about Steam version.PixelSize=50 //metersLodCount=5texlod=8192,32texlod=4096,16texlod=4096,16texlod=4096,16texlod=2048,8 Comparison screenshots here: http://forum.il2sturmovik.com/topic/13312-what-i-didnt-realize-i-was-not-seeing/?p=209457
sturmkraehe Posted December 30, 2014 Author Posted December 30, 2014 I know but my system does not support this (tried it).
Dave Posted January 3, 2015 Posted January 3, 2015 (edited) Increasing the texture resolution for each LOD (level of detail) will require more texture memory. You are limited by how much memory your graphics card has available, as well as card render performance. There may be additional cost due to per pixel post processing in screen space but I am not an expert on this. Try being a little more conservative in your edit. This works for me but I have 6GB of memory per card: PixelSize=50 //meters LodCount=5texlod=4096,8texlod=4096,8texlod=4096,8texlod=4096,8texlod=2048,8 I haven't read the code that reads this config file (no source for me ) but I expect the first number in each tuple is the texture resolution (pixels per side of the texture square - pretty sure 4096 is the practical upper limit here) and the second is the colour depth (bits per pixel) for colour rendition. For the problem you are trying to solve increasing the colour depth (if indeed that is what the second number represents) pointlessly increases memory required. Hope this works for you. Dave Edited January 3, 2015 by Dave
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