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View Full Version : More Hosing 3.0 Shaders? Is this getting to be intentional?


Lalen
02-08-2011, 05:59 PM
<p>Ok for the past 2 months now I've been using 3.0 shaders.  For a while they worked great until they added the freeblood, then Coldain beards turned neon green and certain vines in LFay turned neon green as well as orcs in Frostfang (and other zones).</p><p>Then it was the transparent glass, they looked like collidoscopes - displays, stove & keg, all the same effect.</p><p>And now the ENTIRE CONTENT OF FROSTFANG SEA is completely unplayable with shader 3.0:</p><p><a href="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000073.jpg"><img src="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000073.jpg" width="600" /></a></p><p><a href="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000074.jpg"><img src="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000074.jpg" width="600" /></a></p><p>One really has to wonder at this point if 3.0 shaders was never ment to be supported, it would seem it is more likely that it was a last-ditch effort to get some tech-media attention for marketing and when it didn't work, we're all left using half-working shader packages.</p><p>The question is, why do you keep TEASING your "not so valued" customers with half-working shaders like this knowing it just infuriates them and makes other MMO's just that much more desireable over EQ2?  I'd much rather someone give me an airplane without air-conditioning than to give me an airplane where the air-conditioning renders the plane inop half the time.</p>

Morrias
02-08-2011, 10:24 PM
<p>This is getting pathetic, and it's even more pathetic that SoE can't even give us an ETA on when we get imago back or even if were getting him back, EQ2 hardly even works with it's new features enabled..</p>

Winter
02-09-2011, 02:33 AM
<p><span style="font-family: comic sans ms,sans-serif; color: #cc99ff; font-size: medium;">I know it's frustrating, but please be constructive. They're incredibly busy, guys. </span></p>

Lalen
02-09-2011, 07:58 AM
<p><cite>Winter wrote:</cite></p><blockquote><p><span style="font-size: medium; font-family: comic sans ms,sans-serif; color: #cc99ff;">I know it's frustrating, but please be constructive. They're incredibly busy, guys. </span></p></blockquote><p>I've been constructive with the previous two times the 3.0 shaders have gotten worse, at this point it feels like continuing the path of being constructive and passive they're not taking the issue as seriously as it is especailly being as one of the newest NVidia video cards does not support backwards compatable shader 2.0 models.  If SOE has a contract with them as believe they do, they're about to make the game unplayable for anyone whom gets a new pc in the next 4-6 months.</p>

Zin`Car
02-09-2011, 02:04 PM
<p>the dev that began the work on Shader 3.0 was taken off the project.  No further development is happening with the endeavor.</p><p>Best thing to do is simply not use it.  It'll never be corrected as SOE Corporate feels it's not in their best interests (ie doesn't make the company easy money like Station Cash items) to invest further time, money effort and resources to the project.</p>

Lalen
02-10-2011, 08:59 AM
<p>Yes but they're not leaving it alone... they're constantly breaking the textures more and more every day. Its not a matter of maintenance or improving, its a matter of them actually breaking the textures and seemingly not adding anything new to the game whatsoever.  As in another words, the state of the 3.0 shaders has severely DIGRESSED since the dev stopped developing on it.</p><p>For instance, this just happened between the time I posted my last ScreenShots and when I logged in today:</p><p>As you can see, now they're messing with the guild halls; meaning its getting harder and harder to find an "area" where 3.0 shaders are actually working.</p><p><a href="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000077.jpg"><img src="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000077.jpg" width="600" /></a></p>

Lalen
02-10-2011, 09:04 AM
<p><cite>Vetvyer@Lucan DLere wrote:</cite></p><blockquote><p>the dev that began the work on Shader 3.0 was taken off the project.  No further development is happening with the endeavor.</p><p>Best thing to do is simply not use it.  It'll never be corrected as SOE Corporate feels it's not in their best interests (ie doesn't make the company easy money like Station Cash items) to invest further time, money effort and resources to the project.</p></blockquote><p>Thats fine and dandy, see in about 6 months, people with the newest Nvidia cards (they're out in testing now) aren't going to be able to play EQ2 at all, because they're not going to work with the 2.0 HDR shaders; the game will be utterly unplayable and if thats what floats their boats, so be it -- they'd rather loose customers because the game is unplayable and serve up $med Ca$h, well all I can say is karma is a batch (of prunes).</p>

Zin`Car
02-10-2011, 11:42 AM
<p><cite>Lalen@Everfrost wrote:</cite></p><blockquote><p>Yes but they're not leaving it alone... they're constantly breaking the textures more and more every day. Its not a matter of maintenance or improving, its a matter of them actually breaking the textures and seemingly not adding anything new to the game whatsoever.  As in another words, the state of the 3.0 shaders has severely DIGRESSED since the dev stopped developing on it.</p><p>For instance, this just happened between the time I posted my last ScreenShots and when I logged in today:</p><p>As you can see, now they're messing with the guild halls; meaning its getting harder and harder to find an "area" where 3.0 shaders are actually working.</p><p><insert excessively large pic></p></blockquote><p>You're not understanding what's happening here.  They aren't "not leaving it alone" what you see here are textures that were never addressed to begin with, in regards to S3.  They are introducing new textures which were never coded for S3.  So they aren't "breaking" anything. They just aren't making them to function properly with S3 to begin with.  Nothing has "Digressed".  You have to put effort into digression.  They simply aren't making an effor to expand beyond that which has already been done.</p><p>SOE isn't "messing" with anything to make them broken.  They just aren't coding them to work with S3 when the textures are implemented.  Think about it like this:  Imagine if movie production companies only produced high def movies at 720p.  There are TVs out there that can handle as high as 1080.  The movie companies though refuse to produce movies at 1080 because it's cheaper simply to leave it at 720.  Sure, they produced several in the past at 1080.  And those work and look great.  But all new releases which werent originally done at 1080 are only going to be done at 720.  This doesn't mean they are going to actively break the ones already made at 1080.  Why?  The money and effort was already put into them.  they are done and no need to spend more money undoing them... that'd be silly. </p><p>Sorry if that doesn't break it down to a more understandable explaination.  Pretty much count on Shader 3 to never be fully implemented across all textures in game.  the older graphics code is done and works *cough*flawlessly*cough*.  Those textures which were setup to use Shader 3 are in and wont be undone but anything new will (my guess) not be given shader 3 treatment because it simply isn't worth the money to SOE to do so.</p>

Lalen
02-10-2011, 12:11 PM
<p><cite>Vetvyer@Lucan DLere wrote:</cite></p><blockquote><p><cite>Lalen@Everfrost wrote:</cite></p><blockquote><p>Yes but they're not leaving it alone... they're constantly breaking the textures more and more every day. Its not a matter of maintenance or improving, its a matter of them actually breaking the textures and seemingly not adding anything new to the game whatsoever.  As in another words, the state of the 3.0 shaders has severely DIGRESSED since the dev stopped developing on it.</p><p>For instance, this just happened between the time I posted my last ScreenShots and when I logged in today:</p><p>As you can see, now they're messing with the guild halls; meaning its getting harder and harder to find an "area" where 3.0 shaders are actually working.</p></blockquote><p>You're not understanding what's happening here.  They aren't "not leaving it alone" what you see here are textures that were never addressed to begin with, in regards to S3.  They are introducing new textures which were never coded for S3.  So they aren't "breaking" anything. They just aren't making them to function properly with S3 to begin with.  Nothing has "Digressed".  You have to put effort into digression.  They simply aren't making an effor to expand beyond that which has already been done.</p><p>SOE isn't "messing" with anything to make them broken.  They just aren't coding them to work with S3 when the textures are implemented.  Think about it like this:  Imagine if movie production companies only produced high def movies at 720p.  There are TVs out there that can handle as high as 1080.  The movie companies though refuse to produce movies at 1080 because it's cheaper simply to leave it at 720.  Sure, they produced several in the past at 1080.  And those work and look great.  But all new releases which werent originally done at 1080 are only going to be done at 720.  This doesn't mean they are going to actively break the ones already made at 1080.  Why?  The money and effort was already put into them.  they are done and no need to spend more money undoing them... that'd be silly. </p><p>Sorry if that doesn't break it down to a more understandable explaination.  Pretty much count on Shader 3 to never be fully implemented across all textures in game.  the older graphics code is done and works *cough*flawlessly*cough*.  Those textures which were setup to use Shader 3 are in and wont be undone but anything new will (my guess) not be given shader 3 treatment because it simply isn't worth the money to SOE to do so.</p></blockquote><p>That is not true and you're not understanding how the 3.0 shaders in modeling work.  There are 5 sets of textures usually that acompany a game in a package, there are your 1's (1.0 1.1 etc) your 2.0 and 3.0.  The 3.0 shader models also will default to a 2.0 shader if there is none in that current package; the problem is they ARE hosing the texture packs - its not a matter of simple neglect, either they're deleting the 3.0 maps or they're outright currupting the texture maps.  Fine example of a currupted map is, well any glass in the game, ie kegs, stove & keg, bottles, etc -- they appear to be a collidescope, this is not a "missing texture" or a 2.0 that has been overlayed into a 3.0 model it is simply a texture that someone has played with and did not export the map with correct values. </p><p>To help you better understand, if you turn on 3.0 shaders and run inside a good guild hall and turn 3.0 shader darkness to max, items that are defaulting to the old 2.0 shader models because they "do not exist" light up like a X-Mas tree; they don't turn green, they don't look like collidescopes, they simply do not do not simulate dark areas.  (I'll post an example of this phenomina when the servers come back online) Rest assured they are running a muck with the 3.0 textures.</p><p>[edit to your edit =P]</p><p>As far as the older 2.0 models working flawlessly, they're also incomplete.  For instance the ice sculptures and weapons in the game do not refract light (this model is completely missing from the package; as in it is SUPPOSED [and called by the GPU] to be there, but it is not, the same error occures with the collidescope issues), and 2.0 shaders has the ability to refract light the same as 3.0 (in fact it was working fine in 3.0 package).  Again thats just an example there are other items that also aren't working but are rather minior issues.</p>

Morrias
02-10-2011, 01:06 PM
<p>What it boils down to is the fact that SoE released a feature for it's game and is no longer supporting it, and we want it back, that's constructive enough imo.</p><p>EDIT: Actually I don't even want it back, I just want an eta of when we can expect to have them working again.</p>

Lalen
02-10-2011, 01:30 PM
<p>As promised here is the screenies as well as a descriptive little something I put together.</p><p>Here are 2 subjects, first is a painting, second is the bird bath.  Both have two screens each, one with darkness on (main function of 3.0) and the other with 3.0 on but darkness off so you can see that 3.0 is missing but not <em><span style="text-decoration: underline;"><strong>BROKEN</strong></span></em>.</p> <p><a href="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000080.jpg"><img src="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000080.jpg" width="600" /></a></p> <p><a href="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000079.jpg"><img src="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000079.jpg" width="600" /></a></p> <p><a href="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000082.jpg"><img src="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000082.jpg" width="600" /></a></p> <p><a href="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000081.jpg"><img src="http://www.divinereapers.org/wp-content/uploads/2011/02/EQ2_000081.jpg" width="600" /></a></p><p>In case you can't see which textures are missing, I'll attempt to graphically and side-by-side show you:</p><p><img src="http://www.divinereapers.org/wp-content/uploads/2011/02/3dot0notworking.jpg" /></p><p>Now, these are missing 3.0 textures and maps, in which any video card then caches in a 2.0 texture as a replacement.  This is bareable in fact you wouldn't have prob noticed in those first images unless I actually posted the dark version.  However, neon green textures that disallow one from being able to tell depth, height, and location visually?  We'll EQ2 should be advertising that their 3.0 Shaders completely converts the game into a MUD.  Thats why they're not advertising.</p><p>So how would SOE go about making all the green textures default to 2.0? They would have to delete the currupted texture from the 3.0 Shader package -- But this is a EULA violation for us to do because it is officially modding the core of the client (besides that we would need the algorithems they're using to package/compress the textures if it was not a violation).</p><p>So hopefully I have enlightened you to what a missing 3.0 texture and map looks like opposed to one they have FUBARed (my images in the op).</p>

Lalen
02-10-2011, 11:57 PM
<p>I thought I'd add, before this past patch there were only 10 zones that had currupted 3.0 shaders (with the exception of modular items that caused the colliedescope effect) until yesterday, now every zone has currupted 3.0 shaders (I say again, every zone) as I haven't found a single zone now that doesn't have neon green somewhere.</p>

Lalen
02-14-2011, 06:44 PM
<p>I have CONFIRMED it is a light-map curruption (not missing).  There is a feature in game under your advanced display options that allows you to turn down "Complex Shader Distance" under the top section.  Turning this to "0" will fix the issue of green areas.  Again this is a CONFIRMATION that it is a currupted (not missing) lightmap.  Simple fix would be to simply but the 2.0 lightmap in the package. 5 min fix if SOE would let me =(</p>

azaran
02-15-2011, 12:42 PM
<p>I just wish SOE would focus and get this fixed rather than now messing around with 3dvision, unless that's been ditched too?</p>

Gungo
02-15-2011, 02:58 PM
<p><cite>Lalen@Everfrost wrote:</cite></p><blockquote><p>I have CONFIRMED it is a light-map curruption (not missing).  There is a feature in game under your advanced display options that allows you to turn down "Complex Shader Distance" under the top section.  Turning this to "0" will fix the issue of green areas.  Again this is a CONFIRMATION that it is a currupted (not missing) lightmap.  Simple fix would be to simply but the 2.0 lightmap in the package. 5 min fix if SOE would let me =(</p></blockquote><p>We have a new graphics guy. You should pm him any fixes for shader 3.0. His username is <span ><span style="font-size: xx-small; color: #80cde1;"> </span><div><span ><a href="http://forums.station.sony.com/eq2x/user/profile.m?user_id=17656"><span style="font-size: x-small; color: #f8bb62;">GermInUSA</span></a>. </span></div></span>Btw shader 3.0 has obtained ALOT of fixes in velious. It still has the occasional hiccup but i think the new graphics guy will help.</p>

Rothgar
02-15-2011, 03:36 PM
<p><cite>Gungo@Crushbone wrote:</cite></p><blockquote><p><cite>Lalen@Everfrost wrote:</cite></p><blockquote><p>I have CONFIRMED it is a light-map curruption (not missing).  There is a feature in game under your advanced display options that allows you to turn down "Complex Shader Distance" under the top section.  Turning this to "0" will fix the issue of green areas.  Again this is a CONFIRMATION that it is a currupted (not missing) lightmap.  Simple fix would be to simply but the 2.0 lightmap in the package. 5 min fix if SOE would let me =(</p></blockquote><p>We have a new graphics guy. You should pm him any fixes for shader 3.0. His username is <span><span style="font-size: xx-small; color: #80cde1;"> </span><div><span><a href="http://forums.station.sony.com/eq2x/user/profile.m?user_id=17656"><span style="font-size: x-small; color: #f8bb62;">GermInUSA</span></a>. </span></div></span>Btw shader 3.0 has obtained ALOT of fixes in velious. It still has the occasional hiccup but i think the new graphics guy will help.</p></blockquote><p>It's true, we are still working on Shader 3.0 bugs.  Unfortunately every new zone, every new piece of armor has the potential to create a shader problem.  So, with Velious around the corner its taking a lot of time to work through those issues because we still have to support both shader models.</p><p>At the moment, the Shader 1.1 model is still our primary concern because every EQII player can use this setting.  Shader 3.0 is still an optional feature that will be lower priority than other things since it can always be disabled.</p><p>We are working on many other graphics-related features as well, trying to improve client performance for EVERYONE, not just Shader 3.0 users.  SM3 will still require more work to get it right, so in the meantime we can't stop working on other things. </p>

Siniac
02-15-2011, 09:14 PM
<p>Unfortunalty 3.0 is basically unplayable.  I have a fairly high end system with the latest drivers and can play most games at the highest settings with ease.  I gave up on shader 3.0 months ago as it just makes the game slow and unstable. </p><p>I gave it another chance in the last week or so when I had a fresh install on my new SSD.  That lasted about 4 days.  I have basically written it off as an abandoned beta.</p><p>If they ever get someone back working on it full time and finish it I might give it another shot.</p><p>Sinaps,  Ascarey</p>

Lalen
02-16-2011, 12:01 AM
<p><cite>Gungo@Crushbone wrote:</cite></p><blockquote><p><cite>Lalen@Everfrost wrote:</cite></p><blockquote><p>I have CONFIRMED it is a light-map curruption (not missing).  There is a feature in game under your advanced display options that allows you to turn down "Complex Shader Distance" under the top section.  Turning this to "0" will fix the issue of green areas.  Again this is a CONFIRMATION that it is a currupted (not missing) lightmap.  Simple fix would be to simply but the 2.0 lightmap in the package. 5 min fix if SOE would let me =(</p></blockquote><p>We have a new graphics guy. You should pm him any fixes for shader 3.0. His username is <span><span style="font-size: xx-small; color: #80cde1;"> </span></span></p><div><span><a href="http://forums.station.sony.com/eq2x/user/profile.m?user_id=17656"><span style="font-size: x-small; color: #f8bb62;">GermInUSA</span></a>. </span></div>Btw shader 3.0 has obtained ALOT of fixes in velious. It still has the occasional hiccup but i think the new graphics guy will help.</blockquote><p>PM him what exactly?  Simply deleting the lightmaps for frostfang fixes the issue -- temp fix so its not green at least.  In order to actually fix the S3 lightmap all together I'll need to know their sorting codes to pull out the specific lightmaps that are being dropped from the video buffers and the source files... compressed dds just won't work if they're converting from high-res psds.  I can attempt to edit from the dds, it won't look good but it will be fixed =P.</p><p><cite>Rothgar wrote:</cite></p><blockquote><p><cite>Gungo@Crushbone wrote:</cite></p><blockquote><p><cite>Lalen@Everfrost wrote:</cite></p><blockquote><p>I have CONFIRMED it is a light-map curruption (not missing).  There is a feature in game under your advanced display options that allows you to turn down "Complex Shader Distance" under the top section.  Turning this to "0" will fix the issue of green areas.  Again this is a CONFIRMATION that it is a currupted (not missing) lightmap.  Simple fix would be to simply but the 2.0 lightmap in the package. 5 min fix if SOE would let me =(</p></blockquote><p>We have a new graphics guy. You should pm him any fixes for shader 3.0. His username is <span><span style="font-size: xx-small; color: #80cde1;"> </span></span></p><div><span><a href="../../eq2x/user/profile.m?user_id=17656"><span style="font-size: x-small; color: #f8bb62;">GermInUSA</span></a>. </span></div>Btw shader 3.0 has obtained ALOT of fixes in velious. It still has the occasional hiccup but i think the new graphics guy will help.</blockquote><p>It's true, we are still working on Shader 3.0 bugs.  Unfortunately every new zone, every new piece of armor has the potential to create a shader problem.  So, with Velious around the corner its taking a lot of time to work through those issues because we still have to support both shader models.</p><p>At the moment, the Shader 1.1 model is still our primary concern because every EQII player can use this setting.  Shader 3.0 is still an optional feature that will be lower priority than other things since it can always be disabled.</p><p>We are working on many other graphics-related features as well, trying to improve client performance for EVERYONE, not just Shader 3.0 users.  SM3 will still require more work to get it right, so in the meantime we can't stop working on other things. </p></blockquote><p>Can someone at least delete the lightmap from the package and put the updated package on the manifest?   This would temporarily fix the bright-greens.  Not sure if you guys have really looked at it to hard but it is beyond just cosmetic - if you're on snow that is green, there is no way players have ground refrence thus no way to determine detph and distance, in fact from some angles it appears trees just float in mid-air (which they don't, its just an optical illusion played on by the currupt lightmaps).</p><p>For some reason my system/video card performs much better with s3's than 1.1.  My current video card is a <span>AMD Radeon HD 6770 if that makes any diffrence (can't live without DDR5!!) and I was already told when I placed my order for my new pc that the Nvidia card thats coming with it will not be able to play EQ2 because it only supports the 3.0 package formats.  This could be because the card is in testing (??) or for what ever reason but I would think that getting the shaders to a playable state should definately be a priority.  Playable doens't nessarily have to be pretty, long as the content is playable and there is ground refrence; I can live with it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span></p>

Zephanor
02-16-2011, 01:15 AM
<p>I can't tell you how excited about shader 3.0 I was.  I even logged in and played on test to help put it through the ringers and remember using it in the SF beta!  I was so looking forward to taking advantage of this feature having a decent system to back it up but here we are over a year later after all the initial excitement drummed up by SOE and still it's practically unusable.  I've turned it back on once or twice to see how things were but it wouldn't take long to find something not working, not quite right or simply wrong (neon green textures?  Not very fitting but should help to find and fix!)</p><p>I've pretty much given up on it.  We hardly hear anything about it anymore except a small snippet here or there.  I know it's not that important in the overall scheme of things but it was something that was drummed up, not completed, given to us and still not ready over a year later.</p><p>It's rather disappointing.  I used to look forward to the changes and announcements over the years.  Every GU was something to get excited about but these days it's just not doing it anymore.  Sure, all good things slow down and as a result certain decisions have to be made.  This is still a great game but it's disappointing to see how things are being handled these days and it doesn't do a lot to engender hope and excitement.</p><p>I hope things turn around soon otherwise I fear what the future holds.</p>

Zrol
02-16-2011, 01:34 AM
<p><cite>Lalen@Everfrost wrote:</cite></p><blockquote><p>I have CONFIRMED it is a light-map curruption (not missing).  There is a feature in game under your advanced display options that allows you to turn down "Complex Shader Distance" under the top section.  Turning this to "0" will fix the issue of green areas.  Again this is a CONFIRMATION that it is a currupted (not missing) lightmap.  Simple fix would be to simply but the 2.0 lightmap in the package. 5 min fix if SOE would let me =(</p></blockquote><p>Just a note this work for a day for me, then even turned off I was getting the green snow.</p>

Lalen
02-16-2011, 05:11 AM
<p><cite>Zrol wrote:</cite></p><blockquote><p><cite>Lalen@Everfrost wrote:</cite></p><blockquote><p>I have CONFIRMED it is a light-map curruption (not missing).  There is a feature in game under your advanced display options that allows you to turn down "Complex Shader Distance" under the top section.  Turning this to "0" will fix the issue of green areas.  Again this is a CONFIRMATION that it is a currupted (not missing) lightmap.  Simple fix would be to simply but the 2.0 lightmap in the package. 5 min fix if SOE would let me =(</p></blockquote><p>Just a note this work for a day for me, then even turned off I was getting the green snow.</p></blockquote><p>Wait. You completely turned off S3 and still got green snow?  Someone else was reporting this in the forums as well, I haven't yet seen it and have tried tweeking the client on several diffrent pc's; all the problems I have seen arrise out of the S3 package.</p><p>Also, not sure what spell effect this is calling from but the alpha channels aren't working in S3 either for most of the diety spells and the "spire" effect from interdemensional portal -- I'm sure the new graphics guy can use this one as at least a chew toy after defaulting the lightmaps -- then move on to the getting stuff fixed part =P hehe.</p>

Sheerz
02-16-2011, 07:38 AM
<p>I have never see any green snow when I turn S3 on. My snow completely dissapears, see through walking on air and that is one messed up gaming experience...</p><p>Happens for all problematic textures on my HD6950.</p>

Lalen
02-16-2011, 08:36 PM
<p><cite>Loqe@Antonia Bayle wrote:</cite></p><blockquote><p>I have never see any green snow when I turn S3 on. My snow completely dissapears, see through walking on air and that is one messed up gaming experience...</p><p>Happens for all problematic textures on my HD6950.</p></blockquote><p>That actually sounds like an issue of you running out of buffers (video memory) not really a curruption issue - currupt textures generally still redner, just not as they're supposed to.</p>

Sheerz
02-16-2011, 09:50 PM
<p><cite>Lalen@Everfrost wrote:</cite></p><blockquote><p><cite>Loqe@Antonia Bayle wrote:</cite></p><blockquote><p>I have never see any green snow when I turn S3 on. My snow completely dissapears, see through walking on air and that is one messed up gaming experience...</p><p>Happens for all problematic textures on my HD6950.</p></blockquote><p>That actually sounds like an issue of you running out of buffers (video memory) not really a curruption issue - currupt textures generally still redner, just not as they're supposed to.</p></blockquote><p>Are you sure?I can turn everything to max performance and lowest texture quality and still get that as long as S3 is activated.As soon as I turn it off the textures are back again and it only affects those textures you already mentioned.</p>

Lalen
02-17-2011, 12:16 AM
<p><cite>Loqe@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Lalen@Everfrost wrote:</cite></p><blockquote><p><cite>Loqe@Antonia Bayle wrote:</cite></p><blockquote><p>I have never see any green snow when I turn S3 on. My snow completely dissapears, see through walking on air and that is one messed up gaming experience...</p><p>Happens for all problematic textures on my HD6950.</p></blockquote><p>That actually sounds like an issue of you running out of buffers (video memory) not really a curruption issue - currupt textures generally still redner, just not as they're supposed to.</p></blockquote><p>Are you sure?I can turn everything to max performance and lowest texture quality and still get that as long as S3 is activated.As soon as I turn it off the textures are back again and it only affects those textures you already mentioned.</p></blockquote><p>Aye, especailly if its S3; S3 comes with more maps than the standard pre-2.0 shaders which means its also that much more video memory as well.  Some of the newer cards are optimized to handle 3.0 (some even better than obsolete packages), but its still has a bigger "footprint" to begin with.</p><p>The other option would be is that your card is handling the s3.0 errors diffrently either by dropping them or by trying to load them several times into memory, either of which could also have contributed to a missing texture in the render.</p>

Sheerz
02-17-2011, 06:03 AM
<p><cite>Lalen@Everfrost wrote:</cite></p><blockquote>Aye, especailly if its S3; S3 comes with more maps than the standard pre-2.0 shaders which means its also that much more video memory as well.  Some of the newer cards are optimized to handle 3.0 (some even better than obsolete packages), but its still has a bigger "footprint" to begin with.<p>The other option would be is that your card is handling the s3.0 errors diffrently either by dropping them or by trying to load them several times into memory, either of which could also have contributed to a missing texture in the render.</p></blockquote><p>In that case i would opt for the latter as it doens't matter the size of the zone or anything. Invisible glass (i see the cork if such is present) in apartments, gnomish heritage armor is a floating helmet and pauldron in preview. There are a lot of examples that makes me think that the texture is simply dropped.</p>

Lalen
02-17-2011, 10:17 PM
<p><cite>Loqe@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Lalen@Everfrost wrote:</cite></p><blockquote>Aye, especailly if its S3; S3 comes with more maps than the standard pre-2.0 shaders which means its also that much more video memory as well.  Some of the newer cards are optimized to handle 3.0 (some even better than obsolete packages), but its still has a bigger "footprint" to begin with.<p>The other option would be is that your card is handling the s3.0 errors diffrently either by dropping them or by trying to load them several times into memory, either of which could also have contributed to a missing texture in the render.</p></blockquote><p>In that case i would opt for the latter as it doens't matter the size of the zone or anything. Invisible glass (i see the cork if such is present) in apartments, gnomish heritage armor is a floating helmet and pauldron in preview. There are a lot of examples that makes me think that the texture is simply dropped.</p></blockquote><p>Ahh I assume you're running a radeon setup then?  In that case it would be most likely texture curruption. Those chipsets for some reason tend to not even attempt to render improper textures.</p>

GermInUSA
02-21-2011, 10:02 PM
<p>I found a problem related to the green textures that should be fixed with the release tomorrow. I hope that fixes it although I haven't been able to run it through a great variety of graphics cards yet.</p><p>I found the stretchy texture problem on friday, so that should be available with the first hot fix.</p><p>Bear with me, I am still learning the engine as well, but we are making improvements.</p><p>On the bright side, reflections should be looking nice in most zones (others are still being worked on).</p><p>Thanks!</p><p>Alex</p>

PotatoeGuru
02-22-2011, 12:45 AM
<p><cite>GermInUSA wrote:</cite></p><blockquote><p>I found a problem related to the green textures that should be fixed with the release tomorrow. I hope that fixes it although I haven't been able to run it through a great variety of graphics cards yet.</p><p>I found the stretchy texture problem on friday, so that should be available with the first hot fix.</p><p>Bear with me, I am still learning the engine as well, but we are making improvements.</p><p>On the bright side, reflections should be looking nice in most zones (others are still being worked on).</p><p>Thanks!</p><p>Alex</p></blockquote><p>Thanks for all of your assistance!</p>

Morrias
02-22-2011, 06:19 AM
<p>Thank you for the replies Rothgar and Germ!!</p><p>Means a lot to know you guys are actually even aware problems exist and plan on fixing them.</p>

solvertier
02-22-2011, 05:22 PM
<p>i can only hope so! it geting more and more that sony is makeing people find some other game to play they do not fix know issues and turn a blind eye. thier is other games out thier and trust me poeple will leave this game since you are not fixing problems that dose not bring you money in in wich i can understand to a point. but neglect on your part and the ceo part to fell to understand people waint things to work that is implemented into the game will in a effect turn people to other games to play. all i can tell you as proof of that look at the server mearge that tolk place. Jack Pot !!!!!!!!!!!!!!!!!</p>

GermInUSA
02-23-2011, 04:15 PM
<p>Sorry for the problems some of you guys experience. We are definitely not turning a blind eye.</p><p>We are working on fixing existing problems as well as improving performance. Chances are every now and again something will slip through QA that might degrade quality temporarily until we can re-address the issue. Please bear with us as I am personally committed to address the outstanding issues while improving performance moving forward.</p><p>I appreciate all of your comments and try to address them as quickly as possible.</p><p>Look for many more fixes coming down the pipe!</p><p>Thanks for your understanding.</p><p>Alex</p>

Zephanor
02-23-2011, 10:33 PM
<p>I can certainly understand reallocating resources.  It's not always fun and can cause bumps in the road but that doesn't mean the final product will suck... it just may take a little longer to get to where it needs to go and with folks that are anxious to see and have it now... that can feel like an eternity.</p><p>I flipped the switch back on to see how things look and there have been some improvements but overall it's just not there.  I look forward to a finished product and will continue to wait.  There is one thing I would suggest and an issue I would like looked at:</p><p>If at all possible please provide an ideal options configuration (including gamma, etc, etc.)  I understand that different cards, drivers and monitors prevent there from being a set standard but perhaps some guidelines on making it look good.  I've had some somes and assets look too glossy that shouldn't (walls, floors, faces) or too bright to be realistic.  Having and idea or a guideline to apply would be helpful to improve the overall look.</p><p>The issue pertains to windowing.  With shader 1.0 I can window in less than 5 seconds but when using 3.0 it can take anywhere from 30-60 seconds or more.  It used to be even worse than that so some improvement has been made but if we could cut this down even more that would be appreciated.  Otherwise as it currently stands it may very well be a show stopper.  For reference I'm using a Core i7, 6 GB RAM, SSD hard drive, two GTX 280's in SLi and a 24 inch flat panel at 1920x1200.</p><p>Thanks!</p>