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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Apr 2002
Location: standing watch...
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did some more testing, unclicking "Anistropic filtering" and reducing "water resolution" in game solves the issue, but other parts of the ocean look worse, so no free ride.
I am starting to think this is not a bug per se, but just the way the game renders water resolution at the highest setting.
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#2 |
Bosun
![]() Join Date: Aug 2022
Posts: 62
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For those who have not adjusted settings like these...
Anti-Aliasing: more noticeably-affects/smooths mostly geometry in the whole scene. It help prevents "jaggies" and harsh stair-step artifacts on the screen. There are several schemes. Super sampling is the nicest. Anisotropic Filtering mostly affects the clarity and detail of textures in the distance. Turning it up often requires the use of more AA to smooth it out. [It is meant to be a step above MIP(Malto-ImParvo multiple sized texture)-mapping. It may help with the water because oddly, the water often has a transparent texture map, an environment map, and often a bump or normal map. It could have a displacement map, but that's a little different. In nVidia, there also DSR-Factors, which lets you draw on a larger virtual screen--and then it dowmsamples it. If your video card has enough oomph, and your monitor isn't 4k, it functions as an arguably better anit-aliasing. So, adding some Antialiasing alone may help smooth the distant objects, if you video card is fast enough. This video shows some examples. |
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#3 |
Born to Run Silent
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Thanks, that's helpful
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SUBSIM - 26 Years on the Web |
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#4 |
Watch
![]() Join Date: Sep 2007
Posts: 18
Downloads: 23
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Do you have dithering all the way cranked?
Dithering is noise. It helps you eliminate banding on gradients, but if there's too much then you might see noisy patterns. |
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