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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Silent Hunter
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See - thats why I asked = no one had stated they used an ATI card with this issue.
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#17 |
Watch Officer
![]() Join Date: May 2007
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we are not talkin about the grainy effect. The second pic of Jmack shows EXACTLY what Im talking about.
The gradient transition is not smooth, it looks blocky as hell. |
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#18 |
Sea Lord
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I ahve similar issue, my clouds looks just very bad... they seems in 16 bits instead 32... i watch another users screenshots with very nice clouds textures, but i cant reach that level disregarding what settings i adjust.
My card is ATI. |
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#19 |
Torpedoman
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Location: Scotland
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Here's an example of the problem - I've kept the screenie in its native non-compressed BMP format, so as to rule out JPG compression artifacting. I've RAR'd the file from 3.5MB down to 280kb.
http://www.kurgen.pwp.blueyonder.co.uk/pix/sh4img.rar The screenie was taken while I was looking almost directly at the zenith, and you can quite clearly see the concentric dithering bands, although it is far more obvious when panning the view around. It is nowhere near as intrusive in a static screenshot. |
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#20 |
Lucky Jack
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I get much the same with my ATI X1300 and I had much the same with my GF6200. The color transition is not smooth. It is all jaggy blocks. It is quite odd.
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#21 | |
Admiral
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ATI cards don't suffer from banding whereas Nvida post 68xx cards yes. You can see what happened when I changed an ATI X800gto with an nvidia XFX 7900 GS XXX in dangerous waters. http://www.subsim.com/radioroom/showthread.php?t=116628 Edit : I corrected the post. Last edited by goldorak; 06-23-07 at 03:35 PM. |
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#22 | |
Torpedoman
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#23 | |
Admiral
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Nivdia cards belonging to the 79xx or 88xx series don't have support for dithering. Its a hardware issue, not a driver issue. Thats why with 16 bit games you'll have banding. Nvidia cards belong to generations 68xx and less have support for dithering. If with thse cards you observe banding then its a driver issue, but the card is not at fault. The same thing for ATI cards. All ATI cards have dithering because many years ago they weren't capable of processing AA and 16 bit color at the same time. Thats why they used always 24 bit internal processing and hence the abscence of banding even in 16 bit color games. I hope this clears the issue. ![]() |
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#24 |
Torpedoman
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But you said "ATI cards don't suffer from dithering" when mine clearly does... does that mean SHIV uses 16 bit rendering?
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#25 | |
Admiral
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![]() Banding is the opposite of dithering. ATI cards : support dithering and don't have banding Nvidia cards : 79xx and 88xx have banding and don't support dithering Nvidia cards: 68xx and less support dithering and don't have banding. |
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#26 |
Torpedoman
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Actually, it was me who confused matters initially, as I really meant that my game suffers from banding... as you can see in the screenie I posted.
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#27 | |
Admiral
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In fact I was asking myself why those screens were described as having dithering. ![]() Its good that we cleared the issue. The title should be changed in really bad banding (because its this effect we're seeing not dithering). |
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#28 | |
Admiral
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#29 | |
Admiral
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Its called banding, not dithering. |
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#30 |
The Old Man
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Well, I don't know the difference (technically) between banding and dithering, but in both SH3 and SH4, with both ATI and nVidia cards, I have always had odd geographic/polygon artifacts and banding/dithering/color transition issues in the sky. It does look like I remember (from years and years ago) things would look when they were at very low color density (8 or 16 bit), but I haven't seen it in any game or application other than SH3/4 in years. As I mentioned in a post above, this has persisted across 4 separate cards (2 each ATI and nVidia) and innumerable driver updates, rollbacks, re-installs, settings tweaks, etc. Unfortunately, I've never been able to get a screenshot that really shows the effect nearly as pronounced as it is in the game. Tried again last night - results below (still doesn't really show the problems very well though):
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