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Old 06-23-07, 04:04 PM   #31
goldorak
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Quote:
Originally Posted by kv29
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.
Exactly, this phenomenon is called banding not dithering.
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Old 06-23-07, 04:07 PM   #32
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Quote:
Originally Posted by panthercules
Tried again last night - results below (still doesn't really show the problems very well though):

http://i3.photobucket.com/albums/y96...efectsshot.jpg
What you see is banding, there is no smooth transition in the color palette.
See you have different bands of blue, light blue, dark blue instead of having a nice smooth transition between dark blue and light blue ?
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Old 06-23-07, 04:30 PM   #33
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Quote:
Originally Posted by goldorak
Quote:
Originally Posted by panthercules
Tried again last night - results below (still doesn't really show the problems very well though):

http://i3.photobucket.com/albums/y96...efectsshot.jpg
What you see is banding, there is no smooth transition in the color palette.
See you have different bands of blue, light blue, dark blue instead of having a nice smooth transition between dark blue and light blue ?
Yeah - that banding thing is discernable in the screenshot, though not as bad looking as it was in game. The polygon/artifact thing didn't really come out at all though as best I can tell.

So, now that we seem to have established that it is banding and not dithering, does anybody have a solution???
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Old 06-23-07, 04:32 PM   #34
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Quote:
Originally Posted by panthercules
So, now that we seem to have established that it is banding and not dithering, does anybody have a solution???
If you have an Nivida card 78xx, 79xx or newer you're out of luck.
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Old 06-23-07, 05:02 PM   #35
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SHIII/IV use for sky color a tga file like this

You see one sky color tile is 128x128, and this 128x128 tile is mapped on the big sky model and stretched over the whole model surface. Small not smooth color transitions in this 128x128 tile became big while mapping this texture.
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Old 06-23-07, 05:34 PM   #36
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Quote:
Originally Posted by Seeadler
SHIII/IV use for sky color a tga file like this
You see one sky color tile is 128x128, and this 128x128 tile is mapped on the big sky model and stretched over the whole model surface. Small not smooth color transitions in this 128x128 tile became big while mapping this texture.
interestin. So what you are saying is that those "blocks" we are seeing come from pixels being expanded to cover the whole sky?
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Old 06-23-07, 07:21 PM   #37
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His res texture is 256x256, NOT big enough for a good quality gradient. But I suppose we cant change that.
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Old 06-23-07, 07:22 PM   #38
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Quote:
Originally Posted by Seeadler
You see one sky color tile is 128x128, and this 128x128 tile is mapped on the big sky model and stretched over the whole model surface. Small not smooth color transitions in this 128x128 tile became big while mapping this texture.
In that case, is it possible to use a larger size file? Something like 1024x1024 should help fix, or at the least, reduce this awful banding problem.
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Old 06-23-07, 08:18 PM   #39
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ok ... so the problem is the nvidia cards ?
so why dont i have that in shIII ?

for what i understand its the same method in both games ?
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Old 06-23-07, 09:10 PM   #40
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Quote:
Originally Posted by goldorak
Quote:
Originally Posted by panthercules
So, now that we seem to have established that it is banding and not dithering, does anybody have a solution???
If you have an Nivida card 78xx, 79xx or newer you're out of luck.
Doesn't seem to happen in any other games. In fact, I don't notice it in SIV either. lol

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Old 06-23-07, 09:22 PM   #41
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I believe resolution plays a key role here.
Using a high resolution like 1440 x 900 (my rig), and combined with a low resolution texture like 256x256 all makes a good recipe for a mediocre sky quality
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Old 06-23-07, 10:47 PM   #42
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im using that resolution ... can the original texture be of a higher resolution ? like 1024 ?

would it help ?
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Old 06-24-07, 02:24 AM   #43
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Quote:
Originally Posted by Jmack
im using that resolution ... can the original texture be of a higher resolution ? like 1024 ?

would it help ?
I asked that back one page. Hopefully the answer is "yes."
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Old 06-24-07, 02:25 AM   #44
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Jmack
im using that resolution ... can the original texture be of a higher resolution ? like 1024 ?

would it help ?
I asked that back one page. Hopefully the answer is "yes."

You're right.
Since the hardware can't smooth the color palette the only way to go is to use more detailed textures.
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Old 06-24-07, 04:27 AM   #45
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Quote:
Originally Posted by Jmack
im using that resolution ... can the original texture be of a higher resolution ? like 1024 ?
There there was a similar discussion here in the SHIII board, when we made the 16km Atmosphere Mod for SHIII. During the work on that mod I had tried to change the texture to 512x512 tiles, improve the transitions and import this texture into the environment Dat's.

The result was actually a much softer transition between the colors, but with the day/night cycle there came graphical distortions on the sky and it looked like as if the sky falls on your head. There must be more values in the Dat files and probably also hardcoded values which influences the rendering of the sky, but however in lack of time, I did not further pursued investigation on this.
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