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Texture Flickering On New Solaris Map Anyone?


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#21 Tier5 Kerensky

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Posted 23 May 2018 - 06:38 AM

I have R9 270 and yes from longer distance they flicker fast. Pretty much everything flickers. At closer distance they become what I believe they should. The lighted windows though take quite an imagination to look like windows but the light is static.

#22 UnKnownPlayer

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Posted 23 May 2018 - 07:40 AM

This is not a flaw, it is a feature. PGI is now getting payments from health insurance companies for finding hidden photosensitive epilepsy sufferers.
Turn it off by buying a mech pack or stuff for solaris.

On a more serious note, as this is clearly not a hardware issue, maybe it is a games setting issue that causes some people to suffer with it or not, maybe people could post their settings?

I have max everything and suffer with the flickering.

#23 Ghogiel

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Posted 23 May 2018 - 07:59 AM

Guys it's not your GPU, hardware or drivers. :/


It's zfighting due to the way the assets are created. There are ways to mitigate it when in close to mid proximity in about 0.25 seconds when authoring the content. Or completely solve it in the shader, ie offset the polygons in depth buffer or in the pixel shader change the render priority of the window mat. iirc there is a CE shader param specifically for this.

#24 Stridercal

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Posted 23 May 2018 - 08:06 AM

i5, 1080GTX, 16 GB ram, Windows 10... zero problems.

I have noticed that Solaris is the only map that can make be dip below my 60 fps cap i set... down to like, 58, lol.

#25 Mochyn Pupur

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Posted 23 May 2018 - 08:20 AM

I use a GT 545 (mboard cannot take anything much beyond this due to lack of bios updates) i7 and 16gb ram - no flickering but then again, when running at around 20 fps due to unfinished optimisation and the pointless inclusion of plant growth, animal life and the fogging effect all in that wonderful drag grey/green colour scheme, I wouldn't have expected any flicker.

It's not your system, it'll most likely be your advanced video settings in game that are reacting badly to the unfinished map and terrain.





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