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Texture pop-in on 7800 GTX!

BroadbandGamer

Senior member
I'm not sure why but I didn't really notice this with my old X800XTPE.

Anyway, I'm seeing a lot of texture pop-in as I approach objects from a distance. I can understand seeing a little of this from stuff that is real far way but I'm seeing it with stuff that isn't that far.

I first noticed it with BF2 and I thought it was just the engine. Well, I started up CS:S just to check it out and now I'm seeing it a lot in that game as well. The texture pop-in (textures get more detailed as you get closer) seems to happen with object that are pretty close and should already be rendered and/or textured completely.

So anyway, could this be something with NVIDIA cards or maybe a setting I'm using or is this totally out of my control.

I'm using 16x AF with Transparent Supersampling 8xS AA if that makes a difference.

I swear I didn't notice this with my X800XTPE.

Does anyone else know what I'm talking about? How about the X800 series owners out there?

Thanks,
 
I don't know about CS:S but there definately is a problem with BF2 with objects spontaneously dissappearing when you look at them from far away.

Regardless, it is probably just a driver issue that will be fixed soon.
 
I agree with Quantum - it has got to be a goofy driver issue.

With that said - it must be upsetting to you to have spent ~ $600 and have that kind of problem. Well, nV will come out with another driver at some point. Perhpas there is a beta you might try.
 
Well, that's how the game works. It's how nearly all modern games work. What you're referring to is called texture filtering. Though anisotropic is good (better than just trilinear or bilinear), it's not good enough to perfectly render it from far away...nothing is. Say the texture on the wall is 512x512 pixels, when you're looking from right in front of it. Now backpedal a little and obviously it must be scaled to give an illusion of depth from walking backwards. It makes room for other objects you may see as you step back as well. When the image is scaled, it will always lose quality, regardless of it being scaled bigger or smaller. If you had no texture filtering, the texture when scaled down would be extremely grainy because the resolution to render it is simply not there unless you're right up to it. So that's where the mipmap (I believe it's called) does its work to remove grain (smooth out the texture with the filtering). There's various levels of this, some more serious (when moving farther back) and less serious (standing right up to the texture). This is a rough explanation of what it does with some half-assed analogies (ugh), but you get the point.

Originally posted by: QuantumPion
I don't know about CS:S but there definately is a problem with BF2 with objects spontaneously dissappearing when you look at them from far away.

Regardless, it is probably just a driver issue that will be fixed soon.

That's referred to as the far-clip plane, adjusted by viewing distance in the BF2 options. It's done to increase performance of stuff you wouldn't see unless you were specifically looking for it. If some objects show up at a farther distance and some at a shorter distance are invisible, it's almost certainly a game issue, not a driver one. What should happen is for the farthest objects to disappear and the nearest ones to be visible, and no inconsistences in that. In other words, if one object is visible, another on the same X/Y-axis (across/down) should be too, but not objects with a far Z-axis.
 
Go to your video control panels and set the slider to the highest quality available. Also see if there are any options to disable filtering optimizations. If the card was really doing trilinear filtering, you should not see any texture pop-ins (those are actually the transitions between the mipmaps).
 
Yeah but shouldn't there be a smooth transition as you move closer to an object. I can literally see the object change as I get closer (and I'm not that far to begin with).

Maybe there's a setting I'm missing in my diplay properties because I just don't remember textures/objects popping in like this with my X800XTPE
 
Are you sure trilinear is enabled in the games? My "Force mipmaps" is set to "none" by default and everything looks normal. I keep "Image settings" at "high quality". never needed to mess with the advanced options.
 
Originally posted by: SonicIce
Are you sure trilinear is enabled in the games? My "Force mipmaps" is set to "none" by default and everything looks normal. I keep "Image settings" at "high quality". never needed to mess with the advanced options.

Well, that mipmap setting wasn't what I was looking for.

I just got done testing CS:S on my kids PC (9700 Pro) and the pop-in I'm seeing happens at the same points on his system so it must be a game engine thing.

I guess I just didn't notice it before because I really wasn't examining how pretty everything looks. Since getting my 7800 GTX I've been really examining every little thing.

If you want to know exactly what I'm talking about you can load up CS:S Inferno map. Start out as a terrorist. Now as soon as the game starts look straight ahead at those flower pots sitting on that short brick wall. Now walk towards them and you'll see them change about three or four times before you finally get right next it it.
 
try not to notice these types of things. 😉 a graphics whore never has any fun with the games. just put the details at a playable level then you can concentrate on the game and have fun
 
I saw your sig but I'm wondering how much RAM you have? BF2 is a RAM whore, it needs 2GB to run silky smooth. Even 1GB is not enough for BF2.
 
Originally posted by: NokiaDude
I saw your sig but I'm wondering how much RAM you have? BF2 is a RAM whore, it needs 2GB to run silky smooth. Even 1GB is not enough for BF2.


:Q
 
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