Rexxenexx 0 Posted August 8, 2009 (edited) I've tried the Nvidia panel Triple Buffer, Vsync On, and cranked the pre-frames but nothing works. Sniping with an M107 just looks nasty. EDIT: http://www.youtube.com/watch?v=KLbYuq5Hj5Y http://www.youtube.com/watch?v=ot5rumuZrS4 Edited August 8, 2009 by Rexxenexx Share this post Link to post Share on other sites
triangle 10 Posted August 8, 2009 Hmm ... I haven't had any vsync/tearing issues with ARMA2 with my GTX285. I have vysnc forced in the Nvidia control panel for both general and a specific ARMA2 profile that I created. Share this post Link to post Share on other sites
Rexxenexx 0 Posted August 8, 2009 (edited) No offense but I find that hard to believe. Can you check those videos in the first post and do something similar to confirm? Remember the OFP LOD sliders? Does ArmA 2 have a file that we can manipulate LOD distance? I see nothing good in the Arma.cfg or profile. Edited August 8, 2009 by Rexxenexx Share this post Link to post Share on other sites
no use for a name 0 Posted August 8, 2009 he's talking about the texture flickering; not tearing. Yes, I still get it and it seems to have gotten worse with 1.03; but I'm not sure if I never really noticed it before (or changed a game setting that increased it). There's several threads about it being "z-fighting" or something like that; where the game can't decide which texture should be on top of the other Share this post Link to post Share on other sites
Lovehandles 10 Posted August 8, 2009 Yea I have that texture flickering as well on my GTX285 Share this post Link to post Share on other sites
Rexxenexx 0 Posted August 8, 2009 yea, its a LOD Z(depth) swapping which goes back and forth with each pass making it look like its tearing hence the name. I've actually noticed it on the choppers horizon instrument gauge. Really annoying. It should stop with the forced Vsync or triple buffer but that doesn't work. I don't think anyone has fixed it yet. Share this post Link to post Share on other sites
Poppis 10 Posted August 8, 2009 The triple buffering option in Nvidia control panel only works for OpenGL games, not Direct3D, so that won't help you any. Share this post Link to post Share on other sites
Eagle911 10 Posted August 8, 2009 I have that on my 9800 gtx Share this post Link to post Share on other sites
tankkiller01 0 Posted August 8, 2009 Same here , i think its quite common. ____________________ Intel core 2 Quad Q9550 @ 3.1Ghz BFG Tech GTX 285 OC to core 674MHz. shader 1535MHz. mem 1247MHz Asus P5N-D 750i 4 GB Corsair DDR2 XMS 800 EZ COOL 700W psu Maxtor HDD Windows Vista 64bit Share this post Link to post Share on other sites
Nutlink 10 Posted August 8, 2009 Tearing, no. Texture flickering, all the time. It is very annoying, especially when looking at a distance and trying to spot someone based on movement. GTX 275. Share this post Link to post Share on other sites
Murklor 10 Posted August 8, 2009 yea, its a LOD Z(depth) swapping which goes back and forth with each pass making it look like its tearing hence the name. I've actually noticed it on the choppers horizon instrument gauge. Really annoying. It should stop with the forced Vsync or triple buffer but that doesn't work. I don't think anyone has fixed it yet. Z fighting has little to do with Vsync or triple buffering. It shouldnt "stop" because of either. The question is whether the z fighting is down to a video card bug (drivers could reduce it), glitchy meshes or a poor engine depth buffer. Either way, it sucks. I've seen a tank drive under a bridge :rolleyes: Share this post Link to post Share on other sites
triangle 10 Posted August 8, 2009 Texture flickering, yes, tearing, no. No offence but word your question correctly next time ;-) Share this post Link to post Share on other sites
Ish 11 Posted August 8, 2009 This might be off topic, but I'll have a go.. I love sniping and SMAW. It's all I do. but the trouble is, sometimes (most of the time, really) destroyed vehicles will show up as if they were fully operational, only stationary. Anyone else get this? It' really my mine concern right now. Share this post Link to post Share on other sites
Rexxenexx 0 Posted August 8, 2009 (edited) yea you guys are right I dunno why I keep calling it tearing. Lol, I even justified calling it tearing. :D EDIT:Changed the title. So everyone has this? Theirs no way to increase the LOD in relation to distance or change the imprecision (16-32bit)? EDIT: I'm going to try RivaTuner to see if their are anything that would help. EDIT2: No dice.Even with D3Doveride forcing triple buffer it doesn't change. It looks like an engine deal -16bit z-buffer. Edited August 8, 2009 by Rexxenexx Share this post Link to post Share on other sites
Rexxenexx 0 Posted August 8, 2009 This might be off topic, but I'll have a go.. I love sniping and SMAW. It's all I do.but the trouble is, sometimes (most of the time, really) destroyed vehicles will show up as if they were fully operational, only stationary. Anyone else get this? It' really my mine concern right now. I have similar but that's just the laggyness of the engine to. It should take a while before it loads the destroyed object. If it's REALLY REALLY far away then maybe BIS never made a LOD destroyed mesh so it uses the low res fully oper. mesh. These problems seem like ArmA1 problems. I haven't had the z-fighting on things so close in ArmA1. Stuff far away is really noticeable but look how close I am in the video. That's not really M107 range. And at that short distance it looks like gremlins are crawling all over objects. Very distracting. BTW I just remembered the last time I had "tearing" in a game. It was with a 3Dfx Voodoo card, early '90s I think, which needed VSync to be forced on games like Tribes. That really slowed games down. :D Share this post Link to post Share on other sites
kylebisme 10 Posted August 8, 2009 EDIT2: No dice.Even with D3Doveride forcing triple buffer it doesn't change. Nor should tripe buffering have any effect on z-fighting. It looks like an engine deal -16bit z-buffer. If they were using a 16bit z-buffer the z-fighting would be far worse than it is. Also, for refrence sake; this is screen tearing. Share this post Link to post Share on other sites
Rexxenexx 0 Posted August 8, 2009 If they were using a 16bit z-buffer the z-fighting would be far worse than it is. What is Arma2 using? 24bit? Also, for refrence sake; this is screen tearing. I couldn't see tearing in that vid. I guess because it's too low res. But tearing is distinct separation of total image from what I remember,not what I originally/incorrectly called it. My graphics glitch lingo is a bit rusty but I got it. Share this post Link to post Share on other sites
kylebisme 10 Posted August 8, 2009 (edited) If it didn't show the the tearing I wouldn't have posted it, but perhaps it is happening too quick for you to notice, in which case pausing the video at the rights spots should allow you to see it. Tearing is when the top portion of the refresh and the bottom portion(s) are from different frames, resulting in a horizontally disjointed image. Here is a small picture example I googled which has circles around where the tears are most obvious. As for what ArmA2 is using for a depth buffer, I can't rightly say for sure, but I wouldn't be surprised if it is a 32bit z-buffer, as even that isn't enough to avoid z-fighting with extreme view distances. Edited August 9, 2009 by kylebisme Share this post Link to post Share on other sites
Rexxenexx 0 Posted August 9, 2009 I understand. I have a bad habit of calling that z-buffer problem tearing and calling tearing an out-of-sync/refresh problem. I haven't had tearing for a really long time. So you think it's fixed in the engine, nothing we can do about it? I kind of understand from a performance perspective but it makes sniper missions a joke. Share this post Link to post Share on other sites
Cionara 10 Posted August 9, 2009 Had no tearing with 185.85 and Vsync on. Share this post Link to post Share on other sites