BlackSpectre Posted June 4, 2023 Posted June 4, 2023 Is there an easy way to stop this flickering? Sometimes it even happens when the camera is stationary... flickering_360p_30fps.mp4 Black Spectre - A Dark Defender's Home on the Web • The Advanced Bind Guide • The Masters of BAF: A Guide for Leaders and Players • The Wiki List of Slash Commands
TheZag Posted June 5, 2023 Posted June 5, 2023 Looks like z fighting. 2 textures are overlapped and alternating what one is displayed as the camera moves. It is usually fixable by floating or sinking 1 texture slightly. I think the geometry errors bug report section wants these kinds of errors reported as well. 1
BlackSpectre Posted June 5, 2023 Author Posted June 5, 2023 There’s flickering all over PRAETORIA. Kind of hard to report a bug on any specific area when there’s so much. That video I took was in Neuopolois, FYI. Because the flickering is all over the place I thought it might be due to a graphics setting. Black Spectre - A Dark Defender's Home on the Web • The Advanced Bind Guide • The Masters of BAF: A Guide for Leaders and Players • The Wiki List of Slash Commands
Ago Posted June 6, 2023 Posted June 6, 2023 It's a curse with the new tilesets applied to Atlas Park, Kallisti Wharf and other places that got some love post Going Rogue (at places, Echo Plaza does it). Praetoria has always had that issue at a distance. Up close it is beautiful, but far away, the pop-up boundary for your in-game field of vision hides a tile fight. I wouldn't waste time (and sacrificed settings to mitigate it) on a fix personally as it seems to be anywhere that hasn't seen a revamp (even the sites that have a Paragon City University, the grass does it at a point) but if client-side you figure out a combo where it stops doing that, feel free to share with the rest of us... I don't think anyone has found a settings based fix for it short of shortening the draw distance to make rising higher than 400 feet turn anything on the ground to a blue or dark purple fog. The engine has been to blame at points, some repeat the same defense that it's a SD game trying to run in an HD world. Others point to OpenGL limitations but there's other OpenGL titles with similar maps that don't have that issue. Someone claimed it was cured once and for all with an Nvidia RTX card they bought that has a 9 in one of the digits, then others dogpiled in hasty replies to call them a liar. Somewhere between those is probably the truth, but it still does the flicker at height. 1 Formerly a bunch of things that didn't work out. Inactive account. Not likely to return.
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