Teardown

Teardown

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Ayscotty Jul 15, 2023 @ 6:33pm
Why are the graphics blurry and fuzzy?
I have a 3080ti with a 100% renderscale and native resolution. I've turned off motion blur, barrel distortion, and depth of field and everything in the game is still fuzzy and blurry.
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Showing 1-15 of 28 comments
sq]s Jul 16, 2023 @ 6:32am 
Your graphics do not depend on how good your hardware/performance is. It's just how the game works. I don't specifically know why the graphics are noisy.
sandwich Jul 16, 2023 @ 3:17pm 
it does that for realism
evanloohaklm Jul 16, 2023 @ 4:26pm 
Originally posted by a stick:
it does that for realism
No it doesn't.
TROFY-KSA Jul 23, 2023 @ 12:46am 
Originally posted by sqs:
Your graphics do not depend on how good your hardware/performance is. It's just how the game works. I don't specifically know why the graphics are noisy.
its ray traced, but the implementation of it is so horrible+ its runs at half resolution
sq]s Jul 23, 2023 @ 12:56am 
Originally posted by TROFY-KSA:
Originally posted by sqs:
...
its ray traced, but the implementation of it is so horrible+ its runs at half resolution
Source?
TROFY-KSA Jul 23, 2023 @ 1:19am 
Originally posted by sqs:
Originally posted by TROFY-KSA:
its ray traced, but the implementation of it is so horrible+ its runs at half resolution
Source?
https://blog.voxagon.se/2017/11/09/upscaling-half-resolution-screen-space.html
sq]s Jul 23, 2023 @ 2:41am 
Originally posted by TROFY-KSA:
Originally posted by sqs:
Source?
https://blog.voxagon.se/2017/11/09/upscaling-half-resolution-screen-space.html
It's from 2017 and I see no indicator that it was used in the engine. Still, that's a valid point
BoozeJunky Jul 23, 2023 @ 7:32pm 
So how would you go about turning all that junk off? I just want to nuke NYC without dropping down to .8 FPS.

TAA is especially horrid. I'd rather deal with a bit of aliasing than ghosted images like I'm on a LCD screen from 1996.
Ayscotty Jul 23, 2023 @ 9:09pm 
is there any way to step up the sampling to something that is 1:1 native? im doing 1080p on a 3080ti so it should run at playable framerates and look good
JellyPuff Jul 23, 2023 @ 9:40pm 
The fuzz is noise, which is by-product of the game's ray-tracing implementation. The game is entirely path-traced, but designed to run even on GPU's, that don't have dedicated RT-capabilities, like the GTX 1000-series and such won't make use or your 3080ti's RT-cores to render the game or assist with de-noising.
Not very exciting for those, who just wanna play Teardown, but i still find it crazy, to see 1080p/60FPS in a fully path-traced game on something, like a GTX 1080.

While i personally consider the noise part of the game's style and charm at this point, the devs could add a "Very High" or "Extreme" quality-option with even less noise for people with a powerful enough GPU to brute force it, since a lot more powerful hardware got released since this game's inception. Being able to fine tune more options in general, than just DoF and a barrel distortion filter, would be nice, actually.
Originally posted by BoozeJunky:
So how would you go about turning all that junk off? I just want to nuke NYC without dropping down to .8 FPS.
That happens, because physics calculations in Teardown are single-thread limited, causing bottlenecks during heavy destruction even on powerful CPU's. According to the devs, there are technical limitations preventing them to simply split the load more evenly across multiple CPU-threads.
( Edit: This is wrong and physics are actually multi-threaded: https://twitter.com/voxagonlabs/status/1617616114581925888 )

You can try the "Performance Mod" from the workshop and set it to more aggressively remove debris during destruction, but at the end of the day, you're trying to push the game beyond what it can handle with mods.
Last edited by JellyPuff; Dec 25, 2023 @ 1:40am
DragonRR Jul 24, 2023 @ 4:36am 
Originally posted by JellyPuff:
The fuzz is noise, which is by-product of the game's ray-tracing implementation. The game is entirely path-traced, but designed to run even on GPU's, that don't have dedicated RT-capabilities, like the GTX 1000-series and such won't make use or your 3080ti's RT-cores to render the game or assist with de-noising.
Not very exciting for those, who just wanna play Teardown, but i still find it crazy, to see 1080p/60FPS in a fully path-traced game on something, like a GTX 1080.

While i personally consider the noise part of the game's style and charm at this point, the devs could add a "Very High" or "Extreme" quality-option with even less noise for people with a powerful enough GPU to brute force it, since a lot more powerful hardware got released since this game's inception. Being able to fine tune more options in general, than just DoF and a barrel distortion filter, would be nice, actually.
Originally posted by BoozeJunky:
So how would you go about turning all that junk off? I just want to nuke NYC without dropping down to .8 FPS.
That happens, because physics calculations in Teardown are single-thread limited, causing bottlenecks during heavy destruction even on powerful CPU's. According to the devs, there are technical limitations preventing them to simply split the load more evenly across multiple CPU-threads.
You can try the "Performance Mod" from the workshop and set it to more aggressively remove debris during destruction, but at the end of the day, you're trying to push the game beyond what it can handle with mods.

Another article here:
https://blog.voxagon.se/2018/01/03/screen-space-path-tracing-diffuse.html

Generally you are correct, the game, as you state, does not use hardware ray tracing, it is done in software and is (I am 99% sure) CPU bound. I don't know whether this is single core based or suitable for multi threading but either way CPU speed hasn't improved all that much since release so it seems unlikely the dev would be able/willing to offer higher resolution path tracing options.

I'm not sure why the OP is noticing everything to be unusually blurry/fuzzy. It might be helpful to upload some in game shots to see whether what you are seeing is the same for everyone. I do remember some people complaining about this kind of thing early on and I think it was more to do with their setup or a bug.
JellyPuff Jul 24, 2023 @ 6:11pm 
Originally posted by DragonRR:
Generally you are correct, the game, as you state, does not use hardware ray tracing, it is done in software and is (I am 99% sure) CPU bound.
The RT of Teardown is done on the GPU and just uses the regular GPU cores using OpenGL as the graphic's API. Software rendering a fully path-traced game in real time is just not realistic with current CPU's. It not even is for rasterized games. Well, i guess you can run Crysis on modern CPU's in software these days...sorta[www.techpowerup.com]. :imSorry:

If you want to confirm this, just look at your GPU usage in general or change the in-game quality options (which is just overall RT-quality) and you'll see the GPU utilization change accordingly.

But yeah, a screenshot or better, a short clip (less de-noising during motion) would help determine if it's just noise or actually an issue.
DragonRR Jul 25, 2023 @ 12:42pm 
Originally posted by JellyPuff:
Originally posted by DragonRR:
Generally you are correct, the game, as you state, does not use hardware ray tracing, it is done in software and is (I am 99% sure) CPU bound.
The RT of Teardown is done on the GPU and just uses the regular GPU cores using OpenGL as the graphic's API. Software rendering a fully path-traced game in real time is just not realistic with current CPU's. It not even is for rasterized games. Well, i guess you can run Crysis on modern CPU's in software these days...sorta[www.techpowerup.com]. :imSorry:

If you want to confirm this, just look at your GPU usage in general or change the in-game quality options (which is just overall RT-quality) and you'll see the GPU utilization change accordingly.

But yeah, a screenshot or better, a short clip (less de-noising during motion) would help determine if it's just noise or actually an issue.

Well.. having read your comment and then looked for other sources I do have to lean towards your explanation.

https://blog.voxagon.se/2018/10/17/from-screen-space-to-voxel-space.html

"Since each object has it’s own transform and can be freely moved and rotated, I have to rasterize each object into the big world texture continuously. This is done on the cpu and the relevant parts of the texture is updated with glTexSubImage3D. "

This mentions the CPU but isn't directly referring to the actual raytracing.. Further down the article he mentions "Timing taken on a GTX 1080" this would suggest that you may well be correct.

I don't think you can assume that because the GPU is used to a lesser extent when the quality is turned down proves your point though although I accept it is another nail in the wall.

Overall I think I was essentially wrong but it would be helpful if the dev chimed in :)
sandwich Jul 30, 2023 @ 8:01pm 
oh

Originally posted by evanloohaklm:
Originally posted by a stick:
it does that for realism
No it doesn't.
Levi Animator™ Aug 1, 2023 @ 8:07am 
Originally posted by evanloohaklm:
Originally posted by a stick:
it does that for realism
No it doesn't.
yes it does!
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Date Posted: Jul 15, 2023 @ 6:33pm
Posts: 28