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The number one thing you can do to fix texture quality problems is use TZFix and setup RemasterTextures=true in tzfix.ini . This will increase load-times, but will give much higher quality textures.
http://steamcommunity.com/sharedfiles/filedetails/?id=542500356
Make sure you grab version 1.3.0. Earlier versions didn't support this feature.
Most people see the non-mipmapped textures at the very beginning of the game and are very annoyed by the green static that's supposed to be grass.
Yeah, I've been experimenting with ways to lessen the load time. I've managed to cut it in half since 1.3.0 was released, but cutting a 10x increase in half is still 4x longer than I'd really like it to be =P
What really sucks about this is if Namco/QLOC had been doing their job these mipmaps would be packed into the game's shipping files and would add maybe 15% to load time. Skipping mipmaps is not a valid optimization strategy and I wish game developers would stop doing it.
I wonder if it's possible to cache the mipmaps entirely the first time they are generated (only overwriting them if something about the base texture has changed). I'd gladly give up even a large chunk of hard drive space in exchange for faster loads + better textures.
Thanks for the work you've done Kaidaien, this game is soo much better thanks to you and the folks assisting you.
No, it's actually the opposite of what you're thinking, and the game is missing lower resolution versions of all of its textures.
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Mipmaps are basically downsampled lower resolution textures. They eliminate aliasing artifacts caused by textures that are actually too high resolution to properly fit the surface they are stretched over.
When they are missing, you get horrific aliasing whenever the camera moves, which resembles a snowy picture on old TVs.
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The best way to illustrate this would be to start a new game and skip the opening cinematic. Immediately focus on the grass and how it basically sparkles. It's not supposed to do that, but it does because that texture has no mipmaps.
In properly written software, a 1024x1024 texture should have a 512x512, 256x256, 128x128, 64x64, 32x32, 16x16, 8x8, 4x4, 2x2 and 1x1 version of itself. But this stupid game is missing 10/11 of those. That is why that texture flickers insanely, 1024x1024 is not the proper resolution.
TZFix can be configured to generate the missing mipmaps to fix those problems, but it takes quite a bit of CPU time to crunch the numbers.
In a perfect world, mipmaps would not be necessary and the GPU would read every single texel that aliases to a pixel on screen, add them together and compute the average color... but GPUs need to render at playable framerates, so throw that idea out the window :P
Instead, mipmaps pre-compute these averages and the GPU selects the mipmap level that's closest in size.
I'm jealous of you. The difference between 30fps and 60fps for me is so substantial that I find 30fps unplayable. 30fps is just too sluggish and unresponsive. I do understand that everyone's vision is different and there are many people who cannot distinguish framerates. I'm unfortunately not one of those people.