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Zgłoś problem z tłumaczeniem
Probably going to get a 1070 when it comes out in the near future.
i will troubleshoot on it and keep you posted :)
i will try different settings and keep you updated.
HP Envy on my site..before i had a NEC
That is just how objects render. Nothing wrong. Enjoy.
@bill: well, there are many fellas describing the exact same problem (the majority plays on AMD-graphics). there are screenshot comparisons - it's definitely not normal.
The grid or dot like matrix phase in of objects is completely normal.
I very much doubt that there is actually an issue, unless you are not describing it properly. With what you describe, it's just the phasing in of objects. Completely normal.
In the mentioned games, a faster drive can help alleviate the issue. This is why the PS4 is also affected, as it uses a slow mechanical drive. The PS4 may not be able to take advantage, but on PC it can be alleviated by using an SSD and/or separated drive from OS (drive dedicated to games only).
would you mind telling me what you mean by "phasing in of objects"?
in the mentioned games it happens when textures are partly transparent, sometimes in the shade (witcher).
it's happening for objects/textures which are close as well as distant ones.
Phasing in is exactly as it sounds... the loading/unloading of textures.
A failing GPU, it is clearly not.
You can always reproduce this effect in MGSV. Simply crawl through foliage slowly and you can observe the effect up close when the foliage phases in and out of the camera view.
In short, you are worrying about nothing as there isn't any isssue.
Back in 2010, Crysis had the same "problem".
So, what causes it?
I currently am on a 980 Ti but I had this on every card I ever owned (ATI Radeon HD2400, GTX 570, R9 290, 980 Ti).
Higher resolutions can fix this.
I'm taking FFXIV as an example here:
1024x768:
http://i66.tinypic.com/28tz2he.png
1920x1080:
http://i64.tinypic.com/jt7wao.png
4k:
http://i63.tinypic.com/b4gm4k.png
Tbh tinypic makes 4k look worse than it actually looks. You can't see the effect @4k unless you're looking closely.
https://drive.google.com/file/d/1zVBhq29Gg55Fh_BfyCIAddF4bvXTwnt_/view?usp=sharing
Only way to alleviate it that I have found so far is to smudge it out with TAA antialiasing or some other heavy smoothing antialiasing which make games look very unsharp. FXAA does not help unfortunately.
Got a pretty clear answer over at Reddit:
'irabonus
The technique is called Screen-Door Transparency and it is commonly used because actual transparent surfaces pose a bunch of issues during rendering. For example, you'd have to sort every surface by their depth back to front and render them in that order. Additionally, deferred shading by default only handles opaque surfaces.
Screen-Door transparency lets you get the illusion of transparency while every individual pixel is still opaque. Of course, it leads to artifacts like the ones in your screenshots so it's generally only used on small objects like hair or foliage. TAA helps, because you can vary the pattern over time and TAA will average out the non-opaque/opaque values.'