panoptikon.party 2015 年 9 月 18 日 上午 12:02
Is my GPU failing? Weird grid of dots appearing over transparent objects.
I'm currently getting an odd grid-like effect in my games with transparent objects. For better insight on this, I took a few screenshots from MGSV Ground Zeroes and The Witcher 3 http://imgur.com/a/LtEgf .

I am able to run both titles at a smooth 60fps. My GPU tends to idle at around 33-40C, and reaches a high of about 60-70C with the Witcher 3. I am currently using AMD's 15.8 Beta, the latest available, but I was experiencing these issues prior to installing this.

As you can see, when foliage in these games fades in or out, these ugly "dots" appear on the object on a grid that matches the object shape.

In the Witcher 3, this effect is temporary and quick, as the object either fully renders or disappears from the screen. However, it happens to all objects as the game renders them, in both cut scenes and during normal game-play.

In MGSV Ground Zeroes, the dot grid is far more persistent, as objects, especially foliage, in that game tend to stay transparent much longer.
Besides this issue, my system runs these two titles fine. I've only noticed this recently, and these are currently the games I'm hooked on, so I'm not sure if the effect is happening in other games.

What I'm primarily worried about is if this is a sign that I have a defective graphics card, or one that is soon to fail on me.

Anyone have a similar issue / insight on how to fix this?

Parts List:

CPU: Intel Core i5-4460 3.2GHz Quad-Core Processor

Motherboard: ASRock H97 Anniversary ATX LGA1150 Motherboard

Memory: Team Elite 8GB (1 x 8GB) DDR3-1600 Memory

Storage: Crucial MX100 128GB 2.5" Solid State Drive

Storage: Seagate Barracuda 1TB 3.5" 7200RPM Internal Hard Drive

Video Card: Gigabyte Radeon R9 290 4GB WINDFORCE Video Card

Power Supply: EVGA SuperNOVA NEX 650W 80+ Gold Certified Fully-Modular ATX Power Supply

Operating System: Microsoft Windows 8.1 OEM (64-bit)
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正在显示第 46 - 53 条,共 53 条留言
Overseer 2020 年 3 月 6 日 下午 3:12 
No it has nothing to do with resolution. And its a common technology you find in any game - especially open world games with lots vegetation in the distance.
The correct term for this technology is Dithering. Dithering is a low cost transparency effect without any real transparency (meaning adding multiple colors on top of each other).
The solution for MGS5 was simply to up render detail in the graphics options. It is post processing that activates true transparency.

https://steamcommunity.com/sharedfiles/filedetails/?id=2015516381
Oh noes my graphics card is malfunctioning :slimeamazed:

https://steamcommunity.com/sharedfiles/filedetails/?id=2015516420
Post Processing "Extra High" :winter2019happybulb:
Snow 2020 年 3 月 6 日 下午 3:13 
引用自 Exidrial
引用自 Snow
Maybe his goal is high framerate, not high resolution, and 1080p 144fps can be just as taxing as 2160p 60fps.

Trust me, the 2080Ti doesn't even break a sweat trying to achieve 144fps at 1080p.
I won't trust you, because you're just saying things you don't understand.
2080 Ti fails to achieve 144fps at 1080p in The Witcher 3.
https://www.youtube.com/watch?v=pDlfWPXpsmI
In The Division 2.
https://www.youtube.com/watch?v=Om5YCsGuEEs
In Forza Horizon 4.
https://www.youtube.com/watch?v=hTiEKEvYI0A
In SotTR.
https://www.youtube.com/watch?v=3f0bPvbUQ_U
Tell me about "not breaking a sweat". Or were you referring to CS:GO?
Andy_M1919 2020 年 3 月 7 日 上午 1:02 
What the hell? I've had this issue ever since I assembled my PC, is this really the only post in steam regarding this issue? I can't find anything else about this specific problem!
Snow 2020 年 3 月 7 日 上午 2:31 
引用自 Andy M.
What the hell? I've had this issue ever since I assembled my PC, is this really the only post in steam regarding this issue? I can't find anything else about this specific problem!
Because dithering is not an issue, nor is it a problem. It actually is a solution of a problem, known as "hardware limitations". Whenever you can use dithering to get transparency/soft shadows/smooth object pop-in/smooth colour transitions/whatnot - you do. Then you hide it behind FXAA/TAA and it looks like it's supposed to. Only thing I don't understand is why it looks so obvious on the screenshots posted, for some reason it's way more subtle for me. But it's always there nonetheless.
Yamete Kudasai 2020 年 3 月 7 日 上午 3:40 
引用自 Overseer
No it has nothing to do with resolution.
It does. Sadly the pics I posted here a couple years ago that would prove that aren't online anymore. Maybe I'll recreate them once I got time.
Upping your resolution, or at least the resolution of the transparency does make the screendor effect on said transparent objects less visible.

引用自 Snow
Only thing I don't understand is why it looks so obvious on the screenshots posted, for some reason it's way more subtle for me. But it's always there nonetheless.

From my personal experience there is a couple of things affecting how subtle the effect is. Internal render resolution and the render resolution of the effect itself being the main ones.
Maybe certain drivers on certain graphics cards mess with the effect rendering but I wasn't able to pinpoint that yet.

Which is why I'm always interested in which resolution people play in so that I can test said games out myself.


Personally my worst offender was way back when I played Fable 3 on an ATI Radeon HD2400. Had to run that game at lowest settings @480p to even break 30fps though.

引用自 Snow
I won't trust you, because you're just saying things you don't understand.
2080 Ti fails to achieve 144fps at 1080p in *snip*.

Of course the 2080Ti doesn't achieve 144fps in Witcher 3, they got Hairworks enabled lol. It is an outlier. That's similar as to me saying "GPU X can't achieve 60 FPS in game Y so it's not a 4k capable card" while running said game with 8xMSAA or something ridiculous like that (Tip: Ultra settings pretty much always destroy FPS without adding much noticeable detail).

There will always be games that perform horribly with certain graphics settings. Heck I can't even consistently reach 60fps in VRCHAT with a 1080.

All I'm saying is that, generally speaking, the 2080Ti absolutely destroys games at 1080p and generally runs into a CPU bottleneck before anything else at that resolution.

I'm playing at 3440x1440p with a GTX 1080 and I get 60-90 fps in pretty much any game I play. If I were to drop down to 1080p I can assure you I'd easily get 100+ fps in every game (except for the obvious exceptions).

But that wasn't the point of my comment, I was just curious as to why they chose that particular configuration because most of the time I'd recommend people to go with at least a 1440p display with a setup like that because they got the horsepower to easily do so.
Most people don't aim for 144+ fps. The majority of people is absolutely happy playing at 60-70 fps.

Anyway, we're going offtopic here.



最后由 Yamete Kudasai 编辑于; 2020 年 3 月 7 日 上午 3:58
Snow 2020 年 3 月 7 日 上午 4:17 
引用自 Exidrial
Of course the 2080Ti doesn't achieve 144fps in Witcher 3, they got Hairworks enabled lol.
Yet it runs The Witcher 3 in UHD at 60+ fps. Or any other of the games I showed. You asked why person runs their games in FHD with such a PC, and I just wanted to show you that if their goal is FHD 144 fps then it actually requires a better graphics card then if they wanted UHD 60 fps.
引用自 Exidrial
That's similar as to me saying "GPU X can't achieve 60 FPS in game Y so it's not a 4k capable card" while running said game with 8xMSAA or something ridiculous like that (Tip: Ultra settings pretty much always destroy FPS without adding much noticeable detail).
Since MSAA is rendering parts of the image in higher resolution, it would've indeed be unfair to use it in benchmarking. And yeah, ultra vs high often have little to no visual difference, unless it's HBAO+ vs SSAO - then the difference is huge and totally worth it.
引用自 Exidrial
There will always be games that perform horribly with certain graphics settings. Heck I can't even consistently reach 60fps in VRCHAT with a 1080.
That things runs Unity. The only smooth experience I had with Unity was Ori and the Blind Forest, and even then I had to add something like -DX9 to shortcut to make it stop stuttering. Screw Unity.
引用自 Exidrial
All I'm saying is that, generally speaking, the 2080Ti absolutely destroys games at 1080p and generally runs into a CPU bottleneck before anything else at that resolution.
And what I'm saying is they could've bought 2080 Ti for high refresh rate gaming, which can be just as taxing as high resolution gaming. Generally 1080p 144fps takes around the same or even more GPU power as 2160p 60fps, unless it's something really old.
引用自 Exidrial
But that wasn't the point of my comment, I was just curious as to why they chose that particular configuration because most of the time I'd recommend people to go with at least a 1440p display with a setup like that because they got the horsepower to easily do so.
Most people don't aim for 144+ fps. The majority of people is absolutely happy playing at 60-70 fps.
I'm actually quite happy playing 30-60 fps, but I'd always drop a bit of settings to get higher performance. Depending on the game, it can just as well be resolution, because if the game has tons of nice effects and smart AA - I'd rather play at lower resolution than lose all the shadows/reflections/whatever. Control is one of those games I've sacrificed resolution instead of effects to get everything smooth.
引用自 Exidrial
Anyway, we're going offtopic here.
But, like, why not. I quite enjoyed our conversation here, and there is actually no topic anymore - after all it's 2015's thread, and all the right answers have been given already. Might as well just talk stuff here.
Overseer 2020 年 3 月 7 日 上午 7:51 
引用自 Exidrial
引用自 Overseer
No it has nothing to do with resolution.
It does. Sadly the pics I posted here a couple years ago that would prove that aren't online anymore. Maybe I'll recreate them once I got time.
Upping your resolution, or at least the resolution of the transparency does make the screendor effect on said transparent objects less visible.
It really just depends on how its set up. Raster size can vary and have different implementations. Just like different objects can have different values on how the spacing is done. But my point is that the rendering method stays and won't go away with other resolutions. Its not a resolution problem, even though i am sure absurd upscaled resolutions can mitigate it.
Jan Balvan 2021 年 10 月 22 日 下午 12:20 
Just turr off screen space reflections
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发帖日期: 2015 年 9 月 18 日 上午 12:02
回复数: 53