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Objects in the distance are flickering
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RPGDot Forums > Gothic 2 - Troubleshooting

Author Thread
randir14
Village Dweller
Village Dweller




Joined: 14 Jun 2003
Posts: 5
Objects in the distance are flickering
   

When trees and some other objects in the distance show up, they will start flickering. Does anyone know how to fix this? Heres my computer stuff:

1.3 ghz athlon
256 mb ram
geforce fx 5200 with the newest Nvidia driver
windows 2000
directx 9
Post Mon Jun 30, 2003 11:12 pm
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Gorath
Mostly Harmless
Mostly Harmless




Joined: 03 Sep 2001
Posts: 6327
Location: NRW, Germany
   

Edit your gothic.ini:
quote:
geforce3HackWBufferBug=1
; ... some geforce 3 or geforce 4 cards have problems with gothics way to access the w buffer, resulting in flickering polys
; in the distant. with this setting set to "1" these cards automatically use a z buffer, loosing some precision near the camera but without the flickering polys.
; the driver version 12.41 does not have this problem. if you you have this version installed you may set this to 0 in order to activate the better looking
; w buffer. Driver versions later than 30.82 may not have this problem either.

quote:
zSkyRenderFirst=1
; ... enables (0) or disables (1) an additional way to workaround the flickering poly in the distant on geforce 3 or geforce 4 cards.
; if you set this to "0" the sky will be renderer after the normal game world thus overlaying the flickering polys. this does only work with 32 bit
; color enabled and if you set the value "geforce3HackWBufferBug" to "0". the drawback is that the sky is slightly distorted, but this should be the best
; workaround for most geforce 3/4 users as the flicker polys are more annoying. moreover you can't see through walls with this workaround any more
; (default: 1)




The whole file is worth reading. Many hidden options.
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Post Tue Jul 01, 2003 3:30 am
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CarstenPB
Village Dweller
Village Dweller




Joined: 08 Jan 2002
Posts: 5
   

Much better seems to be the setting:

zForceZBuffer=1;

The flashing polys in the distant are a result of driver-misinterpreted
depth information while using a w-buffer.
If you use a z Buffer, those probs are gone, but you are loosing some
precision near the camera (which probably never anyone will notice).

So for all you with the flashing-poly-problems, simply set "zForceZBuffer"
to "1".

Thanks,
Carsten
Post Tue Jul 01, 2003 11:13 am
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Gorath
Mostly Harmless
Mostly Harmless




Joined: 03 Sep 2001
Posts: 6327
Location: NRW, Germany
   

Thanks, IŽll copy this into the FAQ above when I update it the next time.
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Webmaster GothicDot
Post Tue Jul 01, 2003 4:43 pm
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olaf73
Eager Tradesman
Eager Tradesman




Joined: 19 Jun 2003
Posts: 30
   

quote:
Originally posted by CarstenPB
Much better seems to be the setting:

zForceZBuffer=1;

The flashing polys in the distant are a result of driver-misinterpreted
depth information while using a w-buffer.
If you use a z Buffer, those probs are gone, but you are loosing some
precision near the camera (which probably never anyone will notice).

So for all you with the flashing-poly-problems, simply set "zForceZBuffer"
to "1".

Thanks,
Carsten


Which is the faster of the two settings, and are they interpreted and carried out any differently depending on your hardware? Like, ATI vs Nvidia?

Thanks
olaf
Post Thu Jul 03, 2003 12:17 am
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