Added to the fact that you also tend to share your findings, which is excellent!Tackling problems like this, both for their own sake, and because doing so can make my own gaming experience better, is my entertainment.
Added to the fact that you also tend to share your findings, which is excellent!Tackling problems like this, both for their own sake, and because doing so can make my own gaming experience better, is my entertainment.
Oh and shadows blending is bugged to
For me, on some bodies, that occurs even up to 4K (Ultra), fortunately (for me, of course) they are not common, but that may be due to mainly landing on atmospheric bodies...At 1080p with everything maxed, there are some bugged ground textures that will always show "pixels"
I waited for them to load in, but it never happened.
The same time band is also showing the 'combed ground' effect that is quite common with AMD GPU's - I don't remember noticing the effect on my 3070, I'll have to take another peek some time.Around three minutes in is the first and most problematic random sample.
I don't see anything bad in any of those screen shots.At 1080p with everything maxed, there are some bugged ground textures that will always show "pixels"
I waited for them to load in, but it never happened.
Oh and shadows blending is bugged to
Good for you, but it's pretty obvious to see what they were trying to point out.I don't see anything bad in any of those screen shots.
If you do, wow. That's just picky to a point beyond the pale.
The same time band is also showing the 'combed ground' effect that is quite common with AMD GPU's - I don't remember noticing the effect on my 3070, I'll have to take another peek some time.
Take a look at the ground texture, it should be easy enough to spot.I don't see anything bad in any of those screen shots.
If you do, wow. That's just picky to a point beyond the pale.
I did. There is no pixelization in that image. It does look like bad anti-aliasing which this game has some serious issues with. That's why you can see a "step" effect around some of the shaded areas.Take a look at the ground texture, it should be easy enough to spot.
Dude these are not pixelated shadows, that is the ground texture.I did. There is no pixelization in that image. It does look like bad anti-aliasing which this game has some serious issues with. That's why you can see a "step" effect around some of the shaded areas.
That's all I see in any image you posted. Pixelization effects the entire image. Not just the edge of a shadowy area.
They are in fact shadows.Dude these are not pixelated shadows, that is the ground texture.
But now i undestand your initial comment.
I only called it "Pixelation" because i have no better word for whatever that is.
Thanks for explaining.They are in fact shadows.
They use a shading overlay to give the appearance of a different color pattern across that sand. That's why if you look closely, there are edges around the outside of it that look bad but you can still see that same "sandy" effect under that darker area and the rocks in that same area with perfect clarity.
You can replicate that in Photoshop if you set the wrong blending pattern to an adjustment/overlay layer. It's just bad programming.
Marvin's explanation is wrong. There are no shadows involved. The game uses a blend texture to blend between several detail textures on the ground. It's a common way to prevent the appearance of repetition if you use the same tiling detail texture again and again. The problem is that this blend texture is very low resolution, so you see its pixel pattern. The transitions don't look natural because they occur along visible squares. If you are lucky, the detail textures are so similar that the squares are somewhat harder to spot. But that's the exception. Most planets now have this pixelated Minecraft look. Once you see it, you can't unsee it, because it's everywhere. You'll see it in Marvin's video, too.Thanks for explaining.
So they basically use the shadow overlay to "fake" more planetary colours?
And since the shadows are blocky, these colour patches are too.
But with different terrains (like from stone to sand in my screenshot) the transition is smooth.
If it is a known issue I can understand how that can look like nitpicking, but I really didn´t know that this was a thing.
Guess I got lucky with my landing spots in the past, can´t really remember any planets that were so "patchy"
I mean it stands out even more because the rest blends together so nicely.
I´d rather have less colours if this is the alternative.
The game uses a blend texture to blend between several detail textures on the ground.
It's the same thing. You set each layer (texture) with transparency levels to shade areas you want. If it's not done properly, that's the effect you get. It isn't pixelization or the entire area would be pixelated. It isn't. It's the shading layers they're using not blending properly that causes that effect around the edges only where the shading layer meets the base layer.They use a shading overlay to give the appearance of a different color pattern across that sand.
Marvin's explanation is wrong. There are no shadows involved. The game uses a blend texture to blend between several detail textures on the ground. It's a common way to prevent the appearance of repetition if you use the same tiling detail texture again and again. The problem is that this blend texture is very low resolution, so you see its pixel pattern. The transitions don't look natural because they occur along visible squares. If you are lucky, the detail textures are so similar that the squares are somewhat harder to spot. But that's the exception. Most planets now have this pixelated Minecraft look. Once you see it, you can't unsee it, because it's everywhere. You'll see it in Marvin's video, too.
Don´t quote me on this, but I understood it as "these patches use the same technique as the shadows to generate, and both share the same problem of low resolution"Marvin's explanation is wrong. There are no shadows involved. The game uses a blend texture to blend between several detail textures on the ground. It's a common way to prevent the appearance of repetition if you use the same tiling detail texture again and again. The problem is that this blend texture is very low resolution, so you see its pixel pattern. The transitions don't look natural because they occur along visible squares. If you are lucky, the detail textures are so similar that the squares are somewhat harder to spot. But that's the exception. Most planets now have this pixelated Minecraft look. Once you see it, you can't unsee it, because it's everywhere. You'll see it in Marvin's video, too.