09-22-2010, 12:48 PM,
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ocirne94
Junior Member
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Posts: 24
Threads: 10
Joined: Oct 2009
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Antialiasing and anisotropy
Hi all,
I've been looking for antialiasing during the game, but I've realized it is quite hard to see; the following images explain better than a long speech:
Without antialias
With 4X antialias
About anisotropy, I wasn't even able to find it:
Without anisotropic filtering
With 16X anisotropic filtering
:?
Ocirne[/img]
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09-25-2010, 06:55 AM,
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ocirne94
Junior Member
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Posts: 24
Threads: 10
Joined: Oct 2009
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Well,
actually I did restart VDrift every time;
I tried again today, only to be sure, and with the following config I get the result below:
From VDrift.config in .vdrift folder:
Code: [ display ]
FOV = 90.000000
anisotropic = 0
antialiasing = 4
The grass texture has the same anisotropy level of the previous images posted.
:?
Ocirne
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09-29-2010, 09:12 AM,
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ocirne94
Junior Member
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Posts: 24
Threads: 10
Joined: Oct 2009
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Here it is.
Code: ~$ /opt/vdrift/bin/vdrift -multithreaded
INFO: Multithreading enabled: 4 processors
INFO: Starting VDrift: 2010-09-26-full, Version: 2863M, O/S: Unix-like
INFO: Home directory: /home/ocirne94
INFO: Settings file: /home/ocirne94/.vdrift/VDrift.config
INFO: Data directory: /opt/vdrift/share/games/vdrift/data
DATA_DIR: /opt/vdrift/share/games/vdrift/data
INFO: Log file: /home/ocirne94/.vdrift/log.txt
INFO: SDL initialization successful
INFO: Automatictally setting depth buffer to 24-bit because shadows are enabled
INFO: SDL video query was successful
INFO: Enabling antialiasing: 4X
INFO: Display change was successful: 1280x1024x32 24z fullscreen=1
INFO: Video card information:
Vendor: NVIDIA Corporation
Renderer: GeForce GTS 250/PCI/SSE2
Version: 3.2.0 NVIDIA 195.36.24
Maximum texture size: 8192
Maximum varying floats: 60
Using GLEW 1.5.2
INFO: Maximum color attachments: 8
INFO: Maximum draw buffers (1 required): 8
INFO: Texture units: 4 full, 32 partial
INFO: Loaded shader package simple
INFO: Loaded shader package simple, variant simple_premult
INFO: Loaded shader package simple, variant simple_gamma_premult
INFO: Loaded shader package simple, variant simple_gamma
INFO: Loaded shader package simple, variant simplecar
INFO: Loaded shader package logluminance
INFO: Loaded shader package logluminance, variant logluminance_tiny
INFO: Loaded shader package tonemap
INFO: Loaded shader package gbufferfill
INFO: Loaded shader package gbufferfill, variant gbufferfillcar
INFO: Loaded shader package lightaccumulate, variant lightaccumulate_initial
INFO: Loaded shader package lightaccumulate, variant lightaccumulate_omni
INFO: Loaded shader package depthgen
INFO: Loaded shader package depthgen, variant depthgennoalpha
INFO: Loaded shader package distancefield
INFO: Loaded shader package deferredskybox
INFO: Loaded shader package deferredskyboxblend
INFO: Loaded shader package softparticle
INFO: Loaded shader package ppdepthadjust
INFO: Loaded shader package ppdepthadjust, variant ppcopy
INFO: Loaded shader package ppdepthadjust, variant ppcopy_gamma
INFO: Loaded shader package deferredshadows
INFO: Loaded shader package ssao
INFO: Loaded shader package ssao_blur
INFO: Successfully enabled shaders
INFO: Initialized render output: full_scene_depth (FBO)
INFO: Initialized render output: full_scene_color (FBO)
INFO: Initialized render output: normal_xy (FBO)
INFO: Initialized render output: material_properties (FBO)
INFO: Initialized render output: diffuse_albedo (FBO)
INFO: Initialized render output: log_luminance (FBO)
INFO: Initialized render output: log_luminance_tiny (FBO)
INFO: Initialized render output: ssao1 (FBO)
INFO: Initialized render output: ssao2 (FBO)
INFO: Initialized render output: reflection_cube (FBO)
INFO: Initialized render output: shadow_depths_near (FBO)
INFO: Initialized render output: shadow_depths_medium (FBO)
INFO: Initialized render output: shadow_depths_far (FBO)
INFO: Maximum anisotropy: 16
INFO: 0 joysticks found.
INFO: Loading car controls from: /home/ocirne94/.vdrift/controls.config
INFO: Sound initialization information:
INFO: Obtained audio device:
Frequency: 44100
Format: 32784
Bits per sample: 16
Channels: 2
Silence: 0
Samples: 940
Size: 3760
Sound initialization successful
INFO: Loaded fonts successfully
INFO: Loaded GUI successfully
ERROR: Error loading texture file: /opt/vdrift/share/games/vdrift/data/cars/F1-02/textures/brake.png
ERROR: Error loading texture file: /opt/vdrift/share/games/vdrift/data/cars/F1-02/textures/reverse.png
INFO: Loading track from path: /opt/vdrift/share/games/vdrift/data/tracks/mosport
INFO: Found and loaded surfaces file
INFO: Track timing sectors: 2
INFO: Collision objects: 1
INFO: No car brake texture exists, continuing without one
INFO: No car reverse light texture exists, continuing without one
INFO: No car interior model exists, continuing without one
INFO: No car glass model exists, continuing without one
INFO: Car loading was successful: F1-02
INFO: Car loading was successful: G4
start engine
start engine
INFO: Got quit message from GUI. Shutting down...
INFO: Shutting down...
INFO: Exiting
Changing anisotropy values did not have any influence on the final result. By the way, I had thought that this situation might happen because of my system antialiasing, anisotropy and texture sharpening (applied with NVidia Settings), but it seems that VDrift manages to ignore them.
Ocirne
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