I noticed it before but I've never seen it this bad until looking at the shallow parts of water. Do you know what might be causing this?
I see it on both Intel and Nvidia.
Here is a video I made, I cranked up the view distance (666666) and currently loaded cells (18) so it will be about 15fps @ 720p.
https://youtu.be/4LmzpdhNHds
at about 1:40 you really see it... black lines everywhere.
Water shader rendering issues
- psi29a
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Re: Water shader rendering issues
Looks like z-fighting. Try reducing the view distance or increasing the near clip plane.
- psi29a
- Posts: 5362
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
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Re: Water shader rendering issues
Changing the view distance doesn't help, but I did notice that pushing the clip plane to 8.0 reduced it a bit but it was still there and noticeable.
Would you like a copy of the ESP for testing?
Would you like a copy of the ESP for testing?
Re: Water shader rendering issues
Increasing the depth buffer's..depth may help a bit too, though I'm not sure if OpenMW exposes an option for that anywhere (I'm not sure what its default depth is, either). Another thing that could help is for OpenMW to use a logarithmic depth buffer, since the default scheme used by OpenGL and D3D puts an absurd amount of precision in the first few world units which causes the more distant pixels to start fighting over the same depth location a lot earlier (for OpenGL, this would require using the GL_ARB_clip_control extension to change the depth mode).