Invisible grid in ground textures in cities

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Glarthir
Posts: 2
Joined: Mon Nov 05, 2018 9:19 pm

Invisible grid in ground textures in cities

Post by Glarthir » Mon Nov 05, 2018 9:30 pm

Hey everyone, thanks for all your awesome work!

As in the title: I get these lines in the city ground textures. They make the ground texture beneath it visible in thin lines so I can see for example water under a path.

These are the mods I use plus enhanced ost and sprites for npcs:
Mountains and hills
Handpainted models - main
Handpainted models - buildings
Real Grass
Archeologists
Birds of DF
Loading Screen

Also how much did I mess up the load order? xS

Glarthir
Posts: 2
Joined: Mon Nov 05, 2018 9:19 pm

Re: Invisible grid in ground textures in cities

Post by Glarthir » Mon Nov 05, 2018 9:33 pm

*Pic:Image

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Nystul
Posts: 1389
Joined: Mon Mar 23, 2015 8:31 am

Re: Invisible grid in ground textures in cities

Post by Nystul » Tue Nov 06, 2018 5:01 pm

mip mapping issue, may be related to gpu drivers.
try if disabling texture filtering helps

BansheeXYZ
Posts: 527
Joined: Fri Oct 23, 2015 8:19 pm

Re: Invisible grid in ground textures in cities

Post by BansheeXYZ » Sat Dec 15, 2018 12:46 pm

I'd like to try and solve this issue as well and gather more information about it. I don't know what the OP is using for GPU, but I am using Intel Integrated HD530 with the latest graphics drivers on Windows 10. They've always been there for me in this program, and only this program.

Should I file a bug report to Unity or Intel? What API is DFUnity using? I'm assuming it's OpenGL? Is there any way to change it to Direct3d and see if that clears it up?
mips.png
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Interkarma
Posts: 5007
Joined: Sun Mar 22, 2015 1:51 am

Re: Invisible grid in ground textures in cities

Post by Interkarma » Sat Dec 15, 2018 1:28 pm

I've only ever seen this with Intel integrated GPUs (not sure about AMD). Seems to be a precision issue at boundary - possibly a difference with how shader instructions are optimised or executed on these down-level graphics processors compared to discrete GPUs with more power.

Minimum GPU spec for Daggerfall Unity is roughly a GeForce 660 from 2012. Adding even a 6 year old GPU like the 660 will still perform over 2x better than the iGPU on a modern i7-8700k Coffee Lake processor. There will be other benefits as well like much higher fill rate and lighting performance.

But that's not to say the terrain texturing shader couldn't be improved and these problems fixed for low-spec rigs. I'm no shader expert, and fix might even be relatively simple. If someone takes a look and resolves it, send me a PR and I'd be happy to take a look. :)

BansheeXYZ
Posts: 527
Joined: Fri Oct 23, 2015 8:19 pm

Re: Invisible grid in ground textures in cities

Post by BansheeXYZ » Sun Dec 16, 2018 12:07 pm

Interkarma wrote:
Sat Dec 15, 2018 1:28 pm
Minimum GPU spec for Daggerfall Unity is roughly a GeForce 660 from 2012. Adding even a 6 year old GPU like the 660 will still perform over 2x better than the iGPU on a modern i7-8700k Coffee Lake processor. There will be other benefits as well like much higher fill rate and lighting performance.
If you're wondering why I don't use a discrete, it's because I have a silent mini-itx build with a 130w dc power brick. I don't do a lot of pc gaming, mostly emulators and dota. If I were to get a discrete card, it would be a 30watt nvidia gt1030.

So there's no way to use Direct3D or Vulkan?

BansheeXYZ
Posts: 527
Joined: Fri Oct 23, 2015 8:19 pm

Re: Invisible grid in ground textures in cities

Post by BansheeXYZ » Sat Jan 19, 2019 12:49 pm

It's possible that this is Intel graphics driver related like the floor grids, so I'm posting it here. There is a vertical line 1 pixel wide that if I place my crosshair on it, the sky texture disappears. Save below. If everyone else gets it, feel free to move this to the bugs section.

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Interkarma
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Joined: Sun Mar 22, 2015 1:51 am

Re: Invisible grid in ground textures in cities

Post by Interkarma » Sat Jan 19, 2019 10:07 pm

BansheeXYZ wrote:
Sat Jan 19, 2019 12:49 pm
It's possible that this is Intel graphics driver related like the floor grids, so I'm posting it here. There is a vertical line 1 pixel wide that if I place my crosshair on it, the sky texture disappears. Save below. If everyone else gets it, feel free to move this to the bugs section.
I can confirm this is a bug is my classic sky code. I thinks it's a gap in my math (never my strongest quality) for calculating sliding sky texture offset.

I've been meaning to look at this one for ages, but haven't gotten around to it yet. Feel free to add a bug report if you like, that will make sure it gets looked at later. :)

chantling
Posts: 9
Joined: Tue Nov 27, 2018 2:15 pm

Re: Invisible grid in ground textures in cities

Post by chantling » Tue Jan 22, 2019 4:38 am

The ground seam's not an Intel issue. I was getting the same issue on a GTX460 (I know, below spec, but it ran). I was also getting seams along the edges of stairs in dungeons and some seams in walls. Also quite a few 3d objects appeared to be floating just above the ground, although it might be an issue with shadows rather than object placement. I just chalked it up to one of the mods I installed.
Spoiler!
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Just got a radeon RX570 a few days ago. Aside from loading DFUnity briefly to see what kind of fps difference I got, I didn't play with it until this new release. Immediately rushed to try out the new smaller dungeons and it appears that the seams are gone. Not sure if it's the new card or the new version of DFUnity. Still have the seams on the ground and the floating objects, though.
Last edited by chantling on Tue Jan 22, 2019 4:46 am, edited 1 time in total.

chantling
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Joined: Tue Nov 27, 2018 2:15 pm

Re: Invisible grid in ground textures in cities

Post by chantling » Tue Jan 22, 2019 4:44 am

Ground seams:
Spoiler!
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