Hi all. Im getting some strange black/white texture mass's when zooming in and out sometimes and the lighting effects seem to flicker from time to time . in all honesty its hard to explain. I have the steam community overlay disabled All settings are maxed aside from FXAA and scaling is left on 100% I'm running a Nvidia 780ti and the latest whql drivers 332.21 Cpu - 3770k @ 4.5ghz 16gb ram Many thanks Ed
setting virtual texturing to "Meduim" should stop texture loading/mapping error on planets (Black sqaures slowly turning to textured planet). Flickering in lighting is most likely a "HDR" problem, try disable HDR in settings as well to see if flickering lighting stops...
It's an HDR flicker that didn't get fixed before the patch shipped. A Dev posted a fix but I don't have it handy sorry.
To fix HDR flicker manually.. 1, Open windows explorer.. 2a, uber version go to this folder -- C:\Program Files (x86)\Planetary Annihilation\PA\media\shaders\ 2b, steam version go here -- C:\Program Files (x86)\Steam\SteamApps\Common\Planetary Annihilation\PA\media\shaders\ 3, Edit "post_hdr_average.fs" with notepad 4, Delete the text in this file (The buggy shader coding) 5, copy and paste shader code below from the code box into the open notepad file 6, save file "post_hdr_average.fs" replacing the original 7, Now run PA.. HDR should now work without flickering. Pressing verify files will restore the original uber shader Code: #version 140 #ifdef GL_ES precision mediump float; #endif uniform sampler2D PostSourceTexture; uniform sampler2D HdrAvgLuminance; uniform vec4 PostBrightParams; varying vec2 v_TexCoord; varying vec4 v_Color; void main() { float average = texture2D(PostSourceTexture, vec2(0.5, 0.5)).x; float running_avg = texture2D(HdrAvgLuminance, vec2(0.5, 0.5)).x; if (isnan(average) || isinf(average)) average = running_avg; float total_delta = average - running_avg; float avgLumDelta; if (total_delta < 0) avgLumDelta = max(PostBrightParams.x * 0.007 * total_delta, total_delta); else avgLumDelta = min(PostBrightParams.x * 0.007 * total_delta, total_delta); gl_FragColor = vec4(avgLumDelta + running_avg, 0.0, 0.0, 0.0); }