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Antialiasing flicker with exterior cell load distance
Nightly 27 F-Droid, Xiaomi MIUI11 Android 10, SD855
With distant terrain = true
antialiasing = 0 or 2 or 4andexterior cell load distance = 1-> OKantialiasing = 0andexterior cell load distance = 2 or 3 or 4-> OKantialiasing = 2andexterior cell load distance = 2 or 3 or 4-> rarer, slight flickering of edges of medium to high distance objects (trees)antialiasing = 4andexterior cell load distance = 2 or 3 or 4-> continuous flickering of edges of medium to high distance objects (trees) and even my PC in 3rd person view.
Video: flikeringantialasoso.mp4.zip
exterior cell load distance option has been removed from OpenMW.
Since which (OMW Android) version?
Since which (OMW Android) version?
In the nightly version, right after distant statics (object paging) feature merge, it was decided to remove the option for now.
Will retry, thanks
Nightly 42, remove exterior cell load distance, enable antialiasing = 4... Still flickers
Is 42 new enough? F-Droid will have 43 soon...
Also, with what was exterior cell replaced exactly?
It wasn't replaced but we had a much better feature to use instead of loading everything like the exterior cell load distance option.
We have distant land using object paging, so enable distant land and increase the view distance in-game to what suits your device.
It seems your issue is more than likely a driver bug, I hadn't come across issues with antialiasing before, have you tried android's 4x antialiasing option in developer settings of your device?
Looks like bumping exterior cell makes more land appear, so if it was removed it was after nightly 42.
Will retry with 43
Yes, it can be a driver bug, of course
No, I did not enable the Dev options 4x... should I or should I not ? :)
Yes, it can be a driver bug, of course
No, I did not enable the Dev options 4x... should I or should I not ? :)
It might magically work for you, I've been using it since it practically has no performance impact unlike the OpenMW option :)
Updated to 43, still an issue
I removed all my Camera and Cells settings just to be sure.
Also this Nightly is highly unstable even with 4x view distance, at one point I guess it OOMed with 10x since other apps where killed too. :(
I'll try to get some logcat
@AbduSharif
It might magically work for you, I've been using it since it practically has no performance impact unlike the OpenMW option :)
I don't see aliasing on this small screen anyway so I can live with it off :)
Anyway, Until that crash log I've pinpointed the state when this happens better
Texture Filtering and Anisotropy don't seem to matter, it's related to Water actually 😕
So, for 4x AA it flickers on Water shader ON with view distance 4x:
- Refraction OFF, Texture Quality HIGH, Reflection shader detail at WORLD or better
- Refraction ON, Texture Quality MEDIUM or HIGH, Reflection shader detail at WORLD or better
It might show on Texture Quality LOW with a higher view distance from limited testing but it crashes (https://github.com/xyzz/openmw-android/issues/72)
Can you show screenshots? Because again, I don't see such flicker at all.
See OP video
Yup, looks like a driver bug.
If you're on PC and using AMD there might be a way to resolve this, by choosing adaptive anti aliasing, some suggested to do that for OpenMW.