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Antialiasing flicker with exterior cell load distance

Open licaon-kter opened this issue 6 years ago • 15 comments

Nightly 27 F-Droid, Xiaomi MIUI11 Android 10, SD855

With distant terrain = true

  • antialiasing = 0 or 2 or 4 and exterior cell load distance = 1 -> OK
  • antialiasing = 0 and exterior cell load distance = 2 or 3 or 4 -> OK
  • antialiasing = 2 and exterior cell load distance = 2 or 3 or 4 -> rarer, slight flickering of edges of medium to high distance objects (trees)
  • antialiasing = 4 and exterior 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

licaon-kter avatar Oct 26 '19 01:10 licaon-kter

exterior cell load distance option has been removed from OpenMW.

AbduSharif avatar Mar 02 '21 20:03 AbduSharif

Since which (OMW Android) version?

licaon-kter avatar Mar 03 '21 05:03 licaon-kter

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.

AbduSharif avatar Mar 03 '21 07:03 AbduSharif

Will retry, thanks

licaon-kter avatar Mar 03 '21 07:03 licaon-kter

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?

licaon-kter avatar Mar 03 '21 07:03 licaon-kter

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?

AbduSharif avatar Mar 03 '21 08:03 AbduSharif

Looks like bumping exterior cell makes more land appear, so if it was removed it was after nightly 42.

Will retry with 43

licaon-kter avatar Mar 03 '21 08:03 licaon-kter

Yes, it can be a driver bug, of course

No, I did not enable the Dev options 4x... should I or should I not ? :)

licaon-kter avatar Mar 03 '21 08:03 licaon-kter

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 :)

AbduSharif avatar Mar 03 '21 08:03 AbduSharif

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

licaon-kter avatar Mar 04 '21 11:03 licaon-kter

@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)

licaon-kter avatar Mar 04 '21 12:03 licaon-kter

Can you show screenshots? Because again, I don't see such flicker at all.

AbduSharif avatar Mar 04 '21 13:03 AbduSharif

See OP video

licaon-kter avatar Mar 04 '21 15:03 licaon-kter

Yup, looks like a driver bug.

AbduSharif avatar Mar 04 '21 18:03 AbduSharif

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.

AbduSharif avatar Mar 04 '21 18:03 AbduSharif