Jump to content

flohofwoe

Members
  • Posts

    2
  • Joined

  • Last visited

Everything posted by flohofwoe

  1. Just my 2c: hardware texture compression algorithms are optimized for color textures and usually introduce block artefacts when used on normal maps which are especially visible in specular highlights. This quality tradeoff might explain why DCS is using those expensive 32-bit uncompressed texture formats, those don't suffer from compression artefacts. *However* there are long-established tricks to encode normal map data into compressed texture formats with minimal quality loss, but those require to fix pixel shaders so that they decode back into 3-component normal data again. For a historical background see for instance: https://www.gamasutra.com/view/feature/130906/texture_compression_techniques_and_.php TBH it's a bit baffling that DCS World doesn't use one of those normal map compression techniques. You're paying with a hardly perceptible quality decrease but gain a lot of video card memory and texture sampling performance (because smaller textures also means better use of the texture unit caches).
  2. Same problem here, in the mission editor, the unit Korshun holds until User Flag 6 is set. This flag is set in the trigger "Zona 2", and the trigger is definitely triggered in the mission (I see the text message and hear the voice over in the same actions block where flag 6 is set), but the unit Korshun doesn't leave the "Hold" state.
×
×
  • Create New...