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I am with max details (except DOf and blur and ubersampling because I don't like DOF and blur and with ubersampling is not smooth ). Although I have clipping and opo up of NPC and object.

Here a video showing the problem.
http://www.zshare.net/video/9297159280d3ac6f/

and screenshots during a movement.
before npc (guards) appear (in red circle)
http://www.casimages.com/img.php?i=110725015125795901.jpg

after npc appear in red circle
http://www.casimages.com/img.php?i=110725015205360126.jpg


Before barrel appear (in red circle)
http://www.casimages.com/img.php?i=110725015203429417.jpg

After barrel appear (in red circle)
http://www.casimages.com/img.php?i=110725015213977869.jpg


I try to increase the distance of fooliage (1.2 to 12.2) and mashdistance scale (1.2 to 12.2) but still clipping of objects and npc.

Is-it normal or not?

And if not: is there a solution for that clipping totally disappear?
nobody can answer me if it's normal or not and if there is a solution or not?
Thanks
With max details? Why not dial them down instead, if your hardware can't handle it? Anyway, there is some texture pop in because that's how it works. No card can pre-render the whole chapter for you and if it's as far away from you as the barrel, it's pretty good anyway. You could turn down LOD distance in the options, that might help a bit. Though I don't see the problem with textures that far away. The texture pop in directly at your feet is much more noteable.

I'm not sure which kind of clipping you mean. But if it's about clothes meshes or such, it's probably done as good as possible. But I get the feeling you mean something else.

You can always buy a graphics card with 10GB memory, if you expect miracles to happen. ;)
Doesn't LOD -, meshdistance and foilage distance only change values for transitional details at long/near distance!.

Low LOD values means, only objects close to the camera has the highest details and objects farther away from camera has less details (like low polygon count models, resolution textures and lower effects)

High LOD values means, objects even at the furthest distance have the high polygon count models, higher resolution textures and normal effects as close distance.

On those lines, I don't think LOD in Witcher 2 changes the distance at which the objects themselves poping in and popping out of existence in 3D space. If the objects themselves don't exist in 3D space, there is no LOD to apply in the first place.

-Edit-

Also whats the point of increasing LOD after a certain point where a model can only be displayed by few pixels on screen (but having huge amount of polygon, texture and other overhead; just a waste of memory and processing).

Just in case there is a bug in the engine where LOD data such as textures is caches for higher values even before the object actually enters the 3D space in the same level. Then the game will be utilizing a very large amount of memory and extra overhead in processing.. crippling the game. (incase there is a bug.. :D )
Post edited July 27, 2011 by Anarki_Hunter