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Showing results for tags 'foliage'.
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Hello Squids, So I recently built a new rig, upgrading from my GTX 950m laptop to a Ryzen 5 2600 + RX 580. The game runs great, but I am experiencing flickering/shimmering, most noticeably on foliage at a distance. The only way to prevent the flickering is to use TAA, but TAA causes ghosting and distorted optics. So far I have tried: Clean install drivers, Clearing PCI slot of any dust/debris, Modifying radeon settings to use in-game, override and enhance, and just about every configuration of radeon and in-game settings I could think of. Video of issue (The compression from upload has made the issue less obvious.) https://drive.google.com/file/d/144c4iGYjlNd31x4WC2DmrKlFCc3JPTBq/view?usp=sharing
Hey guys. From the first time I installed the game, I'm having issues with the graphics. First of all, I have 2x GTX 770 4GB but for Squad I'm using Single GPU Profile (SLI seems to be causing problems). However, regardless of what graphic settings I use, the foliage (trees, flowers etc) seems very "textury" and ugly. Even if I set foliage to Epic along with 1.5 supersampling, the improvement is so minor that I can't even notice any difference at all. Is that normal? I have attached 2 in-game screenshots along with my settings. Thanks in advance.
Niklasgunner posted a topic in General DiscussionSquad is a very good looking game after V8, the ambience and lighting changes have done wonders, which is no suprise since lighting probably is the most important factor in achieving photorealism. Still, there is something really off about some of the foliage in the game, and I don't think I'm just nitpicking either. It is mainly the grass, and it is killing the looks of an otherwise pretty game. Look at these two screenshots, both seem fairly realistic and the general color palette seems right, this is how Squad shoud ideally look most of the time, the thing is, it doesn't. What I did is, I intentionally hid most of the grass foliage. Often you will be looking at something like this: Here something feels very off. I believe that it is the mainly the attempt to add shadows to the grass texture itself, which seems weird since that wouldn't happen on a bright sunny day, where the light would just shine through. The grass also seems too lush and long for such an arid terrain. But there are much worse examples. In these two images, the grass foliage looks WAY to dark, and clashes with the otherwise grey environment. It happens when you face towards the sun. This is most noticeable on the overcast version of Logar Valley, where the constrast between dark, even close to black, grass clashes with an otherwise bright grey ground texture. You also notice this black grass sticking out on the second picture at the beginning off the thread, on the right side behind the poppy field. It kinda makes my eyes bleed. Fools Road is also a bad offender at this, but it is not as noticeable since its environment is mostly green, but on grey hillsides there still is the same foliage/ground contrast clash. For the end of this Thread, here is an example about how I think it should probably look like. On Kohat, the grass is a lot more fitting, it doesn't clash with the dry ground, it looks how you expect grass to look in an arid country. Having some lush grass on maps like chora, where there is irrrigation streams everywhere, or logar valley, makes sense, I don't want them to look like dry wastelands, but they just seem too randomly placed, too dark and too lush to fit into the environments. Same goes for the hillshides on Fools Road. I don't expect the mappers to redo all grass foliage, which would be a stupid amount of work, but maybe change those specific foliage textures to be more fitting? Do people agree? Am I being silly about this? There is times when the game looks really amazing, especially on Kohat and Gorodok, but I am convinced that the unfitting foliage is dragging down the visuals of an otherwise really good looking game.
Name: "Tresenka Border" Landscape: Alpine Climate: Cold Alpine in the higher area closer to the airbase and cold, wet, muddy forests in the lower valley. Dense forests, small water canals, muddy dirt paths, one main highway. Setting: Tresenka Border takes place in a fictional setting along the border between Russia and a country at war. Fighters from the warring country continuously use the river and mountainous terrain to cross into Russian territory aswell as making use of old WWII trenches. However as fighting has intensified in the region, Insurgents have pushed through the border-crossing while Russian forces' increased security will now be on the defensive to protect it's military installations and small civilian population in the region. This battle will take place in a clash near a military airbase just outside of the border between the Russian Federation and Insurgent forces. Factions: Russian Federation vs Insurgents Design Plans: Large scale map designed for Infantry, Transportation, Light Armor and Heavy armor fighting in a heavily forested area. High vantage overwatch military installations, some bunkers carved into the mountains, Radar stations. Custom buildings and assets also planned. Inspirations: Battlefield 2 , Project Reality, Altai Range (Battlefield 4) for setting, Damavand Peak (Battlefield 3). Screenshots: (link) First Rough Pass Update 1 Update 2 - Lighting and Environment Note: This is my first creation using Unreal Engine 4 but i'm so excited and determined to complete this map . Terrain textures were pretty hard for me to get right and natural looking. I'm on my third pass so far so the snow capped mountains are indeed a work-in-progress . Update: Worked on the mountain side and terrain a bit more. Check the album above for screenshots! Feedback and Suggestions are greatly appreciated!