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Scatter Sky Color Banding


MilkywayM16

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Hey guys, I've found that the default scatter sky object has a pretty noticeable color banding effect. Apparently I'm not the only one because the beamNG devs pointed it out and even fixed it in this blog post:


http://blog.beamng.com/zero-g/


Does anyone have any idea how to fix it? I think it would be something worth looking at to improve torque3D's visuals a bit. I've looked through the source code a bit and even the shaders and I can't really pin down where this problem would be. Any ideas would be appreciated.

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  • 1 month later...

Behind on the T3D version (not sure if this is 3.9 compatible) but some time ago removed some banding with the following change:


in /game/core/scripts/client/defaults.cs


replace

$pref::PostEffect::PreferedHDRFormat = "GFXFormatR8G8B8A8";

with

$pref::PostEffect::PreferedHDRFormat = "GFXFormatR16G16B16A16F";

and regenerate your prefs


That's with HDR of course, so if you have it on then it's worth a try

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Behind on the T3D version (not sure if this is 3.9 compatible) but some time ago removed some banding with the following change:


in /game/core/scripts/client/defaults.cs


replace

$pref::PostEffect::PreferedHDRFormat = "GFXFormatR8G8B8A8";

with

$pref::PostEffect::PreferedHDRFormat = "GFXFormatR16G16B16A16F";

and regenerate your prefs


That's with HDR of course, so if you have it on then it's worth a try

 

Thanks for replying Nils! This could be enough to satisfy, I'll try it out.

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