VOGONS


First post, by Sevirman

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Hello again Dege 😉

I've find out something a bit confusing: Texture Anisotropic filtering is broken from wrapper (D3D mode) side! It does inaccurate filtering, which leads tranparent texture to show small bold edges at distance, and normal texture to have strong comb effect. It happens only for those textures, that don't have game-side mipmapping enabled.

if Forced bilinear Mipmapping from wrapper side enabled then similar issue will appear for every texture at any filtering type except point-sampled. (Even if AF forced from GPU panel!)

Enabling forced mipmapping in Turok 2 while it enabled in the game itself will leads to a crash at launch.

DXVK, or forced filtering from gpu panel only don't have such issues.

In summary: the only way to avoid filtering artifacts is a force AF from gpu panel, and don't use mipmapping in wrapper.

Reply 1 of 5, by Dege

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Ok, I fixed the crash but I couldn't reproduce the texture seems.

Could you attach a screenshot plz? And I'll look into it later.

Reply 2 of 5, by Sevirman

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Sorry for not posting examples at topic creation, was a bit tired and lazy 😉

Ok, first about transparent textures.

Take a close look to fence and plants. When AF forced from nvidia panel everything looks fine (T2_2). When AF used by wrapper only, transparent textures starts to catch neighbour pixels from original image (T2_1). The further textures from player, the more pixel will be catchen, which makes them look bold and they can completely lost transparency.

This is "Image + Black and White (2 colors) Mask" type of textures. Not sure about others.

In a case if auto mimpap was used, forcing AF from gpu panel will not fix that issue.

P.S. Careful with tests, textures (fences) from original unmodded game also have black junk pixels due bad masks.

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Second about normal textures and automipmap.

Textures at distance have a bit comby look. I can be wrong, but is this something about mipmap lod bias?

Now comparison of gate at distance, image croped and enlarged. First one (smooth looking, T2_4) is a native mipmap, which is somewhat 0.5 lod bias. Second image (T2_3) is forced mipmap, it have pixelated, unsmooth, flickering in motion look, which is equal to lod bias -2.0 forced from DXVK.

It should be zero by default for my opinion. Would be extremely useful to have forced lod bias option for mipmapped textures, no matter native mipmap or autogen'ed.

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Third (Bonus), Hehe

Remember about reported startup freeze bug that happens with dgvooodo if dx11 used and game forced to 1-core? I think it can be fixed from wrapper side, because i've somehow fixed it in nvidia driver file itself (nvwgf2um.dll). Seriously, those 1-core issues should be fixed (startup freeze, window state lock, mouse on-screen bug, window size lock), its a very needed for old games that works bad with multicore. Yet again, using dxvk will fix such issue ultimately.

Reply 3 of 5, by Sevirman

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Addition: While you fixed crash in 2.86.1, forced automipmap don't do anything if ingame mipmap enabled. That means textures that are not flagged for mipmapping will keep its comby look.

Reply 4 of 5, by Dege

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1) I can't see any difference on your screenshots
2) Yes, only textures that has 1 mipmap level will have additional generated ones

Reply 5 of 5, by Sevirman

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Dege wrote on 2025-04-27, 13:29:

1) I can't see any difference on your screenshots

Ok... I made slidable version with labels:

Filtering https://cdn.knightlab.com/libs/juxtapose/late … 23-0936e1cb08fb
Mipmapping: https://cdn.knightlab.com/libs/juxtapose/late … 23-0936e1cb08fb

Forced mipmapping combines both filtering issue and sharp-pixelated textures issue which can be seen above.

Dege wrote on 2025-04-27, 13:29:

2) Yes, only textures that has 1 mipmap level will have additional generated ones

It will not generate mipmap levels at all in a case if mipmapping feature was enabled in the game, but texture itself was not passed to mipmapping (aka flaged to ignore mipmapping), means still 1 level, but forcing will not work already.