Lt. Commander
Join Date: Dec 2007
Posts: 120
# 81
03-30-2012, 11:23 PM
Quote:
Originally Posted by helpdeskman
Has anyone tried the new GeForce drivers?
give the latest nVidia beta's a go, if they fix it, let everybody know.
Ensign
Join Date: Aug 2012
Posts: 3
Since this flickering is still goin on I would like to say that my nvidia gt9600 does not flicker but my gtx 560 ti does. Hope this info can help the techs to solve the problem. All drivers are up to date.
Lieutenant
Join Date: Jul 2012
Posts: 37
yup - problem still persists - what bothers me most, is it's not only a known problem, but they even know why it's happening (theres a post I think at the top of this forum detailing something about how they chose to layer their background textures and whatnot - I'll see if I can find the link again)

http://sto-forum.perfectworld.com/sh...d.php?t=263739
current problem appears to be the ghost planets and flickering background nebulae

and for whatever reason it still isn't fixed - this thread is nearing 6 months in age without so much as a peep

I'm really thinking this is a very basic issue that needs to get fixed - it impacts a huge portion of gameplay, and is just obnoxious - and letting it sit this long without any movement is just tacky

Last edited by kermit1013; 08-23-2012 at 08:35 PM.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 2,196
# 84
08-24-2012, 01:14 AM
Issues like this are sometimes not as easy as they first appear. Sometimes they are caused by bugs in systems that the STO team itself doesn't deal with, and can't fix.

In this case, the issue is in some underlying graphics programming. We have a 'core' team of graphics programmers, who do the underlying graphics code that all of our games use.

The Nebulae flickering turned out to be unrelated to the problem of stars drawing in front of planets. The skydome size issue laid out in the above linked post, has been fixed (as of S6 launch at least). The nebulae persist. The STO environment team (the ones who make/place nebulae) has been working with the graphics programming team to figure out what is causing it. We've done numerous tests, and while we've found some things we can do to reduce the flickering, nothing has gotten rid of it completely.

However, I got an email this afternoon from our lead Graphics Programmer, stating that a potential fix has been checked in, and that I should go look through some nebulae to see if the problem is indeed fixed or not. I'm out tomorrow as my mom is visiting, but be assured I will be looking into this on Monday.

I'm sorry this issue has persisted as long as it has, all I can tell you is that we really do want all of these kinds of things fixed as much as you do, but things take time, get prioritized, get shifted due to game breaking stuff, and eventually (hopefully) get fixed.

This issue has not been forgotten.
Only YOU can prevent forum fires!

Starfleet Veteran
Join Date: Jun 2012
Posts: 220
# 85
08-24-2012, 10:46 AM
Quote:
Originally Posted by tacofangs View Post
Issues like this are sometimes not as easy as they first appear. Sometimes they are caused by bugs in systems that the STO team itself doesn't deal with, and can't fix.

In this case, the issue is in some underlying graphics programming. We have a 'core' team of graphics programmers, who do the underlying graphics code that all of our games use.

The Nebulae flickering turned out to be unrelated to the problem of stars drawing in front of planets. The skydome size issue laid out in the above linked post, has been fixed (as of S6 launch at least). The nebulae persist. The STO environment team (the ones who make/place nebulae) has been working with the graphics programming team to figure out what is causing it. We've done numerous tests, and while we've found some things we can do to reduce the flickering, nothing has gotten rid of it completely.

However, I got an email this afternoon from our lead Graphics Programmer, stating that a potential fix has been checked in, and that I should go look through some nebulae to see if the problem is indeed fixed or not. I'm out tomorrow as my mom is visiting, but be assured I will be looking into this on Monday.

I'm sorry this issue has persisted as long as it has, all I can tell you is that we really do want all of these kinds of things fixed as much as you do, but things take time, get prioritized, get shifted due to game breaking stuff, and eventually (hopefully) get fixed.

This issue has not been forgotten.

Hey mr Taco head

From my unreal tournament modding days (i appreciate different engine etc) but there was a similar issue if you placed overlapping meshes or overlapping textures on a sureface you would see a similar flicker to what you see when it happens in STO. Have you epxlored this as a possibility ? btw if your hiring people id gladly take up a post in QA nad if there is an employee referral scheme i will spliut it with you 50/50 imagine how many tacos you could buy
Cryptic Studios Team
Join Date: Jun 2012
Posts: 2,196
# 86
08-24-2012, 08:56 PM
We generally refer to that as "Z-fighting" (as in, two faces are coplanar).
While I agree that's what this looks like, I have looked pretty closely at some of the affected nebulae objects, and cannot find any duplicate faces.

We've gone as recreating this effect on a single triangle, in a skyfile with nothing else in it, so there's something more at work. Anyway, I'll see if we got it fixed on Monday.
Only YOU can prevent forum fires!

Career Officer
Join Date: Jun 2012
Posts: 1,502
# 87
08-25-2012, 05:52 AM
what confuses me to no end is that this same issue happened in Season 4, on a larger scale, it was fixed back then and now with Season 6 it came back as if somebody put old code in the build...
Captain
Join Date: Jun 2012
Posts: 2,156
# 88
08-25-2012, 07:33 AM
Quote:
Originally Posted by Archived Post View Post
Yesterday (after the patch) I've noticed that certain space instances do not display background textures properly. This is mostly the case with nebulas, and from what I've noticed it's not random.

First time I noticed this was during the mission S'harien's Swords (Romulan Front), which I've completed several days ago on a different toon, and didn't experience anything similar. This time, the background nebula textures were flickering and displaying "blocky" textures during camera move. Reported this as a bug in-game.

Today I decided to do some daily missions and I've noticed the same exact issue during one of the Deferi Patrols missions. Here are some screenshots for reference:
http://img804.imageshack.us/img804/3...2010618572.jpg
http://img851.imageshack.us/img851/3...2010618573.jpg
http://img851.imageshack.us/img851/8...2010618585.jpg
The "blocky" textures remain as you can see them above if the camera is still. Upon even a small move they flicker.

I've noticed the same thing in Zaria space zone, a bit to the left from where you warp-in:
http://img194.imageshack.us/img194/4...2010619053.jpg

The reason I say this must be instance related, or specific texture related, is that I didn't notice anything similar during any other mission I've played (i.e. all space STFs, Sol, Sector Blocks, Eta Eridani Dailys etc. are fine). Yet I'm sure this is related to the 05.01.12 patch, because, as I've said, I did those missions several times before and didn't experience anything similar.

No DX11 is involved (my system does not support it). No video configurations were changed and my graphic card (GeForce GTX 460) drivers are up to date.

Anyone else experienced anything like that? Any solutions, perhaps?

EDIT:
Just to be sure, I've made an additional trip to DS9, as I recalled similar nebulas around, but all's fine there. Then I went back to Deferi Sector and got the same mission as before. Background nebulas flickered again - http://img97.imageshack.us/img97/566...2010619433.jpg

This seems to be the case with nebula edges, or places where they transit to normal space.
I remember similar flickering in various areas when I was running on 150% brightness. Examples: Some part of Cardassian space, Haakona system, maybe a few more sector blocks. Very annoying, but it vanished when I switched down to 100%.
------------------------------------------------------------------------
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
And I don't pretend to understand them.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 2,196
# 89
08-29-2012, 10:16 AM
Sadly the potential fix did not accomplish what we wanted, do we're back to the drawing board on this. Sorry guys.
Only YOU can prevent forum fires!

Starfleet Veteran
Join Date: Jun 2012
Posts: 891
# 90
08-29-2012, 10:19 AM
Quote:
Originally Posted by tacofangs View Post
Sadly the potential fix did not accomplish what we wanted, do we're back to the drawing board on this. Sorry guys.
Eh, all in all, not the end of the world.

Speaking of minor annoyances, when are they going to get your splash and water drops effect added back in to SFA? I always go thru the ponds between the lore terminals and the main building. It just isn't the same anymore.
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