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Solution to texture shimmer?

Posted: Tue Nov 04, 2014 11:26 pm
by Nintendo Maniac 64
I have texture shimmering in the original realMyst and I don't know how to get rid of it outside of using the game's Direct3D 7 renderer (which has worse performance and some graphical glitches) along with forcing anisotropic filtering.

I've tried forcing anti-aliasing and anisotropic filtering, but that didn't solve the issue. I know SSAA can be used as a cheaty solution, but I still had shimmering textures even with 4xSSAA @ 1080p, and I don't have the hardware necessary to use more than that (AMD E-350).


Is there some sort of driver setting I'm missing here? FYI I'm using Catalyst 14.9 WQHL.

Re: Solution to texture shimmer?

Posted: Wed Nov 05, 2014 3:18 am
by Zeus
Nintendo Maniac 64 wrote:I've tried forcing anti-aliasing and anisotropic filtering, but that didn't solve the issue.

It looks like forced AF in the Catalyst panel doesn't work (no problem with GeForce cards). I need to figure out why.

Re: Solution to texture shimmer?

Posted: Wed Nov 05, 2014 3:41 am
by Nintendo Maniac 64
I read elsewhere that it is not optimal to include a built-in AF setting - is this still the case?

One thing in particular is that older Intel graphics cannot force AF for Direct3D via their graphics control panel even when the GPU is perfectly capable of doing anisotropic filtering (Intel x3100 iGP comes to mind).

Re: Solution to texture shimmer?

Posted: Sun Nov 09, 2014 11:00 pm
by Zeus
Nintendo Maniac 64 wrote:I read elsewhere that it is not optimal to include a built-in AF setting - is this still the case?

It will never be safe, nobody will reprogram these games, of course.

Nintendo Maniac 64 wrote:One thing in particular is that older Intel graphics cannot force AF for Direct3D via their graphics control panel even when the GPU is perfectly capable of doing anisotropic filtering (Intel x3100 iGP comes to mind).

On the other hand, providing an option that will turn certain Glide games into glitch fest wouldn't be any better...