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depth artifacts

Started by vcGamer Sep 18, 2005 at 4:24 AM 4 replies 1.3k views
Original Post
vcGamer
vcGamer
I'm using a GeForce 6200 Go (256MB) to render a scene consisting of several huge terrains, but I have depth artifacts specially when using high values for far plane, I MUST give the user very high view depths, so I have to use high values for far plane (AM I RIGHT?), what's happened for W-buffer, I remember I used it on my older systems and there were no more problems, but now 6200 doesn't support it? why? I use D3DFMT_D24S8 which seems good enough; how can I have really deep views and meanwhile avoiding artifacts, please help me... thanks www.galaxyroad.com PowerX Engine
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sirob
sirob
You have the option of using a depth buffer of 32 bits, however you won't be able to use a Depth-Stencil buffer, which provides a certain speed increase. If you don't intend to use a stencil buffer, I'd definatly use 32 bits (I'm assuming your card supports it). If you plan on using the stencil, I'd test performance with 2 seperate buffers - a 32 bit depth and 8 (or more) stencil.

Hope this helps.
Sirob Yes.» - status: Work-O-Rama.
999999999
999999999
Doesn't really GeForce6200 support w-buffer?
Scoob Droolins
Scoob Droolins
i havent seen a 32-bit zbuffer in years - there's practically no support for them anymore. you could try rendering in stages - really far stuff 1st (znear=1000, zfar=10000), middle stuff 2nd (znear=100, zfar=1000), then close stuff (znear=1, zfar=100). also, check here for a zbuffer calculator, where you can play with some values.

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