Is this normal?
What render sampling do you have set? Is depth blur enabled? Are you using external or video card controller software for graphics setting or application supported only?
(just curious)
i think i am on native. yes depth blur enables. no injectors or anything. just plain GW2. i was asking about the grass texture below the picture.
I don’t recognize the location but yes, sometimes the textures aren’t all that great.
Look at the horizontal vine/branch that makes up the back wall and the vertical branch to the left of my character going up from that horizontal branch, the one with the obvious split texture. Compared to the other textures these seem very blurry and yes I turned FXAA off for this pic, note the jaggies along her bare arm.
Edit: And I also don’t have DoF blur on, I find it annoying.
RIP City of Heroes
(edited by Behellagh.1468)
i admire the game. it looks beautiful, then suddenly this smudgy texture.
I get this many times in the shiverpeaks locations, especially Timberline Falls and Lornar’s Pass. Usually, if I turn off depth blur, this fuzzy image goes away instantly. It usually occurs just after I waypoint to a new location or waypoint rez on the current map.
I’m on a Mac though.
I get this many times in the shiverpeaks locations, especially Timberline Falls and Lornar’s Pass. Usually, if I turn off depth blur, this fuzzy image goes away instantly. It usually occurs just after I waypoint to a new location or waypoint rez on the current map.
I’m on a Mac though.
it is not the blurry part. i honestly like that. what i am talking about is the grass texture at the bottom.
I thought that was normal, lol, that’s probably why I completely missed it.
It’s normal, some places just look like that.
Based on what it looks like and how it’s done in some other engines, the GW2 world is built on a heightmapped terrain (with a water plane at some height). This would look very boring by itself, so they add detail to the terrain by placing premade 3D objects on it.
Sometimes the premade decorations don’t quite fit or they don’t have one in the right size, so they take a smaller piece and scale it up; when it’s stretched too far, its texturing ends up looking low res compared to its surroundings, just like in the screenshot.
Maybe they could improve on that look by having a detail texture layer that adjusted with object scale to keep the apparent level of detail consistent, or something.