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[r319] Flicker on reflective floors

Posted: Fri Apr 03, 2009 4:24
by Edward850
I seem to be getting this strange flicker on reflective floors.
Video
Graphics card: NVIDIA GeForce 9400 GT
Config: (I can't seem to upload ini files)
[spoiler]

Code: Select all

# This file was generated by GZDoom 1.2.1 (r319) / ZDoom2.3.0 (r1514) on Fri Apr 03 16:18:05 2009

# These are the directories to automatically search for IWADs.
# Each directory should be on a separate line, preceded by Path=
[IWADSearch.Directories]
Path=.
Path=$DOOMWADDIR
Path=$HOME
Path=$PROGDIR
Path=C:\Program Files\Doom\Iwads\

# These are the directories to search for wads added with the -file
# command line parameter, if they cannot be found with the path
# as-is. Layout is the same as for IWADSearch.Directories
[FileSearch.Directories]
Path=$PROGDIR
Path=$DOOMWADDIR

# Files to automatically execute when running the corresponding game.
# Each file should be on its own line, preceded by Path=

[Doom.AutoExec]
Path=C:/Program Files/Doom/Skulltag/autoexec.cfg

[Heretic.AutoExec]
Path=$PROGDIR/autoexec.cfg

[Hexen.AutoExec]
Path=$PROGDIR/autoexec.cfg

[Strife.AutoExec]
Path=$PROGDIR/autoexec.cfg

[Chex.AutoExec]
Path=$PROGDIR/autoexec.cfg

# WAD files to always load. These are loaded after the IWAD but before
# any files added with -file. Place each file on its own line, preceded
# by Path=
[Global.Autoload]

# Wad files to automatically load depending on the game and IWAD you are
# playing.  You may have have files that are loaded for all similar IWADs
# (the game) and files that are only loaded for particular IWADs. For example,
# any files listed under Doom.Autoload will be loaded for any version of Doom,
# but files listed under Doom2.Autoload will only load when you are
# playing Doom 2.

[Doom.Autoload]

[Doom1.Autoload]

[Doom2.Autoload]

[TNT.Autoload]

[Plutonia.Autoload]

[Freedoom.Autoload]

[Freedoom1.Autoload]

[FreeDM.Autoload]

[Heretic.Autoload]

[Hexen.Autoload]

[HexenDK.Autoload]

[HexenDemo.Autoload]

[Strife.Autoload]

[Chex.Autoload]

[Chex3.Autoload]

[AlreadyRemovedZDoomGLSettings]

[LastRun]
Version=208

[GlobalSettings]
gl_clamp_per_texture=false
gl_texture_format=7
gl_texture_filter=4
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gl_depthfog=true
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gl_vid_refreshHz=60
gl_texture_hqresize_target=0

[Doom.Player]
playerclass=Marine
stillbob=0
movebob=0.25
neverswitchonpickup=false
gender=Male
team=255
skin=Synas
color=30 40 50
name=edward850
autoaim=5000

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hud_ammo_yellow=50
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hud_showstats=false
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hud_althud=true
hud_althudscale=2
cl_maxdecals=16777215
cl_spreaddecals=true
wi_noautostartmap=false
wi_showtotaltime=true
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dimcolor=ff d7 00
dimamount=0.2
hud_scale=false
allcheats=false
secretmessage=A Secret is revealed!
cl_bloodtype=1
cl_pufftype=1
addrocketexplosion=false
cl_missiledecals=true
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switchonpickup=1

[Doom.ConsoleAliases]

[Doom.Bindings]
1=slot 1
2=slot 2
3=slot 3
4=slot 4
5=slot 5
6=slot 6
7=slot 7
8=slot 8
9=slot 9
0=slot 0
-=sizedown
Equals=sizeup
tab=togglemap
q=weapprev
w=weapnext
t=messagemode
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.=+moveright
alt=+altattack
space=+use
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p=invquery
d=invprev
f=invnext
c=invuse

[Doom.DoubleBindings]

[Doom.RevealedBotsAndSkins]

[Doom.NetServerInfo]
maxviewpitch=90
sv_corpsequeuesize=64
forcewater=false
sv_smartaim=0
sv_disableautohealth=false
sv_dropstyle=0
compatflags=0

[Doom.tnt_keysection.Bindings]

[Doom.tnt_keysection.DoubleBindings]

[Doom.zarena_keysection.Bindings]
n=mapnotes

[Doom.zarena_keysection.DoubleBindings]

[Doom.zendyn_keysection.Bindings]
r=x_reload
ctrl=x_reload
f=x_object

[Doom.zendyn_keysection.DoubleBindings]

[Doom.RocketSpam_keysection.Bindings]
r=x_reload
ctrl=x_reload

[Doom.RocketSpam_keysection.DoubleBindings]

[/spoiler]

Edit: BINGO. It seems that reflective floors themselves are, in fact, fine. But when the floor attempts to render a texture that has a dynamic light showen on it, then it starts to flicker.

Edit: More help. It seems that forcing addictive lighting cures this problem. It might have something to do with how standard dynamic lights render them selfs in reflective floors.

Re: [r319] Flicker on reflective floors

Posted: Fri Apr 03, 2009 7:33
by Rachael
I've added .ini as an allowed extension, you should be able to post it now without having to

Code: Select all

 it.

As far as the flicker goes, this looks like a hardware issue, to me, most likely manifesting from an old video card. What video card are you using?

I'm sure Linux has a tool that you can post your system specs here that's similar to dxdiag for Windows.

Re: [r319] Flicker on reflective floors

Posted: Fri Apr 03, 2009 8:12
by Edward850
Huh? I did post my Graphics card. Here is my dxdiag information: (Also, I may use Linux, but it still needs a new graphics card)

Re: [r319] Flicker on reflective floors

Posted: Fri Apr 03, 2009 8:19
by Rachael
Ooops, so you did. Sorry about that. ^^

Really, I can't see any reason why that problem would be happening, then. Your graphics card is newer than a lot of the ones I see nowadays, and I cannot see anything else that would be causing the problem.

Re: [r319] Flicker on reflective floors

Posted: Fri Apr 03, 2009 9:57
by Graf Zahl
On all floors or only on specific maps? Last time I checked it was still working.

Re: [r319] Flicker on reflective floors

Posted: Fri Apr 03, 2009 9:59
by Edward850
All floors (that was just the quickest example I could find).

Re: [r319] Flicker on reflective floors

Posted: Wed Apr 08, 2009 15:45
by Enjay
FWIW, on my GeForce 6200 and Geforce GTX285 with r321 reflective floors seem to be working just fine.

Re: [r319] Flicker on reflective floors

Posted: Wed Apr 08, 2009 16:17
by Graf Zahl
For me, too.

Re: [r319] Flicker on reflective floors

Posted: Wed Apr 08, 2009 20:53
by Edward850
Ugh, I'll see if I can make an example wad to see what causes the flicker the most.

Re: [r319] Flicker on reflective floors

Posted: Wed Apr 08, 2009 21:56
by Enjay
Even a crappy integrated Intel chip - no flicker here. :dunno:

Re: [r319] Flicker on reflective floors

Posted: Wed Apr 08, 2009 23:24
by Edward850
Which is where the oddness comes in. There is no logical reason why this bug exists. Shader settings don't fix it, screen size, video settings, nothing. It exists no where and apparently only on my graphics card.

Yes, I did update my drivers.

Re: [r319] Flicker on reflective floors

Posted: Thu Apr 09, 2009 5:57
by Rachael
It could be a defect with the card itself.

From the looks of it, it looks like a software/GPU issue, however, many GPU's exhibit odd behavior when overheated or clocked wrong, especially if there are memory problems.

I don't know of any GPU memory test programs available, but if you find one it certainly would be worth testing your card with.

Then again, this entire post could be wrong... it's just an idea, though.

Re: [r319] Flicker on reflective floors

Posted: Thu Apr 09, 2009 10:43
by Edward850
BINGO. It seems that reflective floors themselves are, in fact, fine.
But when the floor attempts to render a texture that has a dynamic light showen on it, then it starts to flicker.

Re: [r319] Flicker on reflective floors

Posted: Thu Apr 09, 2009 14:12
by Gez
What are your OpenGL settings? I noticed a few odd bugs that went away when I changed my settings.
Image
This went away when I turned on sprite edge smoothing. (Don't ask me how it's related to smooth sprite edges, I have no idea.)


Image
This is more subtle, look at the black diagonal line on the distorted faces. It went away when I enabled texture filtering. I once obtained more dramatic examples of the same glitch with the HQ resize filters, but it wasn't on in this picture of the Unholy Cathedral.

Re: [r319] Flicker on reflective floors

Posted: Thu Apr 09, 2009 20:39
by Edward850
Its hard to tell you specifically what they are, but I do have my config included in my first post.