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The blurries!

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us-washington
From time to time Someone reports to me when they are sitting at an airport, suddenly all default scenery and perhaps some placed objects go blurry. Waiting a moment it sometimes comes back to normal but goes blurry again either instantly or very soon. I wish I had saved a screenshot of this. Sometimes you can fly out of the affected area until the scenery clears up, make a turn and fly back... most of the time when the culprit (whatever it may be) comes into your windshield area, the blurries come back.

Some have suggested perhaps certain libraries might cause this, or certain objects in certain libraries. Some say the area is overloaded with objects. Maybe it's a combination of certain objects.

I have found no difinitive answer as yet. I'm working on an area in England which has caused me no problems, but one who is beta testing for me reported he got the blurries at one point. And here I thought I would get them before anyone else due to my get-out-and-push computer.

Has anyone experienced this and/or know what causes it? Bob (aka jyarddog, aka Robert Lacy, cleverly disguised as a responsible adult)
 
Hi,

Do a search around the forum, this topic has been discussed very often already :). But unfortunately never with a clear solution. It usually seems to be an overload of the graphical card or the CPU.

Some people have reported that converting textures to DXT1 solved the problem for them.
 
This does help. Thanks. BTW- DXT1 or DXT3? Is it basically this?: If a texture has few colors or b&w... dxt1, many colors.... dxt3? Or is it more involved than this? Bob
 
DXT1 will support a single bit Alpha Channel and DXT3 will support an interpolated (multi bit) Alpha.. I think it's 4 bits.

If you're using the alpha channel for transparency, a DXT1 alpha is either on or off, transparent or opaque. The DXT3 alpha, when used for transparency can produce varying degrees of transparency such as when used to blend objects into scenery or do a frosted window where one part is opaque and blends into transparency.

JimD
 
ACES seems to recommend DTX5 rather than DXT3 for FSX textures. The resulting file size is identical, and the DXT5 compression algorithim is more robust. It produces less "artifacting" than DXT3. :yikes:

WRT "blurries," Phil Taylor has just released a lengthy PDF document on the subject, where FOUR specific "types" of "blurries" are discussed.
 
I am not sure if this topic is about FsX, but if not using transparancy I would go for DXT1. If you need the 4 bit alpha channel go for DXT3 or DXT5.
 
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