Halseth

Citizen
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  1. Quote:
    Originally Posted by StrykerX View Post
    The Character Detail slider is what controls how far away the gamed displays high resolution textures. Turn it down to 50% or so and you can get much closer and still get the "conehead" effect. I remember that in the old days (pre-Ultra Mode) you could use a slash command or possibly editing a config file to increase draw distances well above 200% but they removed that capability during one of the the graphics upgrades, presumably to avoid massive graphics lag / crashes with the new upgraded textures. 200% character detail may not equal the same draw distance it used to either (I'm not sure if they shortened it when they went Ultra), but I know if you had tweaked things to display high res textures beyond 200% distance that won't be working now.
    Hmmm...I can't remember if I did, but I guess it's certainly a possibility. If so, and this is just how things are nowadays, that's a bit disappointing.

    It's kind of distracting having them become detailed so late. I saw a random female NPC citizen last night that was wearing a skirt but when you got more than 50 feet away from her the back of her skirt disappeared...I'm literally being flashed by NPCs.
  2. Do you normally get the conehead effect at all? My main issue was that I don't ever remember the graphics doing that before. Not at any distance that was noticeable at least.

    I may just be completely confused and it's always been like this. Either way, it's weird it's happening to me at slightly shorter distances.
  3. I discovered I was using very old drivers before and updated them hoping it would solve the issue, but no luck there either. I'm using the most up to date drivers for my card and have been since before I took those pictures. Same issue both before and after the driver update.
  4. When you click the question mark next that particular Shader Quality it says that it's only available if you are customizing on the Recommended graphics quality or lower. Since I'm using the Ultra Mode Options I think the shaders are actually handled through Advanced Shadow Settings and Shadow Quality; which means that other Shader Quality setter is made N/A since it's done elsewhere for higher settings. When Advanced Shadow Settings is enabled it has a quality setting you can adjust for Shaders, but like I said I tested it and it didn't solve the issue.

    I'm not too worried about the jaggies on far away characters, I'm more concerned that they turn into coneheads and their legs turn into stick figure legs when I'm more than 50 ft away from them. Lots of graphical quality popping in and out. I could understand that at farther distances, but it seems like it doesn't happen until I'm almost on top of the NPCs.

    I do appreciate you trying to help me. Just a frustrating issue.
  5. Graphics Card is a GeForce GTX 260.

    Here's a screenshot of my settings:



    FSAA is off, but I tested it and it didn't seem to help the issue at all even at 16x.

    I also tried setting Advanced Shadow Settings to Enabled and setting all the options it opens up to as high as possible. Didn't change things either. I mean, things looked better in general, but the issue was still there.
  6. I just came back from a long break of not playing CoH and there's something that's been bugging me graphically about it that I either don't remember or never had before.

    What I'm wanting to do is set the graphics high enough that NPCs will stay higher poly looking for at least almost as far as my draw distance will show them. Currently, however, they seem to very often only switch from low poly to higher poly when I get fairly close to them. Closer than I think they should be doing so at least, as it's quite noticeable. Especially when you keep going back and forth between the point they switch at and they quickly flash from low to high and then to low again. The low poly stuff makes them look like they have cones for heads, and it's a bit disappointing.

    I can't figure out what graphics option I need to adjust to fix this. I have both World Detail and Character Detail at 200% and both World Texture Quality and Character Texture Quality at Very High.

    Here's a picture that shows what it looks like:



    Note how the head of the guy standing in front of the lighted window goes from low poly body and almost no head to actually having a full head.

    Does anyone know what I need to adjust to fix this so the low poly stuff will go away or be changed to high poly at such a distance that it's practically unnoticeable? Or is this just how the game is designed?
  7. Yeah, I was kind of conflicted as far as where I should post this. I guess there's no harm is trying over there as well.

    Thanks anyway.
  8. I just came back from a long break of not playing CoH and there's something that's been bugging me graphically about it that I either don't remember or never had before.

    What I'm wanting to do is set the graphics high enough that NPCs will stay higher poly looking for at least almost as far as my draw distance will show them. Currently, however, they seem to very often only switch from low poly to higher poly when I get fairly close to them. Closer than I think they should be doing so at least, as it's quite noticeable. Especially when you keep going back and forth between the point they switch at and they quickly flash from low to high and then to low again. The low poly stuff makes them look like they have cones for heads, and it's a bit disappointing.

    I can't figure out what graphics option I need to adjust to fix this. I have both World Detail and Character Detail at 200% and both World Texture Quality and Character Texture Quality at Very High.

    Here's a picture that shows what it looks like:



    Note how the head of the guy standing in front of the lighted window goes from low poly body and almost no head to actually having a full head.

    Does anyone know what I need to adjust to fix this so the low poly stuff will go away or be changed to high poly at such a distance that it's practically unnoticeable? Or is this just how the game is designed?
  9. But why make the effect a rainbow in the first place? I mean, sure, it makes it obvious what's going on, but there must have been a better option. Or do rainbows have some dark, twisted purpose in the CoX Universe that I'm unaware of?
  10. The glowing rainbow aura that pops up whenever a Dominator's Domination inherent ability either can be or is activated feels a bit odd and out of place considering what it's supposed to represent. A way to change it, and possibly other inherent power effects, or simply a choice between a couple different colors would be awesome.

    I don't mind there being an effect, and I understand how it's important for there to be an obvious effect so that other players realize the Dominator is now a bit more dangerous, but having the graphical effect that's supposed to represent reaching the highest level of a Dominator's sadistic nature be...rainbows...just seems odd to me. I'd love to see something a bit more dark or sinister looking.
  11. So I've been thinking of leveling up a Dominator, but I've quickly discovered a distaste for the glowing rainbow aura that pops up whenever Domination either can be or is activated. Is there anyway to change the graphical effect for it to something different? I don't mind there being an effect, and I understand how it's important for there to be an obvious effect so that other players realize the Dominator is now a bit more dangerous, but having the graphical effect that's supposed to represent reaching the highest level of a Dominator's sadistic nature be...rainbows...just seems odd to me.