Daily GL General Chat

Snow and rain is one thing, but never try and drive on ice. Stay safe everyone.
 
Stay safe everyone! The snow will be sticking around here since it's so cold. At least it's just on the grass and not the roads now since MoDOT did a good job cleaning up the streets for once lol.
 
Been trying to figure out the black grass/plains shadows glitch in Tifa PLOT II if you cranked up the plains/grass LOD way past the game's default max. It does look really beautiful especially in 4k however the glitch/bug is bothering me lol. recorded the nice scenery with the glitch depending on the camera angle at 2:37:
So apparently the bug is caused by increasing the resolution too no black grass/plains shadows glitch at 1920 x 1080p HD. Managed to somewhat minimize it so that it's occurring a lot less so far by changing the landscapes' LOD:

r.MassiveEnvironment.CoverageLODScale=2
r.MassiveEnvironment.ControlPointScreenSizeThresholdForSimpleInstance=0.02

The "MassiveEnvironment.ControlPointScreenSizeThresholdForSimpleInstance" is for managing the rendering cost of massive environments by controlling when foliage or static mesh instances switch to a lower-detail representation. For some reason assigning it to 0.02 (2%), that is when grass/tree/rock occupies less than 2% of the screen area, it will be rendered using a simpler, less-expensive instance type, works lol

"r.MassiveEnvironment.CoverageLODScale" is for controlling at which high-detail models (meshes) are swapped for lower-detail versions in large environments. For some reason assigning it to 2 works lol. higher values means higher rendering load on the GPU because more high-detail meshes are loaded simultaneously, though my GPU can handle 3 or 4 I believe, but with the black shadows glitch it's not worth it.

Took some pics after the change. Need to experiment more.
KhJl6n9w_o.jpg

DIMvxnTj_o.jpg
 
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Read this tweet:

"Yes, that's true. However, rather than calling it an influence, the music for FFIV was already almost finished by the time ActRaiser was released.

And when ActRaiser finally came out, we were all like, “It’s out!" It may have been the first RPG released on the Super Famicom. Our first RPG on that console was highly anticipated, and of course, we wanted it to be a success. ActRaiser was released before our game, and its sound was completely different from ours.

In that respect, our work was clearly inferior in terms of sound quality. So when the sound programmer and I listened to the sounds of ActRaiser, it gave us goosebumps.
We kept saying to ourselves, “We’ll never be able to reach that level.” I remember that we then went back to our office and completely reworked the sound design of FFIV. But even after that, the final result was still inferior to ActRaiser. It was a game that was truly outstanding in terms of sound design."
 
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