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Starfield Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

JamesDixon

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Strap Yourselves In Codex Year of the Donut
For those retards that think I'm wrong about texture size=/=texture resolution.

Standard Texture Sizes​


Most graphics hardware requires that your texture images always be a size that is a power of two in each dimension. That means you can use any of the following choices for a texture size: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, or so on (but unless you have a really high-end card, you’ll probably need to stop there).

The textures don’t usually have to be square: they don’t have to have the same size in both dimensions. But each dimension does usually have to be a power of two. So 64 × 128 is all right, for instance, or 512 × 32, or 256 × 256. But you can’t make a texture image that is 200 × 200 pixels, since 200 isn’t a power of two.

By default, Panda3D will automatically rescale any texture image down to the nearest smaller power of two when you read it from disk, so you usually don’t have to think about this–but your application will load faster if you scale your textures properly in the first place.

If you would like Panda3D to rescale your images up to the next larger power of two instead of down to the next smaller power of two, use:

https://docs.panda3d.org/1.10/python/programming/texturing/choosing-a-texture-size

https://gamedev.stackexchange.com/questions/64106/best-practices-of-texture-size

Texture size is the resolution of the texture and is in a power of 2.

You're talking about different things.
Texture resolution is different from render resolution, which is what upscalers change, they don't touch texture resolution. Render resolution refers to the numbers of pixels rendered and displayed on the the screen. A game rendered at 4K has to render 8,294,400 pixels, using fsr/dlss you can render the image at 1080p (2,073,600 pixels) and upscaling the resulting frame to 4k.
What you link there refers to mipmaps and texel density, things that have nothing to do with upscaling.
Mipmaps dynamically change the resolution of a texture based on camera distance(it's used so that you don't render a 4k texture on an object 500m away, where you can't see the difference), and texel density is used as a measurement to ensure that all your texture have a cohesive look between them (in terms of texture resolution).

https://forums.tomshardware.com/threads/question-about-dlss-please.3754174/#post-22637923
https://www.digitaltrends.com/compu...ed-to-know-about-nvidias-rtx-dlss-technology/
https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf

https://learn.microsoft.com/en-us/windows/win32/direct3d9/texture-filtering-with-mipmaps
https://en.wikipedia.org/wiki/Mipmap
https://blog.imaginationtech.com/wh...ing-mipmapping-in-your-graphics-applications/
https://www.beyondextent.com/deep-dives/deepdive-texeldensity#:~:text=Texel density (also referred to,meter (256px/m)
https://www.artstation.com/artwork/qbOqP

Those lower frame resolutions use lower resolution textures. The ones that they use for the object textures are what was present in early 2000s games.

You're looking at the macro and I'm talking about the micro. I understand how frame generation and upscaling works.

Neither one of us is wrong here.
 

OttoQuitmarck

Educated
Joined
Aug 1, 2023
Messages
436

racofer

Thread Incliner
Joined
Apr 5, 2008
Messages
25,921
Location
Your ignore list.
25 years in the making

1693504556082526.png


And this is the ending scene:
 

Late Bloomer

Scholar
Joined
Apr 7, 2022
Messages
4,000
By the way, I didn't see a single white NPC. Pure Negros. Is this future earth?

All of their pre-release advertisement is 90% negroid and homo/lesbian. Most NPC's appear to be negro or mutt. Yes, that is what Bethesda envisions as the future. If that were true, then I don't think we would be in outer space.
 

Senntinel

Novice
Joined
Sep 19, 2014
Messages
11
For those retards that think I'm wrong about texture size=/=texture resolution.

Standard Texture Sizes​


Most graphics hardware requires that your texture images always be a size that is a power of two in each dimension. That means you can use any of the following choices for a texture size: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, or so on (but unless you have a really high-end card, you’ll probably need to stop there).

The textures don’t usually have to be square: they don’t have to have the same size in both dimensions. But each dimension does usually have to be a power of two. So 64 × 128 is all right, for instance, or 512 × 32, or 256 × 256. But you can’t make a texture image that is 200 × 200 pixels, since 200 isn’t a power of two.

By default, Panda3D will automatically rescale any texture image down to the nearest smaller power of two when you read it from disk, so you usually don’t have to think about this–but your application will load faster if you scale your textures properly in the first place.

If you would like Panda3D to rescale your images up to the next larger power of two instead of down to the next smaller power of two, use:

https://docs.panda3d.org/1.10/python/programming/texturing/choosing-a-texture-size

https://gamedev.stackexchange.com/questions/64106/best-practices-of-texture-size

Texture size is the resolution of the texture and is in a power of 2.

You're talking about different things.
Texture resolution is different from render resolution, which is what upscalers change, they don't touch texture resolution. Render resolution refers to the numbers of pixels rendered and displayed on the the screen. A game rendered at 4K has to render 8,294,400 pixels, using fsr/dlss you can render the image at 1080p (2,073,600 pixels) and upscaling the resulting frame to 4k.
What you link there refers to mipmaps and texel density, things that have nothing to do with upscaling.
Mipmaps dynamically change the resolution of a texture based on camera distance(it's used so that you don't render a 4k texture on an object 500m away, where you can't see the difference), and texel density is used as a measurement to ensure that all your texture have a cohesive look between them (in terms of texture resolution).

https://forums.tomshardware.com/threads/question-about-dlss-please.3754174/#post-22637923
https://www.digitaltrends.com/compu...ed-to-know-about-nvidias-rtx-dlss-technology/
https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf

https://learn.microsoft.com/en-us/windows/win32/direct3d9/texture-filtering-with-mipmaps
https://en.wikipedia.org/wiki/Mipmap
https://blog.imaginationtech.com/wh...ing-mipmapping-in-your-graphics-applications/
https://www.beyondextent.com/deep-dives/deepdive-texeldensity#:~:text=Texel density (also referred to,meter (256px/m)
https://www.artstation.com/artwork/qbOqP

Those lower frame resolutions use lower resolution textures. The ones that they use for the object textures are what was present in early 2000s games.

You're looking at the macro and I'm talking about the micro. I understand how frame generation and upscaling works.

Neither one of us is wrong here.
Texture resolution and screen resolution are completely independent. Texture resolution is controlled by your ingame texture settings not the resolution you play at.
Just google does texture resolution depend on screen resolution and you'll find 100s of threads that will explain that. I linked the DLSS docs, please show where it talks about changing the texture resolution.
 

GaelicVigil

Liturgist
Joined
Nov 13, 2013
Messages
483
By the way, I didn't see a single white NPC. Pure Negros. Is this future earth?

All of their pre-release advertisement is 90% negroid and homo/lesbian. Most NPC's appear to be negro or mutt. Yes, that is what Bethesda envisions as the future. If that were true, then I don't think we would be in outer space.

Yeah in reality that city would have buildings burning, garbage in the streets, and shit all over the sidewalks. Only in science fiction are blacks flying spaceships.

Actually, I think I've figured out that scene. Its a flash-mob robbing a Nordstroms.
 

darkpatriot

Arcane
Glory to Ukraine
Joined
Mar 28, 2010
Messages
6,435
Was there any benefit of fully building a settlement in FO4? Or its just pure autism?

The primary benefit (place to stash stuff and restock water) you only needed the barest minimal outpost for, but there were other minor benefits you could get for building it out more.

-Passive resource gathering
-Shops to help sell off loot
-You could build artillery and then use the special weapon to call for artillery fire. It would actually check how much artillery was in range to determine how heavy an artillery barrage was delivered. I believe if no artillery was in range there was no fire, and it would actually have the artillery come in from the correct direction. EDIT: And if you tuned it to the correct radio channel you could hear the radio chatter for the artillery strike.
-DLCs added other stuff like radiation scrubbers, equipment that boosted stats, etc...

However, even for those you only had to build the building needed for it and whatever pop/energy was needed to support it. Building a fully decked out and realistic outpost with a high population didn't really have any benefit.
 
Last edited:

JamesDixon

GM Extraordinaire
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Dumbfuck
Joined
Jul 29, 2015
Messages
11,322
Location
In the ether
Strap Yourselves In Codex Year of the Donut
Texture resolution and screen resolution are completely independent. Texture resolution is controlled by your ingame texture settings not the resolution you play at.
Just google does texture resolution depend on screen resolution and you'll find 100s of threads that will explain that. I linked the DLSS docs, please show where it talks about changing the texture resolution.

You are not a learning animal. I said that they aren't linked, except for in the case of actual generation of the screen resolution that is then upscaled. You are now creating a strawman to argue with.

If you can actually point to where I said that texture resolution is the same as screen resolution let me know. Otherwise shut the fuck up and sit down. I'm tired of retards like you that run your mouth without actually listening.

Do you even know how graphic cards fucking work? Of course not because you're a fucking retard and can't argue with what I actually said ya stupid git.
 

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
13,016
For those retards that think I'm wrong about texture size=/=texture resolution.

Standard Texture Sizes​


Most graphics hardware requires that your texture images always be a size that is a power of two in each dimension. That means you can use any of the following choices for a texture size: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, or so on (but unless you have a really high-end card, you’ll probably need to stop there).

The textures don’t usually have to be square: they don’t have to have the same size in both dimensions. But each dimension does usually have to be a power of two. So 64 × 128 is all right, for instance, or 512 × 32, or 256 × 256. But you can’t make a texture image that is 200 × 200 pixels, since 200 isn’t a power of two.

By default, Panda3D will automatically rescale any texture image down to the nearest smaller power of two when you read it from disk, so you usually don’t have to think about this–but your application will load faster if you scale your textures properly in the first place.

If you would like Panda3D to rescale your images up to the next larger power of two instead of down to the next smaller power of two, use:

https://docs.panda3d.org/1.10/python/programming/texturing/choosing-a-texture-size

https://gamedev.stackexchange.com/questions/64106/best-practices-of-texture-size

Texture size is the resolution of the texture and is in a power of 2.

You're talking about different things.
Texture resolution is different from render resolution, which is what upscalers change, they don't touch texture resolution. Render resolution refers to the numbers of pixels rendered and displayed on the the screen. A game rendered at 4K has to render 8,294,400 pixels, using fsr/dlss you can render the image at 1080p (2,073,600 pixels) and upscaling the resulting frame to 4k.
What you link there refers to mipmaps and texel density, things that have nothing to do with upscaling.
Mipmaps dynamically change the resolution of a texture based on camera distance(it's used so that you don't render a 4k texture on an object 500m away, where you can't see the difference), and texel density is used as a measurement to ensure that all your texture have a cohesive look between them (in terms of texture resolution).

https://forums.tomshardware.com/threads/question-about-dlss-please.3754174/#post-22637923
https://www.digitaltrends.com/compu...ed-to-know-about-nvidias-rtx-dlss-technology/
https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf

https://learn.microsoft.com/en-us/windows/win32/direct3d9/texture-filtering-with-mipmaps
https://en.wikipedia.org/wiki/Mipmap
https://blog.imaginationtech.com/wh...ing-mipmapping-in-your-graphics-applications/
https://www.beyondextent.com/deep-dives/deepdive-texeldensity#:~:text=Texel density (also referred to,meter (256px/m)
https://www.artstation.com/artwork/qbOqP

Those lower frame resolutions use lower resolution textures. The ones that they use for the object textures are what was present in early 2000s games.

You're looking at the macro and I'm talking about the micro. I understand how frame generation and upscaling works.

Neither one of us is wrong here.
Nah, you're 100% wrong and have no idea what you're talking about.
 

Senntinel

Novice
Joined
Sep 19, 2014
Messages
11
Texture resolution and screen resolution are completely independent. Texture resolution is controlled by your ingame texture settings not the resolution you play at.
Just google does texture resolution depend on screen resolution and you'll find 100s of threads that will explain that. I linked the DLSS docs, please show where it talks about changing the texture resolution.

You are not a learning animal. I said that they aren't linked, except for in the case of actual generation of the screen resolution that is then upscaled. You are now creating a strawman to argue with.

If you can actually point to where I said that texture resolution is the same as screen resolution let me know. Otherwise shut the fuck up and sit down. I'm tired of retards like you that run your mouth without actually listening.

Do you even know how graphic cards fucking work? Of course not because you're a fucking retard and can't argue with what I actually said ya stupid git.
I said that they aren't linked, except for in the case of actual generation of the screen resolution that is then upscaled.
Then link some docs cause I haven't read anywhere of fsr/dlss doing that.
 

ind33d

Learned
Joined
Jun 23, 2020
Messages
1,840
So if vanilla is an 88 then modded is a 90+, right? :kingcomrade:
 
Last edited:

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