Grainy/dithered transparency

ninjahedge

New member
Hello all.

I recently changed my settings from 4K to a standard 16:9 HD to optimize performance and get a solid 60 out of it.

I get some jitters, but not as bad as before, and there still seems to be a progressive performance bugs that causes these hangups that get longer and more frequent as time goes on. Restarting the game clears this, but I have been dropped at the final summary screens.

ANYWAY, after changing the resolution, I noticed that some things started happening. First, some items started getting blocky. I was punching a soul vending machine and the top bar got a bit ghosty and blocky for some reason. I have not been able to faithfully recreate it, but setting it up for 2X or DLSS did nothing. Auto scaling or 2X manual did nothing, turning the focus down, nothing.

Now looking further, I noticed that the object transparency got speckled/dithered. I could stand behind any of the ghosts in the lobby and see my character through them like they were just shadowed, but as soon as I went around Abrams, I had speckles on both mine, and the see-through Abrams character.

What changed? This was not an issue a month ago. Setting the resolution back to 4K helped, but only because the speckles were smaller.

What can correct this, and if nothing can, when can you (yes you Valve/Unreal) fix it?
 
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From: https://www.playdeadlock.com/oldgods
A new Camera Hole Punch system reduces the amount of unexpected camera movement when running in front of obstructions. The camera will peer through the objects instead of pushing toward the player character.
This is working as intended. I don't know why the devs opted for pink noise vs alpha transparency, but I'd guess it's for performance reasons.
 
SO they call it pink noise... AND it isn't my machine.

I can see where that would be a performance boost, but it sucks when I deliberately go half res (On a 4K going half res at top detail is fine).

I also notices anti-aliasing is a bit rough... I did not see any separate control for that.

Thanks RT.
 
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