Weird texture quality problem

commodore

When I start testing in rFactor my car has high quality textures (I have player detail set to full and opponent detail to low) but when I start a race weekend my car has very low quality textures :S. Is this the usual behaviour of rFactor (I haven't noticed it before) or is this a problem with my mod?
 
If your Video memory runs full, rfactor reduces texture details automatically.
You can check that, by pressing ctrl+f two times on track.
If you see a yellow bar that means your vram was full.
 
Thank you I had no idea! Also, thank you for your awesome cubemaps, my mod would definitely look worse if it weren't for you :)
 
I made a mistake. When I tried that ctrl+f thing I had set the opponent's quality to full as well. I now tried it again and my original problem is still valid - when I have opponents set to low and player set to full then the player will have low quality textures too and the ctrl+f bar was green. I thought maybe it's because the opponents and the player used the same textures but that would be stupid, I would have to make separate tire textures and everything. What can the problem be?
 
Ok maybe you can't understand me. This is what I see when I'm either testing or having a race weekend with both player and opponent quality set to full:
m0Q5E.jpg

But when I have the opponent quality set to low (but player quality is still full) I will see this in a race weekend:
tWrCN.jpg

That Ctrl+F bar is green.
 
How much VRAM do you have on your video card?

First, check if offline practice everything is OK. Then fire up race weekend with just one AI. If during offline practice everything's fine and with one AI you have that issue... then I have no idea how it can be possible :)
 
Yes this happens even with just 1 AI driver. I have an Nvidia GeForce 6600 GT card (I'm not very wealthy :p).
 
The issue happens only when you are looking the cars in the replay?

If yes, the thing is normal, becouse in the replay your car is seen like an AI car.

So you have to set a good opponents detail level in order to see, in the replay, your car with detailed textures.
 
Try checking this line in the PLR file:
Code:
Auto Detail Framerate="25" // Details and visible vehicles will be automatically reduced (by up to half) if framerate is under this threshold (0 to disable)
There's also a GUI element that controls this value as far as I know, but I can't remember its exact name right now.

If this value is set too high, it could come into effect as soon as another car is loaded, because the FPS would drop below the threshold. For me, personally, I found a value between 20 and 25 to be the absolute minimum to prevent any unexpected performance issues at the start of a race.
 
No this doesn't happen with replays. I experience this when driving too.

I had that setting at 0.
 
first you need to control your vmem by pressing ctrl+f twice.
if the bar is green, and auto detail fps is set to 0 / disabled you should get maximum texture quality if set in the options to mex.
If you have an ati card also set texture quality to max in the ccc.
 
Could it be a case of "colliding" material names between different vehicles in the mod?
 
I had similar issue and solved it by setting agp aperture size in the bios to at least 32mb.
 
my car has high quality textures (I have player detail set to full and opponent detail to low)

Another factor that can cause this, when an opponent car shares the same texture and material as you the driver, this will depend on mod, but in that case, that same texture will reduce to the quality of the opponent setting.

As said, you can try to keep the low opponent setting ingame ( this means lowest car model detail setting ) and setting and force the texture resolution indepently via the PLR overrides

set it like so

Opponent Texture Override="3" // This is max setting

so in that case texture resolution will be treated as if it were on full for oppoenents. Once done, changing the settings ingame via menus may overwrite that again, so edit by hand and test.

On your GPU however, performance will probably suffer badly in most mods. Added to that when rF knows it begins to run out of video memeory it will autodegrade anyway.
 
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i've had exactly the same problem. blurry interior textures in my cockpit when other cars are on the track. player vehicle at max details and opponents at high. it happend with one rf install (1 mod, 2 tracks) sharing the plr with my main install. the same mod in the other install worked as it should be, means no blurried textures.
content of the vehicle folder of the mod is also the same in both installs. only difference was the rfm file. the one in the goofy install had an entry to an non existing pacecar, which forces rfactor to load one of the mods cars as pacecar. changing it to use the hammer pacecar cured the prob.
seems to me that the detail level for the pacecar is a special one, which also affects the player car. at least on my system.

markus ;-)
 
You were right. The PaceCar was to blame. What kind of a retarded bug is that :D
 

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