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The infamous grass bug - possible fix!

Posted: 2018-07-16 00:15
by WeeGeez
Its plagued BF2 and PR since time began, the 'grass bug' occurs when shaders are corrupt. It happens randomly on almost all systems (specific to nvidia?). Anyway its appears briefly on PR v0.95 trailer, as well as countless other youtube videos of PR gameplay.

above is a perfect example. Most would say insignificant, but consider when in 'fuzzy mode', the reduced transparency can ultimately handicap players because opponents prone in grass are more hidden.

It manifests in one other way too, that is grass has been seen to wildly / brightly flicker (briefly thicker texture) when explosions occur nearby.

The reason for this post: I believe that with reference to this golden snap below, the devs may be able to fix it. Neither DICE nor nvidia ever officially addressed or cared to fix it, if the Devs can, that would be bloody miracle.
Image
Anyway, this capture is rare because the good grass and bugged grass are seen side by side simultaneously. Never before seen. The significance of this is, well, the devs can maybe now look at what properties separate the two types and re-apply the difference mod-wide time permitting. This was taken in falujah, beside US Main while I was on a break, taking a leak.

The grass on goose green is prone to bug alot (pun intended) and is most obvious when it does too. The grass plays a crucial part on that map, it forms most of the only cover.

The current workaround involves deleting shader cache in My Docs. I wrote a script that could be initiated from start-menu shortcut, that deletes corrupt files and replaces them automatically when clicked. However user has to fill the self extracting .zip with freshly optimized shaders first, in all a tedious process. I did intend to share the script, but after seeing the above, may not need to afterall.

Re: The infamous grass bug - possible fix!

Posted: 2018-07-16 14:14
by Mineral
You need to generate shaders without anti aliasing. And then afterwards you can turn on anti aliasing and play just fine

(also what outlawz says below me! )

Re: The infamous grass bug - possible fix!

Posted: 2018-07-16 14:35
by Outlawz7
WeeGeez wrote: Anyway, this capture is rare because the good grass and bugged grass are seen side by side simultaneously. Never before seen.
The "bugged grass" is actual grass ie. undergrowth, the "good grass" is a static object. :roll:

Image

Re: The infamous grass bug - possible fix!

Posted: 2018-07-16 16:18
by WeeGeez
Ah
The reason I never saw the bug happen on kokan then.

It was worth mentioning. It looks like your/the devs are probably in process of switching them over, behind the scenes right? If not would it be feasible? any performance issues?

A batch script to replace grass with static across all maps maybe?

Re: The infamous grass bug - possible fix!

Posted: 2018-07-16 16:53
by Outlawz7
No, we are not switching over to anything and nothing is going on regarding this. And we've been using the static grass for years.

https://www.realitymod.com/forum/showthread.php?t=50393

Re: The infamous grass bug - possible fix!

Posted: 2018-07-17 12:30
by WeeGeez
I see

btw I compared corrupt shader folder with freshly generated ones with a hex comparison program, hoping I could pin down the exact problem file but no differences showed up. The changes must lie within the engine itself, perhaps a file is changed in game folder or perhaps nvidia folder).