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PC can't progress trespasser due to loading screen bug


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#26
Nic Mercy

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While I know some folks have said they arent using mods, I had this issue myself and the culprit turned out to be using any mod that changes the formal wear's colors. Once I removed that and went back to the "nutcracker" look, my crashes stopped.



#27
QueenPurpleScrap

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These issues are typically caused by multisample antialiasing, which means it's a problem with the computer not having enough GPU memory to support MSAA. *snip*

 

[ Sidenote: you may be wondering why MSAA causes more issues than other ultra/high graphics settings. The reason is, in order to multisample, the graphics card has to deal with a screen size that's double or quadruple (or more) times the dimensions of your actual screen. Since there are two dimensions to a screen, width and height, 2x dimensions translates to 4x the number of pixels, and 4x dimensions translates to 16x the number of pixels. So the amount of information the GPU has to process gets out of hand really fast. If the GPU is struggling, MSAA will be the first thing that brings it to its knees. ]

 

I wondered. Imo The Descent also works better without MSAA but I didn't really understand why. Thank you for the explanation. My video card is only 1G ram and my system won't allow me to upgrade to 2.



#28
Arvaarad

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I wondered. Imo The Descent also works better without MSAA but I didn't really understand why. Thank you for the explanation. My video card is only 1G ram and my system won't allow me to upgrade to 2.


Yep, multisampling really bogs things down quickly. Post-processed AA is much less taxing, if you want less jaggy edges.

Say you're looking at the edge of a piece of armor. With no AA at all, there will be a rough edge of pixels, because the GPU has to choose to either render the armor or the wall behind it for each pixel. Each pixel is 100% armor-colored or 100% wall-colored, even if the actual edge of the armor cuts halfway through the pixel. With multisample AA, the GPU separates every pixel into multiple parts to determine a blended color that better reflects how much of the wall/how much of the armor is in that pixel.

With post-proc AA, the GPU cheats. Rather than splitting each pixel up, it just smudges the colors so there are less sharp transitions. This results in a blurry look in places where it guesses wrong (for example if a pixel was 90% wall and 10% armor, it might smudge too much armor color into it), but it's much cheaper to do than true MSAA.