9/25/2023 0 Comments Sky with horizon linePlacing the horizon line in the lower third emphasises the sky. With a horizon line placed centrally, particularly if it is an unbroken line, the viewers’ interest is divided and the focus of the image lost. In both art and photography we are told that the best balanced pictures can be divided into thirds, and as a general rule this is correct. Altering the placement of the horizon within the frame by tilting the camera up or down can change the entire balance of the scene. Where you place the horizon line within the frame has a powerful effect on the overall composition of the photograph and how it is interpreted. ![]() I hope they fix this some day.The horizon line defines the land (or sea) mass from the sky. ![]() Just beautiful clean lines.Īfter Vulkan, you can't get a horizon like that. Notice anything different about the horizon from the pics upthread? Also zoom into the landscape objects against the sky - notice no stair stepping 2x2 pixels on all the left-side curves. Here is the ocean - a pic I took pre-Vulkan. Here's another one - look at all the platformer-ready stair steps, 2x2 pixels each, on all the left-side curves, on the mountains. They don't do that any more, because they finally fixed it, but this screenshot and many more I took are why I quit until they did. Look at the Atari 2600 stair steps where the hills meet the sky. ![]() This is from when they just switched us to Vulkan. And OpenGL was better on NVidia cards than Vulkan. Since you think I "might just be noticing it only now", I assume you haven't even clicked any of the before/after comparison screenshots I posted here? So link me a screenshot of Minecraft showing the same graphical glitch as the one being discussed in this thread? I mean really: Of all the things you could be complaining about in life, this just seems petty. And I don't remember it being different years ago, perhaps you just now noticed it? It's not like technology is going backwards or anything. So if the Devs were able to get the water horizon right in the first 3 years, there is no good enough reason why they wouldn't be able to get it right again now. This is about an actual -and very much abnormal- graphical glitch that did not exist in the first 3 years of no man's sky's existence. ![]() We are not talking about lower level of detail in distant terrain or any LOD or performance related thing. I have a feeling you're failing to understand what the issue is here. Messaggio originale di ninienielniels:Then can you please name at least 1 other game which has this same bug? Because I sure can't. In this video at 7:28 you can see this white horizon strip being hidden while descending to the planet:Īnother Vulkan experimental video showing the same phenomenon, at 4:28 here:Īnd finally in this Vulkan experimental video at 7:05, we clearly see proper flat water horizon lines (in between the small islands): My theory is that this white strip clips through the water at the horizon, but not through the underwater terrain at horizon, causing the profile of the distant underwater terrain to become exposed and visible against this white strip. Now ever since the Beyond update, this white horizon strip -whatever it is- doesn't get hidden anymore and it stays visible down to sea level. Before the Beyond update, this thin white strip was being hidden when you descend below a certain altitude (a little above the top of the clouds), even in the Vulkan experimental builds. When I researched about whether or not this horizon glitch is because of Vulkan, I concluded that Vulkan seems to have nothing to do with it because I found Vulkan experimental gameplay videos which don't suffer this glitch.īasically what I found was that the buggy water horizon is always paired with this thin horizontal white strip at the horizon, perfectly backing the jaggy bumpy part of the water horizon.
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