Crash with no notice(same as steam thread)
- Turbo614
- Closed
- Thread is marked as Resolved.
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I guess it did not help? Maybe it's really related to the driver, usually the HD 4000 works fine (except with very old driver versions), but perhaps your driver version still has some issues?
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Alright, thanks! I hope you find something that causes the problem!
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Alright, thanks! I hope you find something that causes the problem!
current video settings<<<<<steam grab
visually the only change i can even see is if i turn the distance or chunks up/down<<<turning this up seems to fc with no notice
all the video settings on the right,just improve the speed and smoothness for me<<<<<them being un checked<<no visual difference that i can see
physical debris-off<<<<just stops those broken chunks from glitching periodically
...........those settings on the right.....what do they do exactly?
.....also i forgot to mention that one of these settings fixed a issue where i'd have to try multiple times(usually),to move items from my inventory to chests etc. and vice versa.this now works fast with no lag behind item dragging. -
physical debris-off<<<<just stops those broken chunks from glitching periodically
What do you mean exactly?.....also i forgot to mention that one of these settings fixed a issue where i'd have to try multiple times(usually),to move items from my inventory to chests etc. and vice versa
Hmm... only way I could explain that is that one setting caused lower fps, and the lower the fps, the more "sluggish" works the drag&drop............those settings on the right.....what do they do exactly?
Lightscattering: This creates these god rays from the sun, Quality determines the amount of samples (the more samples, the nicer the effect, but the more work for your graphics card). Pretty expensive effect.
Lightglare: This creates the effect of getting dazzled by other players flashlights
Physical debris: Enables all kind of debris when breaking terrain/blocks/items
Ambient Occlusion (SSAO): Enables these "fake shadows" at occluded locations (especially visible in corners etc.). Pretty expensive effect.
Grass Masking: Is responsible for not letting grass be visible through objects and items. Can be expensive on some computers.
FXAA: Post processing anti-aliasing.
Refractions: Refraction effect for glasspanes
Depth of Field: Causing distant scene getting blurry
Environment mapping: Not used yet
Specular lighting: Specular highlighting (bright spots on surfaces when it is illuminated)
Triplanar LOD Mapping: Makes textures for for distant chunks not look "stretched" on clifs -
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