Posted April 21, 2020 Hi, I'm having an issues with tiles getting blurry textures and objects not loading in close distances, from 10 tiles away slopes get blurry and crops stop showing, I've tried changing settings and can't figure out how to make them not blurry on such short distances, here are some pictures: Blurry view from 9 tiles away, the slope is only 96 up From 6 tiles away it's not longer blurry: Crops from a couple tiles away: Closer to the tiles: Another example: Console log: Spoiler Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize Generating: 128 source channels. === OpenGL information === LWJGL version: 3.2.3 1.2.0 OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTX 1060 6GB/PCIe/SSE2 OpenGL version: 4.6.0 NVIDIA 430.86 OpenGL extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer 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GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.60 NVIDIA GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 124 (124) GLSL max lights: 8 (8) GLSL defines (4.6): #define USE_CLIP_VERTEX 1 Vertex/index buffer memory limit: 3072MiB Starting workaround for fast running clocks Using LWJGL timer. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 512 Preloading builtin materials Preloading builtin materials done Setting up Collada Model Loader Launching Collada Model Loader threads Launching WOM Loader threads Startup Phase - Setting up.. Loading window positions from C:\Users\USERNAME\wurm\players\Shif\windows_1920x1080.txt Loading props file C:\Users\USERNAME\wurm\players\Shif\windows_1920x1080.txt Gui initialized Startup Phase - Preparing terrain... Startup Phase - Connecting .. Disabling Nagles Writing to C:\Users\USERNAME\wurm\players\Shif\logs\_Event.2020-04.txt Disabling Nagles Writing to C:\Users\USERNAME\wurm\players\Shif\logs\CA_HELP.2020-04.txt Writing to C:\Users\USERNAME\wurm\players\Shif\logs\GL-Freedom.2020-04.txt Writing to C:\Users\USERNAME\wurm\players\Shif\logs\Freedom.2020-04.txt Writing to C:\Users\USERNAME\wurm\players\Shif\logs\Trade.2020-04.txt Login successful Executing C:\Users\USERNAME\wurm\configs\default\autorun.txt Starting update of login splash image... Initializing font texture for Cry Uncial (64). Texture Size: 2048 Finished loading new login splash image! Initializing font texture for SansSerif (12). Texture Size: 512 Water reflection offscreen size 960x540 Saving props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt Keybindings saved. Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt Translating legacy key NUMPAD7 to KP_7 Translating legacy key NUMPAD9 to KP_9 Translating legacy key SUBTRACT to KP_SUBTRACT Translating legacy key EQUALS to EQUAL Translating legacy key NUMPAD8 to KP_8 Translating legacy key NUMPAD5 to KP_5 Translating legacy key MULTIPLY to KP_MULTIPLY Translating legacy key NUMPAD1 to KP_1 Translating legacy key NUMPAD0 to KP_0 Translating legacy key NUMPAD3 to KP_3 Translating legacy key NUMPAD2 to KP_2 Translating legacy key DECIMAL to KP_DECIMAL Translating legacy key DIVIDE to KP_DIVIDE Translating legacy key NUMPAD6 to KP_6 Translating legacy key NUMPAD4 to KP_4 Initializing font texture for Monospaced (11). Texture Size: 512 Unknown command: log Unknown command: console.log Game settings: Spoiler #Wurm Online client properties #Mon Apr 20 23:39:03 CDT 2020 show_body_in_inventory=false enable_contribution_culling=false sound_cache_enabled=true screen_brightness=0.0 viewport_bob=true limit_dynamic_lights=true color_outline_neutral=0.5,0.5,1.0,1.0 hide_menu_examine=false color_white=1.0,1.0,1.0,1.0 free_look_mode_disable_on_combat=false mark_text_read=true no_terrain_render=false has_read_eula=true color_error=1.0,0.3,0.3,1.0 color_salve_frost=0.0,0.0,1.0,1.0 ao_level=1 trees=3 hide_onscreen_fail_messages=false vbo_enabled=1 reflections=2 mount_control_mode=0 animation_playback_self=0 showKChat=true debug_mode=false color_teal=0.0,0.5,0.5,1.0 irc_log_rotation=2 impColumn=true sound_al_gain=30 skydetail=2 auto_mipmaps_enabled=1 hide_onscreen_info_messages=false normal_maps=true use_fast_clock_work_around=true no_world_render=false skillgain_no_alignment=true skillgain_no_favor=true loadInventoryStartup=true settings_version=12 use_anisotropic_filtering=3 free_look_mode_disable_on_open_component=false custim_timer_source=1 color_enchant_desc=0.5,0.5,1.0,1.0 head_bob=false gui_skin=1 color_black=0.0,0.0,0.0,1.0 tiledecorations=4 season_override=0 colorItemsDamage=true color_cyan=0.0,1.0,1.0,1.0 font_antialias=2 max_dynamic_lights=8 use_alpha_particles=true contribution_culling=200 fog_coord_src=0 sound_play_PMAlert=true submit_client_data=1 game_client_thread_priority=2 structure_render_distance=3 sound_engine=2 customTimer5=-1|-1 customTimer4=-1|-1 customTimer3=-1|-1 customTimer2=-1|-1 customTimer1=-1|-1 font_italian=11 other_log_rotation=2 enable_debugs=false log_extra_errors=false screenshot_file_format=1 color_grey=0.5,0.75,1.0,1.0 sound_play_ambients=true auto_run_source=0 depth_clamp_enabled=2 terrain_res=2 material_as_suffix=true use_nano_timer=false hide_menu_no_target=false collada_animations=3 player_texture_size=2 test_attach_equipment=false fast_yield=false event_log_rotation=2 color_purple=0.5,0.0,0.5,1.0 hide_onscreen_hostile_messages=false test_mode=0 color_fuchsia=1.0,0.0,1.0,1.0 fps_limit_enabled=true color_lime=0.5,1.0,0.5,1.0 free_look_mode_sensitivity=10 sound_play_combat=true color_outline_friend=0.5,0.75,1.0,1.0 sound_play_emotes=true font_header=24 update_optional=true color_salve_acid=1.0,1.0,0.0,1.0 color_navy_blue=0.23,0.39,1.0,1.0 render_distant_terrain=true max_texture_size=3 censor_chat=false high_res_binoculars=true use_phobia_models=false thirdPerson=false color_maroon=0.5,0.0,0.0,1.0 offscreen_texture_size=0 sound_play_buzz=true sound_buzzlevel=4 multicolor_usage=1 outline_picking=true gpu_skinning=true water_detail=2 compressed_textures_S3TC=true enable_lod=true free_look_mode_disable_on_close_component=false use_antialiasing=2 display_settings=false\:false\:0\:1920\:1080\:32\:60\:true\:false model_loader_thread_priority=3 sound_music_level=1 color_outline_ally=0.5,1.0,0.5,1.0 use_non_alpha_particles=true shift_drag_default=10 reflection_texture_size=2 tile_transitions=true occlusion_queries_enabled=2 gui_opacity=3 compressed_textures=false hide_inactive_friends=false exec_source=0 item_creature_render_distance=3 font_static=11 use_tree_models=true color_enchant_power=0.0,1.0,1.0,1.0 treelist_outline=true sound_doppler_enabled=false use_weather_particles=true swap_mouse_buttons=true key_bindings_source=0 font_monospaced=11 save_skills_on_quit=false color_yellow=1.0,1.0,0.0,1.0 enable_vsync=true color_royal_blue=0.5,0.5,1.0,1.0 disable_select_all_shortcut=false glsl_debug_loading=false enable_shift_drag=true mega_texture_size=6 color_orange=1.0,0.58,0.04,1.0 remember_password=true color_silver=0.75,0.75,0.75,1.0 togglePushToTalk=true local_list_in_event=false font_default=11 log_gl_errors=false lod=2 resident_models=false color_salve_fire=1.0,0.0,0.0,1.0 hide_personal_goal=false color_system=0.5,1.0,0.5,1.0 multidraw_enabled=1 send_extra_tile_data=false mount_rotation=false color_red=1.0,0.0,0.0,1.0 sound_play_work=true render_bloom=false skillgain_minimum=1 fps_limit=60 renderer_type=1 silent_friends_update=false cavedetail=2 sound_play_weather=true keyboard_layout=0 no_brightness=false inverse_mouse=false render_vignette=false fbo_enabled=2 quick_keybinds=true hint_texture_scaling=2 sound_play_music=false supersampling=0 show_old_quickbar=false fps_limit_background=30 max_shader_lights=8 hide_menu_spam_mode=true render_sun_glare=false non_power_of_two=1 color_enchant_name=0.0,0.5,0.5,1.0 sound_play_door=true font_bold=11 sound_footstepslevel=14 model_loading_threads=3 hide_menu_stop=false color_green=0.4,0.72,0.47,1.0 render_fxaa=true shadow_mapsize=1 irc_notif=0 sound_play_footsteps=true glsl_enabled=2 shadow_level=0 fov_horizontal=80 setting_timestamps=true color_outline_hostile=1.0,0.0,0.0,1.0 Is there anything i can change to fix this? 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Posted April 21, 2020 That would be tied to the texture detail options, and most of all, "Terrain/Shadow Detail" setting. With that at a higher setting you should not see any visible drops in texture detail up close. 1 Share this post Link to post Share on other sites