Elongated shapes/polygons flickering over texture

Discus and support Elongated shapes/polygons flickering over texture in XBoX Games and Apps to solve the problem; [MEDIA] [MEDIA] Tried reinstalling, resetting Xbox, clearing cache, new TV, new hdmi. No other games do this and it does not happen when in planes.... Discussion in 'XBoX Games and Apps' started by pbovina, Nov 2, 2016.

  1. pbovina
    pbovina Guest

    Elongated shapes/polygons flickering over texture






    Tried reinstalling, resetting Xbox, clearing cache, new TV, new hdmi. No other games do this and it does not happen when in planes.

    :)
     
    pbovina, Nov 2, 2016
    #1
  2. shmoo69
    shmoo69 Guest
    graphics glitches on 1x

    My xbox 1x seems to develop a problem after a few hours of gameplay, particularly on Destiny 2.

    After a period I get stray flying polygons and other odd graphical glitches suck as elongated, flickering objects. I've only noticed this on Destiny 2, but then again I don't tend to play a lot else at the moment.

    Back in my PC days this was a symptom of the graphics card overheating. Has anyone else experienced this?
     
    shmoo69, Nov 2, 2016
    #2
  3. Is polygon count not important anymore?

    Mainly they aren't such a buzzword anymore is because new features like adaptive tessellation make total polygon counts less significant. If the game is optimized well when a character or item is only a couple of dozen pixels onscreen then whatever amount
    of polygons are actually needed to maintain the profile and texture coordinates is actually really low.

    Also more advanced texture shading features like parallax mapping can use textures to give flat one polygon surfaces the appearance of being tens of thousands of polygons. Couple this with better lighting systems that also help create the illusion of a complicated
    surface sometimes faster and more convincingly than if you used a lot of polygons.

    There is still a huge amount of room of improvement of how many polygons can be rendered. Currently to render things like foliage you use simple flat sprites or a square polygon with a texture that is transparent to show leaves and blades of grass. Actually
    having each blade of grass or twigs and leaves on a tree rendered as a polygon model would bring the best computer setup to a stand still with just a couple trees and bushes in a scene.

    Only type of rendering that has promised to do this in real time is rendering using voxels, but only a couple engines have popped up demoing the tech and then disappearing before use in games. Only game currently in development promising this technique is
    Everquest Next and how much it uses it remains to be seen.
     
    Smiling Cat-FAB725BA-E75F-400C-9250-ECD9955C9C75, Nov 2, 2016
    #3
  4. Smiling Cat-FAB725BA Win User

    Is polygon count not important anymore?

    Mainly they aren't such a buzzword anymore is because new features like adaptive tessellation make total polygon counts less significant. If the game is optimized well when a character or item is only a couple of dozen pixels onscreen then whatever amount
    of polygons are actually needed to maintain the profile and texture coordinates is actually really low.

    Also more advanced texture shading features like parallax mapping can use textures to give flat one polygon surfaces the appearance of being tens of thousands of polygons. Couple this with better lighting systems that also help create the illusion of a complicated
    surface sometimes faster and more convincingly than if you used a lot of polygons.

    There is still a huge amount of room of improvement of how many polygons can be rendered. Currently to render things like foliage you use simple flat sprites or a square polygon with a texture that is transparent to show leaves and blades of grass. Actually
    having each blade of grass or twigs and leaves on a tree rendered as a polygon model would bring the best computer setup to a stand still with just a couple trees and bushes in a scene.

    Only type of rendering that has promised to do this in real time is rendering using voxels, but only a couple engines have popped up demoing the tech and then disappearing before use in games. Only game currently in development promising this technique is
    Everquest Next and how much it uses it remains to be seen.
  5. Galactic Geek Win User

    New Forge Map Announced

    I'm not sure I like the textures or the shape of the islands, but I do like that they're flat... and free.
  6. voteDC Win User

    Is polygon count not important anymore?

  7. Smuroh Win User

    XBox One Display Flickering Polygons

    From what it looks like in the vid it seems that your HDMI port on the console is failing and you will need to get it serviced or look at a replacement console.
  8. OK Fowl Win User

    XBox One Display Flickering Polygons

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Elongated shapes/polygons flickering over texture

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