Forums » Android

Graphical glitches when using 'full scaling'

Jun 15, 2011 Phonica link
Hey VO, loving Vendetta for Android on my Asus Transformer - works fantastic apart from 1 minor issue:

If in the video settings you switch to 'full scaling' so that VO runs at the devices native resolution, the rocks and other space objects do not render properly, its like their textures are mapped to a lower resolution buffer than the geometry is on. Native resolution is 1280x800.

And a suggestion, instead of scaling everything when using low scaling, draw the 3D content in its own (reduced size) buffer and draw the 2D ui elements at native resolution, as they suffer the most appearance wise from the reduced resolution.

Edit: Objects also render in the wrong order when using full scaling, objects in the background appear in front of those closer by.

Edit 2: Turns out that completing quitting and restarting the game after changing the setting fixes the issue.
Jun 15, 2011 incarnate link
Turns out that completing quitting and restarting the game after changing the setting fixes the issue.

Interesting. Chances are there's supposed to be a full asset re-load when the setting is changed, which isn't happening properly. Or perhaps an issue on NVIDIA's driver side. We'll check into it.
Jul 17, 2011 tuxracer link
I'm experiencing the same problem on the Xoom, except the scaling setting appears to be getting reset after restarting the game so the method above won't work for me. The UI is very blurry on the Xoom when not running with full scaling so hopefully this can be resolved soon!
Jul 23, 2011 incarnate link
This is a known issue. We'll fix it sometime soon, along with revamping some other graphics.

At the time when the game and Xoom were released, with Android 3.0, scaling was really needed to get solid performance. NVIDIA made some enhancements in 3.1, and we've since also made some improvements, so we'll probably be changing to a native display for most cases in the near future.