We shipped some rendering fixes for previously reported issues (thanks to @ConvexRumbler for working on them!)
Part colors/normals are no longer randomized if outlines are disabled on the entire place or all surfaces of the part are SmoothNoOutlines. Essentially you either get outlines + tone shifting or nothing for every part. If outlines are enabled globally but only partially disabled on the part (e.g. some surfaces aren’t SmoothNoOutlines) we choose to preserve tone shifting since we can’t make this choice per-surface.
Surface GUIs should no longer be visibly offset from the part surface.
Water/part sky reflections should no longer lag behind sky changes as much as they did previously
Decals on CSG parts should no longer interfere with unrelated Neon parts in the level
We also have accidentally broken fog when trying to fix fog animation which will be fixed next week.
Please post in this thread if the fixes have any negative side effects or if you still have a problem that we believe is fixed.
Automatically use dedicated GPU in cases when we don’t
Fix some issues with VRAM reporting causing severe degradation of humanoid texture quality
Fix fog regression and actually fix fog animation
As usual, if you have a rendering bug, post it in the relevant section and it will be added to the list & prioritized accordingly. Now that we shipped Xbox I’m hoping for a much faster turnaround.
Without outlinesWith outlines
I don't notice tone-shifting for the outlines one...
Maybe a TINY bit, but could be my eyes playing tricks.
**EDIT**: It might be there, but almost unnoticeable...
Noticed a small issue with SurfaceGuis at fast speeds (160 Studs/Something at about 10,000 studs or so from the origin). Having a 0.001 offset would be fine for me, just not 5 studs.
Can we have an option either as a developer or the player to set the fog to whatever default we deliberately set it as
The thicker fog with lower graphics, even prior to the bug, is super annoying. It ruins the atmosphere, much moreso than models/ blocks popping in and out.
I will check and edit this post. My guess is only moving, but I will check.
Edit:
Monitored it more closely, and it starts to have ZIndex issues at 3,000 studs while moving.
Here is what happens at 10,000 studs, not moving (and somehow landed upside down):
Ok, cool. Can you attach or PM me a model with part of the level where this happens? I believe we tested at 10k studs but it depends on other things like camera setup.