I think that at least something has been improved with this. The rain splash reflection still seems broken and I get a square around the character in water reflection. But the shader seems to be working properly now so not such a dark mess around while it's raining. This are from today after patch in rain.viktorcodeneb18_ESO wrote: »Still problem after 1.1.2. Not that I actually expected for it to be fixed now; by all means it should be classified as low-importance cosmetic issue, but still.
Here is how you fix it. Go to your graphic settings in game, set them to low and then scale them up from there. For whatever reason it takes the effect away. I tried all the settings to see if i could see which one is effecting it but this is the only way I have found to turn it off.
Grahtwood has some weird graphics glitches where whole structures can appear to disappear or appear. I think mostly due to the 3rd person view point clipping into trees etc.I think it's also affecting water bodies, because there's a place in Grahtwood were there's fog on top of a lake. If you tilt the camera a certain angle, the fog suddenly appears.
Yes, in fact I believe it is a generic OpenGL issue. I also similar graphics glitches in reflections on water in WoW, for example. It actually seems more noticeable at higher quality settings. Due I think to the was OGL deals with reflections and close up objects and edges/ shadows.@Moonraker Have you also noticed how objects that shouldn't reflect are shown on water, like trees in front of the player?
The Mac client is still missing a correctly rendering SPLASH texture. How's that?viktorcodeneb18_ESO wrote: »The shader is still broken, the same way as before. How to check: when it’s raining turn towards the direction of the sun. There should be a light path on wet ground, and on Windows it is present. On OS X the ground becomes darker, not lighter.
This bug has nothing to do with shortcomings of OpenGL as API. It is just a shader bug, could be Cg toolkit bug — I have no idea which exactly. But it is wrong to imply it cannot be fixed because of OpenGL, OS X, whatever…