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About quality of kits in PES4 PC

juce_66

Reserve Team
Problem summary:
It had been noticed that real kits (inserted at run-time using kitserver) look less than satisfactory when the camera is at the near or medium distance. Only, when the camera is really close, or really far, the kits look good.

The likely cause:
Here is how kits work in PES4: for each kit, there are 3 different images (a.k.a. "mipmaps"): 512x256, 256x128, 128x64. First one has the best quality and looks really good. Second and third one are minifications of the first image. Unavoidably, the quality of second and third is worse than the first one. The game engine uses one of these three images depending on how far the camera is to the player. The exact moment when the image switch takes place is determined by the game engine (most likely). This is not a problem by itself though: if the game engine used the mipmaps properly, the defects of smaller images wouldn't be noticeable as much as they are now.

Unfortunately, the mipmap switch from 1st to 2nd takes place far too soon, and that's why we quickly notice how kit quality worsens as camera moves away from the player.

Possible solutions:

1. Change the mipmap switch: make the 1st to 2nd image switch happen later - when the camera is farther from the player.

2. Try to improve the quality of the 2nd image (256x128)

The first solution would be ideal, but it's not trivial. (I'm looking into it. hopefully i'll be able implement it).

The second solution is easier, but it can only produce limited results. I attempted to compare two England kits: (based on Daikirai's kit)

RIGHT kit uses 1 bitmap (512x256), and kitserver creates 2nd and 3rd on the fly.

LEFT kit uses 3 bitmaps - 512x256, 256x128, 128x64 (they are all combined into 1 512x384 BMP). This way the minification is done by kit designer, and not kitserver.

Here's the comparison image:

 

biker_jim_uk

Starting XI
left side pic is definitely better

you'd be better using a club kit as it's most noticeable with sponosrs.
Don't mean to insult but is possible it jumps to the smallest mip first as the quality change is so obvious?
 

Spark02

Youth Team
Yes very good results.
Maybe it will be more easy so vieuw the difference with a Nike GK kits (with the front mesh).

Especially this one looks crap when the camera zoom out.
 

juce_66

Reserve Team
yeah, a club example would be better - you're right.

No, i don't believe it jumps to the last one, because on the last one - 128x64, there is almost nothing left of the England badge. The very top raw of screenshots is 512x256; the rest of them is 256x128, - i'm pretty sure about it.
 

juce_66

Reserve Team
Do you mean the 256x128 image could be better prepared?

I think the 256x128 image can be indeed done better, but how much better - hard to say... Maybe the gurus of kitmaking can give it a try? :)

(That was my amateur attempt: basically just did a minification using bilinear filter, and then applied "sharpen" filter. Still it is visibly better than the run-time version done by kitserver, which is just a nearest-neighbour minification)
 

juce_66

Reserve Team
Yeah, the problem is - 256x128 is too small. Not enough pixels to work with...

If anybody wants to try it on other kits, here a "development" version of kitserver that can inset 2 types of BMPs: 512x256 (1 mipmap) and 512x384 (3 mipmaps). The zip file contains an example of such 512x384 BMP.

http://img104.exs.cx/img104/3703/kitserverdevzip3rp.jpg

(To use 3-mipmap BMP in the game, just copy texpa-three.bmp over texpa.bmp)
 

juce_66

Reserve Team
not too many volunteers to grind out the low-resolution kits... how not surprising :)

What conclusion we draw from that? The conclusion is: solution #2 is a non-starter.
 

juce_66

Reserve Team
Kitmakers of all nations, don't dispair.
There are some good news.

I haven't fixed the LOD switching threshold (solution #1) - not yet, at least. But i implemented a new "Texture boost" feature in KitServer: basically, the KitServer can now force the game to use a 512x256 "middle" texture instead of 256x128 one, when a kit from KDB is used! The kits now look so much better from near and medium distance.

"Texture boost" is a switchable option: if for some reason, you don't like it, you can turn it off (in kserv.cfg), and the normal - 256x128 - texture will be used. Also, original textures - from AFS - are still using 256x128, because they seem to look good as they are.
 

juce_66

Reserve Team
It's done. I'm just waiting for response from my testers to verify that it works for the full game (i only have a demo, so can't test).

So, should be available in couple hours, or maybe even sooner.
 

biker_jim_uk

Starting XI
Originally posted by Mayor
can it slow the gameplay? you know, high quality kits = higher specs needed ?
possibly, it remains to be seen how lower spec cards run it, and if that is the case then go back to the previous version
 

juce_66

Reserve Team
theoretically - yes. Not on a good PC though, i'd think. Probably on PS2 it would be very visible, but it looks like on PC it works just fine, according to early testing reports.
 

FCH

Reserve Team
Thanks
only overwrite the old setup.exe or need remove .old and click install the new , or what have i do ?
no solution for Matser League Kits till out yet, right ?
 

juce_66

Reserve Team
setup.exe is the same - you can keep the old one. You need to overwrite kserv.dll, and that's it.

No Master League solution yet. I'll work on this problem once i have the full game. (should be soon, hopefully).
 


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