DAOWAce wrote:There's also heavy pixelation with volumetric lighting that I also can't find the source of. Is affected by godray quality and turns into blurry aliasing at higher quality.
Volumetric lighting is often computed at a lower resolution than the background visuals, since it's typically A) quite expensive, and B) rather fuzzy anyway.
For whatever reason, though, they are choosing to render the results into the scene without bilinear filtering, so you see the edges of all of the supersized pixels instead of fuzzy blending between them. It might be a bug in the PC version. Maybe one of the d3d-hooking solutions would be able to trap the case dynamically and change the filter, but we're not fixing it with the ini file, that's pretty certain.
Workshop UI is also broken and still has yet to be fixed by any UI mods.
I actually just posted some mixed-results fixes for this and for books/notes on the surround/eyefinity thread. You'd need to adjust the scales a bit but the same idea should work for 21:9:
http://www.wsgf.org/forums/viewtopic.ph ... 30#p162830

