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As for that "grainy noisey look when moving" which also known as texture shimmering effect. Texture Shimmering Effect is when distant textures look like they're shinning, moving, and/or not being affected by antialiasing filters.
"Shimmering is a problem that occurs when mipmaps arent properly joined by filtering. This causes a "banding" effect in the distance dependent upon the amount of filtering and mipmap adjustments. What this causes is textures to look like they are crawling forward in the distance. Generally areas with significant repeating textures ((Gravel roads)) are more prone to the issue. To some people. This isnt a big deal. To others is monsterous distractiong. Some dont even notice it."
"Usually it can be fixed by lessoning the LoD impact. Keep in mind that negative LoD tend to sharpen textures in non Anisotropic Filtering enviroments. With AF enabled the need for a negative LoD is likely not as apparent due to anisotropic filtering sharpening textures. So clamping the LoD or putting a positive may not be as noticable with anisotropic filtering enabled. Some may argue that this does affect quality. And they'd be right that it does. But I find it a perfectly acceptable tweak given the circumstances."
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First I had the black texture thing, then somehow it stopped, but then I noticed this shimmering/noise/grainy texture problem (which is not Hevon's fault! I cannot stress this enough).
I've only played 2 games (SRTT, and Borderlands 2) since getting my nVidia GTX 560 Ti graphic card, which was a BIG time upgrade from my P.O.S. previous one, so I've never seen this before.
I looked in to it (thanks again, goshtic, your info really helped) and found a (potentially) helpful post on the NVIDIA GeForce forums:
It's a matter of a sharpening agent on high-quality textures, and says the recommendation of "enabling negative LOD bias clamp globally in the driver" is just "more placebo" (or, "it doesn't work").
He goes on to say:
Crysis 3 uses a sharpening filter that seems to introduce some texture aliasing/shimmering. If anyone else finds that a problem you can add r_Sharpening = 0.0 to your autoexec.cfg file in Crysis 3 root folder.
Now, since this is isn't Crysis 3, the specifics of those instructions won't work.
But, it does (I think) mean it's just a matter of a sharpening filter, which can likely be tweaked in some config file.
I found a file that
might be of some use:
In your SRTT root directory (folder with
saintsrowthethird.exe in it), you'll find display.ini
<<<BEFORE YOU TOUCH IT, BACK IT UP!>>>
It's read-only, so you can't edit it outright.
1. Right-click display.ini, and go to Properties
2. Next to "Attributes", UN-check "Read-only".
Annnnnnd that's it.
After I edited mine, I RE-checked "Read-only", but I don't know if that's essential. I just don't wanna fuck up anything.
For people having the problem: BEFORE you edit it, copy/paste what your settings are so we can compare.
From what I understand (which is very little), DOF (depth-of-field), (potentially draw distance), and texture quality effect LOD (level of detail), and when using sharpening the problem occurs. I think it's amplified when various anti-aliasing is applied, more so at higher levels.
So.....someone who knows this stuff could maybe solve it. Until then I'll be screwing around (blindly) to see if I can fix it, but don't count on me for a fix.