It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
*update*
Here's a video I made showing what I'm talking about:
http://www.youtube.com/watch?v=WegVLUO8N1M&fmt=22
This only shows one particularly bad area, but it happens all over.
---------
I'm playing the game on a GeForce GTX 285 with the 182.06 drivers. Heh, I know way overkill for this old game; I played it way back when it came out, but traded in my copy after that. I got all nostalgic for it and wanted to play it again so I rebought it on GOG
Anyway any "decoration" object on the landscape, things like trees, rocks, and buildlings have bad clipping or z-fighting issues where they meet the ground. Trees are especially bad because not only do they clip where they meet the ground, but the trunks also clip through the "leaves". This only happens past a certain distance, when close to the objects, they don't clip.
When moving around, these objects constantly clipping in and out. It's very ugly and distracting.
Is there any way to take care of this, or is it something we just have to live with?
Post edited February 28, 2009 by Sweetz
No posts in this topic were marked as the solution yet. If you can help, add your reply
I can't say specifically about the clipping but sac does have some issues with the newer nVidia drivers. I have a 6600 GT on which I had to roll the driver back to 7.1.2.5 because Sacrifice kept crashing with a newer driver. This with XP.
I don't have any crashing problems - at least not yet. I played through all the tutorials and the first real mission just fine. On Vista x64 by the way.
AA is working fine and I don't have any problems with the landscape disappearing or anything like that. Just this ugly clipping where objects meet the ground. I tried messing with all the graphics settings in game and playing around with some of the driver settings, but nothing changed it.
I'm not sure what driver version you're refering to. The current official nVidia driver is 182.06. 7.1.2.5 doesn't match their version naming scheme.
Post edited February 25, 2009 by Sweetz
(added video to first post)
Post edited February 26, 2009 by Sweetz
Hello,
i got the same issues here, on an ATI Radeon HD 4800.
Sadly, i have no clue how to get it away, so if you find a solution, i would be glad if you could share it then :).
Have a nice day.
Hasenfuss
Well, at least it's not a game-breaking issue... ;)
Is it the same when you launch it through "Direct3D HAL" and "Direct3D T&L HAL"?
Sweetz, it less like clipping and more like your graphics card is drawing and redrawing the background elements as you move closer or further away.
Of course I could be wrong but that is what it looks like to me.
avatar
Stumpy: Well, at least it's not a game-breaking issue... ;)
Is it the same when you launch it through "Direct3D HAL" and "Direct3D T&L HAL"?

Yup, tried that, no effect :(
avatar
Faithful: Sweetz, it less like clipping and more like your graphics card is drawing and redrawing the background elements as you move closer or further away.
Of course I could be wrong but that is what it looks like to me.

Nope it's definitely clipping. The parts that you see flashing aren't visible when up close. The tree models extend below the ground a bit, and the part that's flashing is actually below the ground when up close. So when at a distance it's alternately drawing the ground or the part below ground like it can't figured out which goes on top. The trunk clipping through the leaves is the same thing. Hence my guess that it was a Z-buffer precision issue.
---
In any case, I learned to ignore it and finished the game today anyway. I'll probably replay with a different set of gods a few months later, but I'm done with it for now.
In a completely unrelated circumstance, the PSU in my main PC died on Tuesday not long after my previous post. *cry*
While I'm waiting for my new PSU to arrive, I'm using to my old backup PC that I keep for just such emergencies. It's got an Athlon XP 2400+, 512MB memory, and a Radeon 9700 Pro. Drivers haven't been updated in over 4 years, so it was running the ATI Catalyst 4.12 drivers.
For lack of any other appropriately old games that I'd like to play on the system I went ahead and installed Sacrifice on it - looks like I'll be replaying it sooner rather than later!
Anyway, the same exact clipping problem appears on my old system too. So given that it's present on such old hardware and old drivers, looks like it's just a long existing issue with the game.
avatar
Sweetz: In a completely unrelated circumstance, the PSU in my main PC died on Tuesday not long after my previous post. *cry*
While I'm waiting for my new PSU to arrive, I'm using to my old backup PC that I keep for just such emergencies. It's got an Athlon XP 2400+, 512MB memory, and a Radeon 9700 Pro. Drivers haven't been updated in over 4 years, so it was running the ATI Catalyst 4.12 drivers.
For lack of any other appropriately old games that I'd like to play on the system I went ahead and installed Sacrifice on it - looks like I'll be replaying it sooner rather than later!
Anyway, the same exact clipping problem appears on my old system too. So given that it's present on such old hardware and old drivers, looks like it's just a long existing issue with the game.

I think you will all find that because this game is so old it's not actually a glitch or anything, it's the graphics. There are alot of things like this in the game.
If it serves, I also have this issue with an ATI x800xl with the latest drivers available (9.3). I tested different settings with ATI Tray Tools, enabling and disabling compatibility options, but while I managed to screw the graphics up, the problem was still present.
Actually I only saw work properly on a computer with a Geforce 4, with latest drivers available, installed. And It know it also worked normally on my old computer which had a similar card.
Post edited June 19, 2009 by Gragt
I know this is a really old thread to update - but Sacrifice popped up in a discussion I was having with a friend the other day who happens to be pretty well versed in 3D programming (I'm a programmer myself, but just work on business applications and know very little about 3D). I mentioned this issue and he knew exactly what it was.
He said that Sacrifice used a w-buffer, which is a different way of storing 3D depth data (how far something is in relation to the camera) compared to a z-buffer. Apparently using a w-buffer had a short span of populartiy in game development around 1998-2001. At the time, w-buffers worked better for long draw distances than z-buffers. However as 24-bit and 32-bit precision z-buffers became common, w-buffers fell out of popularity.
w-buffer support was a hardware feature and modern video cards lack dedicated w-buffer hardware, maintaining compatibility through a form of emulation only. This is why modern video cards have clipping issues with the game. ATI dropped hardware support for w-buffers with their 9700 series onward. nVidia maintained it a bit longer, but dropped it starting with the 6000 series. So it makes sense a GeForce 4 or other cards of that era would actually display the game properly.
Post edited April 22, 2010 by Sweetz
In that case maybe using 3D analyze
[url=]http://www.3dfxzone.it/dir/tools/3d_analyze/index.php[/url]
to emulate the wbuffer might help. All you should need to do it install this program and then tick force wbuffer in the performance options.
avatar
Ralackk: In that case maybe using 3D analyze
[url=]http://www.3dfxzone.it/dir/tools/3d_analyze/index.php[/url]
to emulate the wbuffer might help. All you should need to do it install this program and then tick force wbuffer in the performance options.

Current video cards already emulate a w-buffer - that's the issue, the hardware support is gone and the emulation is not perfect. Also I'm not sure that option does what you think it does. As far as I can tell from the documentation, that option looks like it's actually for forcing a game that uses a z-buffer to emulate a w-buffer instead - performing a z-buffer to w-buffer conversion, which would just then be emulated back to a z-buffer on modern video cards.
I don't think fixing w-buffer emulation is high on the priority list for either 3D card company given the age and limited number of games that use them. It's not game breaking anyway - just an annoyance.
Post edited May 19, 2010 by Sweetz