I logged in and adjusted my texture quality to high. When it finished loading in the textures, it looked exactly the same as the Low-quality option it was previously on. I had someone tell me it could be my laptop, but I had multiple technology-oriented friends and family review my system's statistics. They all informed me that I meet the requirements and should be able to run high textures without issues especially since all other settings are on High or Very High. A few other players have also told me that they are experiencing the same issue with high-quality textures after today's update. When I reach out to EA customer support wanting to know if I truly do meet the system requirements, I receive similar responses telling me they will look into it and thank me for reaching out. I never find out why, though. I genuinely have no clue as to what is happening. I will copy and paste what I sent to customer support in an email. I just want to understand what is happening.


Type of machine: HP Laptop 17t-by400Graphics card: Intel(R) Iris(R) Xe Graphics - Driver version: 30.0.101.1191Version of Windows/OS: Windows 11 Home (64-bit)Processor: Intel i7 2.80HzMemory: 16 GB RAMStorage: 238 GB with 125 free

@SteveTheCynic, it does. It has 1 gigabyte of RAM.

Well, of course! I am referring to the overall textures/graphics. They are much less refined after today's update and the High-quality Texture setting looks exactly the same as the low setting. Everything is, for a lack of a better word, blobby. I clicked Apply after adjusting the textures to high and none of the textures changed.


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Same thing is happening to me, Since the update textures are much lower than they used to be under the LOW option but not only that, they are stuck there. Meaning changing the options to High (or Low) won't make any difference.

Just in case this is helpful; this issue (and the flickering textures issue) used to be fixed by running the game in compatibility mode for Windows 7 or XP. Now that compatibility mode is broken, we are seeing these issues make a resurgence it seems.

I tested this on my old computer with Intel integrated graphics (Intel HD 530), and it seems their fix was simply to lock the Texture Quality to Low at all times. In other words, it ignores the Texture Quality setting. It looks like they couldn't really fix the problem and just forced Very Low textures if the computer uses integrated graphics. Maybe it is just a quick fix or maybe it is just how it will be for those with this type of setup. Hopefully, the DEVs will post here to provide clarity if locked textures is intended going forward. Some players will probably want to upgrade if BioWare has no plans for an actual fix.

This is happening to me as well. I'm running (what I think is) a similar system to @rquinnG, Dell 9300, Intel Iris Plus dedicated graphics, Intel i7-1065G7 processor, only 8 GB RAM. I've previously been able to run high textures with custom settings but suddenly I'm locked to low settings. I would also like to know whether this is temporary or not.

I posted this previously -high-quality-texture-setting-showing-low-quality-textures-answer-found-but-issue-ongoing/?do=findComment&comment=9754571 If you want to try higher gfx settings again


However see if you can increase the amount of assigned Vram in the bios that is the only option apart from a new video card.

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He did not want to try it the last update, but I got him to walk through it with me this time. Sure enough, it did revert it back to the regular Low-quality setting rather than the Very Low-quality. Thank you so much, @OwenBrooks. Maybe, one day, some of us will be able to play on the High-quality textures, again.

What would the solution to this be, if any, if you're running SWTOR from Windows Parallels? I used to always be able to run the game at high graphics, but with the loss of compatibility mode I now am stuck on low unfortunately. That being said, it's at least playable now, since the flickering issue has been resolved.

Substance Designer has a node called Bitmap to Material Light which contains enough features that you can plug in a source image and output diffuse, normal, spec, gloss, roughness, metallic, AO and height, with a host of sliders to tweak everything. B2M itself has more options in this regard, but Designer dwarfs it in other features. Designer is overkill I think if all you are going to make are photobased textures/materials. If you plan to add procedural elements then it might be worth a look. They have demos of all their stuff.

The edition I had was one of the old ones. Even though it was old it gave me the knowledge for taking my own pictures. The book also teaches on painting textures. It contains lots of information that is not obvious without the book.

Hi, I like many others developers want to deliver the highest quality content as we possibly can for the community, but there will be times where you feel like you can't achieve such feats. I believe reasons why are when your not strong in many areas such as texturing or coding. I am one of those people, I really can code pretty well, I can create really great models, I know all the steps to developing and the amount of dedication it requires to make something fun and enjoyable for all, but when it comes to making good textures I'm not really that talented. So I'm asking if anyone would have good texturing tips that I can use as a backbone for becoming a better texturer in the future.

Also, check out this link with actual sample files which contain the texture maps. Photogrammetry will give you far superior textures. From Youtube beta tester, sehertest

Revo pop 2 scan sample files

Changing the RGB sensor in POP2 will not improve anything , each pixel is assigned to the color vertex , you will need to have higher accuracy scan to have better and sharper textures , the RGB sensor shotting 10 images per sec , but what you see at the end is what could point provided . The only option here is to add new feature to the software and allow mapping independently from scanning using phone or camera , the fuzziness of the textures are due to a fake pixels being added to the spaces where color vertex was missed due to lower scan accuracy of the point cloud.

I am doing assets for games and 3D rendering , the meshes are excellent and more than you wish for , but textures are not , too fuzzy , for a second plane distance objects it is ok , or for scanning big object , but for small fine details not really . Unless you want to texture your scanned objects manually in other software as I do, there is no other option at this moment . I did addressed this issue to Revopoint and who knows ,maybe in the future we would be able use our devices to capture the textures independent and mapping the objects inside software after scanning .

I have created a relatively low-polygon scene, without animations, using high-resolution textures (blueprint method). The problem is that when I load the scene file, it takes too long (that is about 5 or more minutes) to load the scene, even if I have the objects assigned with the high-res textures hidden from the viewport. When I removed the materials with the high-res textures from the respective objects, the scene loads fast. Is there a way, where the textures are skipped to be loaded with the scene and I can only load them later, when I need to see one of these textures in the viewport (or only if I would need to render them)? Or generally another way to use high-res textures that it won't cause so big delay in the scene's loading time?

(note: since the scene has been loaded there is no further delay or lag somewhere in my workflow. Unless, of course, when I unhide one of the high-res textured objects, when it takes a few seconds to reveal the object, which is normal)

Thanks a bunch for your advice. I believe it bears the quality of the answer I was looking for and it probably leads to the right direction for a solution. I should describe the exact situation, however, to clear things out. I also haven't provided a lot of information of my settings so far, since I was speculating it is the kind of an issue that regards some bottleneck of general sense (like the file paths), though I will be now more specific. Nevertheless, please let me know, if I should provide any other details that might be helpful.

The good news is that it's not been some misconfiguration, but a very straightforward setting. I have created plenty of plane objects assigned with these high-res maps (in particular the biggest ones have size between 1 and 1.5 MB, whlie the smaller ones around 150KB) AND in the Material Editor I had enabled the otpion "Show shaded material in the viewport", which was the trigger of the loading problem, even if these objects were saved hidden from the Viewport at the former time I closed the scene file. Once I disabled this option on every object, my... frustration was gone.

Hi Paul! Pleased to have you back. I believe that there is no missing file, because Max is not suggesting so and I had carefully checked all of my materials (they are not too many) and I had cleaned the paths to the minimum required for the files I use. Both the Utilities Panel / More... / Bitmap Photometric Paths and Asset Tracking Dialog are great tips for this purpose and I'm glad you pointed me there. I assume the lag has been caused by a combination of low memory allocation in the virtual machine (I have anyway tried different settings also there), low memory in my computer in general and that I had the "show shaded materials" option on, which occupies a lot of memory for some reason. I know the comparison 'm going to use next doesn't make much sense, but although the textures are big are not huge to open them with another software without problems and that was one of the reasons I would suspect something else than memory with 3ds Max. Of course in Max there is a 3D view of the texture and whatever other process of it. 0852c4b9a8

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