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Will the visibilty of objects be imprved in the Grapgics update?


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Posted

One of the problems about the current game is the very short distance that some obejects are loaded in. This is especially bad on airfields when a player is already looking for the splat pad and therefore directly at a blank field until just a fews miles out. Level Bombing is done by memory. Additionally, some larger towns and cites appear as hard edged dark blocks from altitude before the finer detail and shadows resolve. 

 

Will the update address either of these isses? 

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343KKT_Kintaro
Posted
27 minutes ago, BOO said:

One of the problems about the current game is the very short distance that some obejects are loaded in. This is especially bad on airfields when a player is already looking for the splat pad and therefore directly at a blank field until just a fews miles out. Level Bombing is done by memory. Additionally, some larger towns and cites appear as hard edged dark blocks from altitude before the finer detail and shadows resolve. 

 

Will the update address either of these isses? 

 

 

Hey BOO, that's the last item on the list of planned improvements!

 

"-  Increase of the player view distance by up to 10 times current view distances.  This is the distance at which objects begin to appear to the player... and will reduce the 'popup' effect sometimes seen for distant buildings, terrain features, objects, etc.  (optional in player settings)"

 

Please see again the official announcement:

 

 

 

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  • Team Fusion
Posted

Yes, the distance visibility for objects, buildings, trees, terrain features has been increased in the code for the Visual Update.  (this has been already completed)

 

This is player configurable... the longer the viewing distance, the more load on the player's CPU... so we are giving the players with weaker systems the opportunity to set the distance to their preference.  For example, on maps which have very dense populations of objects, (such as the BLITZ Channel Map in the area of London) players may want to set the viewing distance lower than for example, on the TOBRUK map, which has a lower density of objects.

 

Distance is up to 10 X the current BLITZ/TOBRUK viewing distance.

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Posted

Is the current method of rendering remaining Buzzsaw? I recollect that it was possible to see that objects initially spawned in were either transparent or spawned with the ground texture making them invisible. Is that going to be the same (just much further away)?

Posted
23 hours ago, Buzzsaw said:

This is player configurable... the longer the viewing distance, the more load on the player's CPU... so we are giving the players with weaker systems the opportunity to set the distance to their preference. 

 

Given that the rendering distances will be configurable, to what extent does the game utilise multi-core processing, and is it optimised for it, or is it single core heavy and therefore reliant upon high clock speed per core?

Posted

S!

 

Older games use 1-2 cores and like GHz. Not many simulators made that really support multicores. One that comes to mind that has been built from ground up supporting multiple cores is SUBSIM, if it is still alive.

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