Vandal71 Posted May 28, 2018 Share Posted May 28, 2018 I've been trying to mess with lua files and dds files to get rid of these bushes, but I just can't figure it out. The bushes look fine, they just pop up at a very close range and it looks terrible with a moving vehicle. They don't seem to be considered "grass" so you can't get rid of them with that setting. I'm going to keep trying, anyone know of an easy way to get rid of these? Thanks. Link to comment Share on other sites More sharing options...
Mustang Posted May 28, 2018 Share Posted May 28, 2018 I reckon this one is non-fixable from our end, the most likely place this would have been controlled from would be the terrain.cfg.lua, but unfortunately in the Gulf map the file is on lockdown (terrain.cfg.lua.dll.crypt) only way is for ED to take a look at this. Link to comment Share on other sites More sharing options...
rick66 Posted May 28, 2018 Share Posted May 28, 2018 I might make a video of them popping up as you move, to show ED, it definitely causes a performance hit(stutters)as you taxi, why can`t they make them part of the tree draw cells instead of a short radius draw in front of the vehicle? i7 8086K(Delidded@5.2),ASUS ROG Maximus X Formula Z370,Gigabyte AORUS GeForce GTX 1080 Ti Waterforce WB Xtreme Edition, 32GB DDR4,860 Pro SSD x2,970 Pro M.2, 840 Evo, Asus ROG PG278Q G-Sync.. Rift S:pilotfly:https://imgur.com/a/TRIm7nL Link to comment Share on other sites More sharing options...
IronMike Posted May 28, 2018 Share Posted May 28, 2018 I would much rather wish to increase their radius around me, so that they do not pop in so distinctively. would gladly have them 10nm around me.. so +1 would love to have an editable setting for them! espacially since low level flying is such amazing fun now. Heatblur Simulations Please feel free to contact me anytime, either via PM here, on the forums, or via email through the contact form on our homepage. http://www.heatblur.com/ https://www.facebook.com/heatblur/ Link to comment Share on other sites More sharing options...
Art-J Posted May 29, 2018 Share Posted May 29, 2018 I don't own PG map, but would love to have control of these items as well... to get rid of completely idiotic stones scattered all over airfield facilities on Normandy map :D. They seem to be rendered the same way as the bushes above, thus being "immune" to clutter option slider as well. i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10. Link to comment Share on other sites More sharing options...
Vandal71 Posted May 30, 2018 Author Share Posted May 30, 2018 I found a little tweak that makes it much more easy on the eyes. In the graphics.lua you will find the following lines under the Terrain section. distancFactor = { Low = 0.65; Medium = 0.65; High = 0.65; Ultra = 0.65; Extreme = 0.65; High was set to 1.0, Ultra was set to 1.2 and Extreme was 1.5. I changed the settings to the above numbers and the visual distance didn't change much but the pop-in is now very gradual. The plants kind of grow slowly out of the ground at distance and don't just pop up instantly. It took an hour or so of testing to come up with .65 as a perfect visual number. I assumed this was for rendering the terrain, itself, but I didn't see any difference other than the weed popping. I am much more satisfied with this solution than default. Thanks, everyone, for the input. Link to comment Share on other sites More sharing options...
Mustang Posted May 30, 2018 Share Posted May 30, 2018 I found a little tweak that makes it much more easy on the eyes. In the graphics.lua you will find the following lines under the Terrain section. distancFactor = { Low = 0.65; Medium = 0.65; High = 0.65; Ultra = 0.65; Extreme = 0.65; High was set to 1.0, Ultra was set to 1.2 and Extreme was 1.5. I changed the settings to the above numbers and the visual distance didn't change much but the pop-in is now very gradual. The plants kind of grow slowly out of the ground at distance and don't just pop up instantly. It took an hour or so of testing to come up with .65 as a perfect visual number. I assumed this was for rendering the terrain, itself, but I didn't see any difference other than the weed popping. I am much more satisfied with this solution than default. Thanks, everyone, for the input. Those settings control the distance of the buildings/trees/structures all around the player, it doesn't affect the draw distance of the grass and rocks. Link to comment Share on other sites More sharing options...
Vandal71 Posted May 30, 2018 Author Share Posted May 30, 2018 You are right, as I said, the distance really didn't change. However, the severity of the pop-in for this foliage changed dramatically. It's the difference between an instant pop-in and a gradual fade in. Try it, you will see the difference. Remember this has to do with ground ops, nothing to do with flying. There is something broken in this system. My changes shouldn't work like this, but they do. Link to comment Share on other sites More sharing options...
Dav IRL Posted June 3, 2019 Share Posted June 3, 2019 In helicopters these 'magic bush's' are very distracting, really should be increased. 4.8 I7, 1080, TMW&T, SSD, VKB MK.IV. Link to comment Share on other sites More sharing options...
tintifaxl Posted June 3, 2019 Share Posted June 3, 2019 +1 very noticeable when flying a Huey. i.e. in the instant action mission ground attack easy. Windows 10 64bit, Intel i9-9900@5Ghz, 32 Gig RAM, MSI RTX 3080 TI, 2 TB SSD, 43" 2160p@1440p monitor. Link to comment Share on other sites More sharing options...
nanucq Posted June 4, 2019 Share Posted June 4, 2019 And by modifying MIPMAPS of the bushes textures, with less and less opacity for lower mipmaps ? Perhaps they will appear smoothly, fading instead of popping ? Will give it a try. i7 8700k @ 4.7, 32GB 2666Mhz, GTX 2070 Super, SSD 1To, TrackIR 5, TM16000M HOTAS Link to comment Share on other sites More sharing options...
maks Posted January 4, 2020 Share Posted January 4, 2020 or get rid of them as they dont add anything ...... delete small_bush.ref and small_bush_group.ref from dcsworld/dcsworldopenbeta/mods/terrains/persiangulf/surfacedetails just as you can delete the ugly aircraft models (static ones) in pg and nellis ... delete Aircrafts from dcsworld/dcsworldopenbeta/mods/terrains/persiangulf/models brgds maks Link to comment Share on other sites More sharing options...
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