liugl Posted July 15, 2023 Posted July 15, 2023 For PCs with higher configuration, higher frame rates are often obtained in areas such as mountains and deserts than in cities, so I hope that in these uninhabited areas, higher grid accuracy and more detailed textures can be obtained terrain. 1
cfrag Posted July 15, 2023 Posted July 15, 2023 I don't think we need higher grid accuracy for those uninhabited areas. Next to nobody has aver been there, so you and I would not know the difference. What we need is a dynamic 'realism' technology that breaks up long straight lines info more realistic mountainous terrain. Techniques like dynamic edge tesselation exist for these, and I'm sure ED is looking into these technologies to create a better, more dynamic scenery. IIRC some maps are also experimenting with high-density (High-LOD) meshes for some mountain regions, but IMHO a shader technology that can generate high-resolution mountainous regions by dynamically (and realistically) breaking up long straight lines from a mountain region would be much better (less resource intensive). Let's see what magic ED et al can come up with 2
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