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Posted

Currently, the visibility of objects is determined by distance to aircraft, regardless of the resolving level of the watching medium.

While hiding (or lowering the LOD) a tree located 10 miles away is perfectly correct for viewing out the window, while watching through the Lantrin or Litening or Atflir POD should consider the higher resolving capacity of the gadget and render the objects as if the plane was much closer.

This produces advantages and disadvantages that may affect gameplay negatively:
- for spotting far objects, it really makes it a lot easier if there are no trees to occlude the objects, which gives an unfair advantage to those looking through the pod against those trying to mask their location with tress or similar objects
- conversely, if you are planning an attack and drop a stand-off weapon on such enemy, it could very well be that the item is inside a forest and you wasted the amo hitting a tree that you never saw existed!

And no, these two scenarios do not compensate each other, they just create frustrations on both sides of the coin, so the rendering on the on-board CCDs should better mimic the behavior of longer reach with higher resolving (resolution) capabilities.

 

Thanks,

Rafa.

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I'm Dragon in the Multiplayer servers.

Posted

They could probably use a more innovative approach to rendering trees with shaders that would not only fix this, but help performance a lot. They are afterall using patches that define tree density.

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