PR:BF2 v1.6.3.0 Changelog
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Re: PR:BF2 v1.6.3.0 Changelog
Since you guys are tweaking view distance and LOD related settings lately, is there any way to dynamically increase the players' view distance and LOD the higher up they go?
There is a mod for Arma 3 that does just that and does wonders for Pilots, was wondering if something like that is possible here.
Also thank you for all the technical breakthroughs you guys have been pulling out lately in order to make this old engine feel more modern and realistic!
I guess the final frontier of custom engine improvements besides fast ropes would be to make crouch "toggleable" instead of "press and hold". =p
There is a mod for Arma 3 that does just that and does wonders for Pilots, was wondering if something like that is possible here.
Also thank you for all the technical breakthroughs you guys have been pulling out lately in order to make this old engine feel more modern and realistic!
I guess the final frontier of custom engine improvements besides fast ropes would be to make crouch "toggleable" instead of "press and hold". =p
- Mats391
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Re: PR:BF2 v1.6.3.0 Changelog
Dynamic viewdistance like that is sadly not really possible as the server wont send you any updates for objects outside of the maximum level viewdistance.
Mineral: TIL that Wire-guided missiles actually use wire
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Re: PR:BF2 v1.6.3.0 Changelog
I do really like this LOD changes, especially the one with terrain. No more levitating models
Speaking of viewdistances - has the visibility of a player model has been discussed to counter those effects?:
- models are usually way darker than surrounding terrain, especially at a distance
- there is no undergrowth rendered at distances
- surrounding shapes are simpler, small shapes differs from surroundings
Above causes inf model to be easily spotted at ditances even though its just couple of pixels.
For me it could be adjusted by changing last LOD model textures to have more bright and washed-out colours, or making them transparent (afaik impossible).
Btw there are also some bush models that are unaturally bright.
Speaking of viewdistances - has the visibility of a player model has been discussed to counter those effects?:
- models are usually way darker than surrounding terrain, especially at a distance
- there is no undergrowth rendered at distances
- surrounding shapes are simpler, small shapes differs from surroundings
Above causes inf model to be easily spotted at ditances even though its just couple of pixels.
For me it could be adjusted by changing last LOD model textures to have more bright and washed-out colours, or making them transparent (afaik impossible).
Btw there are also some bush models that are unaturally bright.
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Re: PR:BF2 v1.6.3.0 Changelog
In that case perhaps the solution is to increase the Max Viewdistance while having the dynamic part for the Draw Distance of objects, buildings, vehicles and player models...Mats391 wrote:Dynamic viewdistance like that is sadly not really possible as the server wont send you any updates for objects outside of the maximum level viewdistance.
So for example, at ground level even thou your viewdistance is 2000, all the objects are draw at 500/1000 distance and that draw viewdistance slowly increases the higher you go, reaching 2.000 at perhaps 5.000 feet?
PS: All these numbers are just guess work, none reflect to the current or max numbers supported by the engine.
Last edited by Valmont on 2020-11-02 21:27, edited 2 times in total.
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Re: PR:BF2 v1.6.3.0 Changelog
That would heavily hurt object update rates. We're not doing dynamic viewdistance.
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Re: PR:BF2 v1.6.3.0 Changelog
Well, I am not a pilot myself I just hate seeing them fighting in the "fog" all the time.AlonTavor wrote:That would heavily hurt object update rates. We're not doing dynamic viewdistance.
At least they have the new flight simulator game now =p
Last edited by Valmont on 2020-11-03 01:22, edited 1 time in total.
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Re: PR:BF2 v1.6.3.0 Changelog
Got a question about grass - can you make it not disappear over distance? Tall grass causes many absurd situations such as for example - Goose Green, where you have to expose yourself alot to see above it, but the enemy on the other end further away will see you perfectly as there won't be any grass on his screen. To lesser extent other maps have that problem too, when you lie prone with grass in your face, your enemy will simply not see it.
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Re: PR:BF2 v1.6.3.0 Changelog
Issue is that too high of a drawdistance on these is going to tank the FPS on lower end systems. Not sure if we can find a "middle ground" for this due to the wide range of PC specs, we obviously don't want to make the game completely unplayable for a chunk of the playerbase even if this change would be argueably for the better.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
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Re: PR:BF2 v1.6.3.0 Changelog
That's actually common problem with even modern game engines, it's hard to fix it completely afaik. But we could discuss possibilities. Reducing this long-distance rendering issue would be something that hasn't been seen in many titles before. Rendering grass on a long distance would be a huge performance hit because of the amount of polygons that has to be rendered, so we have to rely on other workarounds if they're possible.VTRaptor wrote:Got a question about grass - can you make it not disappear over distance? Tall grass causes many absurd situations such as for example - Goose Green, where you have to expose yourself alot to see above it, but the enemy on the other end further away will see you perfectly as there won't be any grass on his screen. To lesser extent other maps have that problem too, when you lie prone with grass in your face, your enemy will simply not see it.
Things I saw/think of so far that could potentially address this problem:
- putting player model a bit underground while it's prone on the last LODs - the more far it is, the more underground it is
- making player model less visible by adjusting shape and textures to blend more into surroundings on the last LODs
- rendering a simple texture just above the ground that will cover grassed area that will pop-up in a distance only
- rendering second terrain shape just a little above original one - in a distance only
Last edited by mebel on 2020-11-04 14:35, edited 2 times in total.
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Re: PR:BF2 v1.6.3.0 Changelog
I am aware that straight up increasing render distance on grass would hinder the fps, but was wondering if there's a workaround.
I'd very much be in favor of such thing(bushes can stay tho), but I'm afraid it will never be done, as many would see it as a graphic downgrade.PBAsydney wrote:Remove all grass and bushes from all maps.
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Re: PR:BF2 v1.6.3.0 Changelog
Grass in a warzone? Nahhh, that shit would get burnt out by now. All the explosives and such.
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Re: PR:BF2 v1.6.3.0 Changelog
Seems like we should take it to the suggestions forum and discuss it there, it's a thing worth working on - there should be some ways of achieving a goal of limiting visibility of players in a distance.VTRaptor wrote:I am aware that straight up increasing render distance on grass would hinder the fps, but was wondering if there's a workaround.
I'd very much be in favor of such thing(bushes can stay tho), but I'm afraid it will never be done, as many would see it as a graphic downgrade.
- Mats391
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Re: PR:BF2 v1.6.3.0 Changelog
PR:BF2 v1.6.3.4 Changelog (2020/11/06)
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General:
Vehicles:
Levels:
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General:
- Fixed roads drawing in front of other objects.
- Fixed terrain drawing repeating patterns in distance.
Vehicles:
- Fixed Z-9WA rockets losing damage over distance.
Levels:
- Ras el Masri
- AAS64: Removed IDF Vulcan AAV. Replaced one Chinese ZSL-92 APC with a ZSL-92B IFV.
- Fixed several clipping and floating objects reported.
Last edited by Mineral on 2020-11-06 09:22, edited 1 time in total.
Mineral: TIL that Wire-guided missiles actually use wire
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Re: PR:BF2 v1.6.3.0 Changelog
Played WWII first time since garand nerf yesterday. Playing as Wehrmacht no longer gives me an ulcer.
HITREG CARRY
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Re: PR:BF2 v1.6.3.0 Changelog
An M1 and a G43 would kill with one shot. They are both large calibre bullets!
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Re: PR:BF2 v1.6.3.0 Changelog
This is not simulator. This is game.sapper1893 wrote:An M1 and a G43 would kill with one shot. They are both large calibre bullets!
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Re: PR:BF2 v1.6.3.0 Changelog
this game called Project REALITY !InfantryGamer42 wrote:This is not simulator. This is game.
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Re: PR:BF2 v1.6.3.0 Changelog
Yeah, Reality relative to BF2, not real life. Ultimately, it is game.xpugur wrote:this game called Project REALITY !