Jump to content

Draw Distance


24 replies to this topic

#1 ElliottTarson

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 165 posts
  • LocationSomewhere close enough, but far enough away.

Posted 28 February 2013 - 01:17 AM

Well, having just finished Crysis 3, I can tell you guys that it is DEFINITELY a limitation of the engine on draw distance. ]

There's a level towards the end, (Trying to keep it spoiler free) where you find a DSG-1 at the start of the mission. In a building across from you are enemies that in order to kill them, you HAVE to scope in, looking at the building without the scope from where you pick up the rifle draws NO enemies in the building.

I played the level 5 times, each on different graphics settings (from minimum to maxiumum), and not once could I see them using anything less than a sniper scope.

Here's to hoping they can work out that limitation, I would hate to have even bigger maps than Alpine, and still not be able to see them until they are ~1500m away.

Edited by ElliottTarson, 28 February 2013 - 01:18 AM.


#2 ElliottTarson

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 165 posts
  • LocationSomewhere close enough, but far enough away.

Posted 28 February 2013 - 01:21 AM

View PostM A L I C E, on 28 February 2013 - 01:19 AM, said:

The more I learn about CryEngine 3, the more I wonder why the F**K PGI dumped UnrealEngine 3/4 for this pile of crap...

Probably due to the style of the engine more than anything else. Personally, I would hate to see an "Unreal MWO", as i'm sure would you.

I'm probably wrong though.

#3 CrashieJ

    Member

  • PipPipPipPipPipPipPipPip
  • 1,435 posts
  • LocationGalatea (Mercenary's Star)

Posted 28 February 2013 - 01:23 AM

View PostElliottTarson, on 28 February 2013 - 01:21 AM, said:

Probably due to the style of the engine more than anything else. Personally, I would hate to see an "Unreal MWO", as i'm sure would you.

I'm probably wrong though.



so instead we have a Crysis on our hands

#4 ElliottTarson

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 165 posts
  • LocationSomewhere close enough, but far enough away.

Posted 28 February 2013 - 01:30 AM

View PostM A L I C E, on 28 February 2013 - 01:23 AM, said:


Have you seen the original Mechwarrior reboot trailer?



That's UnrealEngine. All of it.

Seen it, did not know it was rendered w/ Unreal. I revoke my previous statement then, and join the ranks of head scratchers.

#5 Flying Judgement

    Member

  • PipPipPipPipPipPip
  • Fire
  • Fire
  • 475 posts
  • LocationUK

Posted 28 February 2013 - 02:28 AM

WTF seriously O_O


well Hawken looks beautiful with all the futuristic sines and runs smooth but its doesn't have any long range map.
Well its not a Mech game after all its rather some mobile suit FPS with a mech camo.

The real problem is the enemies in the distance we cant see anyone they r not there not with heat vision or with advanced zoom. on top the sensor is so blurey and the enemies not showing up on low graphic. Zooming in 2 times gives better picture and its more reliable 4 shooting.

IMO all weapons should shoot min 50% more but preferably 2 or 3 times more than present...
Carronade

Can shot 400 M its a fast shooting canon from 1800 normal canons can shoot 2 or 4 times longer.
From 1800 this is the tech what we working with XD LOL

http://en.wikipedia.org/wiki/Carronade

the new Tesla gun fire 300.000 m its similar to Gauss

Edited by Flying Judgement, 28 February 2013 - 02:31 AM.


#6 WalkingDeathBot

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 459 posts
  • LocationLooking for Paul so as to troll him

Posted 28 February 2013 - 04:12 AM

aren't they switching to a different version of cyr eng 3 at some point? can't really remember exactly what I read about that ages ago.

#7 Adridos

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 10,635 posts
  • LocationHiding in a cake, left in green city called New A... something.

Posted 28 February 2013 - 04:23 AM

Unreal Engine 3 can't support a map as big as Alpine, so yeah...

CryEngine 3 is really not that great, but UE 3 is no better.

#8 Chavette

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • 2,864 posts

Posted 28 February 2013 - 04:25 AM

View PostWalkingDeathBot, on 28 February 2013 - 04:12 AM, said:

aren't they switching to a different version of cyr eng 3 at some point? can't really remember exactly what I read about that ages ago.

They were switching to a newer version, If I'm correct from the version used in crysis2 to the version used in crysis3.
Switching engines at this point would take about 6-9months with no other feature/asset getting added to the game, so its pretty much out of the question.

Edited by Chavette, 28 February 2013 - 04:28 AM.


#9 Ilwrath

    Member

  • PipPipPipPipPipPipPipPip
  • 1,195 posts

Posted 28 February 2013 - 04:38 AM

View PostAdridos, on 28 February 2013 - 04:23 AM, said:

Unreal Engine 3 can't support a map as big as Alpine, so yeah...

CryEngine 3 is really not that great, but UE 3 is no better.


Tribes Ascend runs on UE3 and it got some pretty huge maps. They don't feel that big because you are so mobile
but simply walking between some of the bases takes forever. Yeah its big maps.

Just look at Raindance and katabatic.

#10 Solomon Ward

    Member

  • PipPipPipPipPipPipPip
  • 591 posts
  • LocationBerlin

Posted 28 February 2013 - 04:38 AM

On Alpine it´s slightly below 1800 meter where mechs disappear for me.

Objective detail on high.

Dunno if very High increases that any further.

#11 Fooooo

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,459 posts
  • LocationSydney, Aus.

Posted 28 February 2013 - 04:45 AM

*sigh*

Mech draw distance can be fixed by PGI afaik.

If it takes more than a simple setting adjustment they can just modify it inside the engine itself.


The total draw distance in cryengine is essentially infinite. albeit there are some bugs when you goto the extremes, ala more than around 10km view distance. It starts to "ghost" images, but im sure that can be fixed.

Basically if you set the number high you can see further.

The thing is each map can have a different dev setting, which can also be enforced (so you cannot exceed it to gain advantage etc)

So for High Spec they may have it set at 8000m (which is the default for any new map you make in cryengine) and 1000m for low spec (which is the default for low in any new map you make.)

That is only the terrain draw distance. Large objects, and small objects have their own groups, with their own distance settings. Same with mechs.

It just needs to be adjusted is all.


Other things like trees etc afaik need good use of the flowgraph to have lots of long distance trees that look good when up close also (to make a very lush jungle that you can see for 10km say), as if anyone has tried in the SDK, if you put a ton of trees (non X-trees) and crank up the draw distance for them it seriously lags without use of the flowgraph and triggers to turn them on and off when you cant exactly see them etc. (I'm having a lot of trouble getting this to work right on some of my maps atm.)

Edited by Fooooo, 28 February 2013 - 04:54 AM.


#12 Terror Teddy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,877 posts
  • LocationSweden

Posted 28 February 2013 - 05:41 AM

View PostFooooo, on 28 February 2013 - 04:45 AM, said:


That is only the terrain draw distance. Large objects, and small objects have their own groups, with their own distance settings. Same with mechs.


Is it the same for mechs? I tried boosting Draw Distance for alpine in user CFG but I cant see mechs above 2000 meters regardless of what number I add.

I see weapon fire without a problem but that's about it.

#13 Ghogiel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • CS 2021 Gold Champ
  • CS 2021 Gold Champ
  • 6,852 posts

Posted 28 February 2013 - 06:28 AM

View PostTerror Teddy, on 28 February 2013 - 05:41 AM, said:


Is it the same for mechs?


cvars can be, and we know many are disabled. It's also possible that the developer only allows these ones to be modified in the in game settings.

#14 Adridos

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 10,635 posts
  • LocationHiding in a cake, left in green city called New A... something.

Posted 28 February 2013 - 06:32 AM

View PostIlwrath, on 28 February 2013 - 04:38 AM, said:

Tribes Ascend runs on UE3 and it got some pretty huge maps.

And I have played Tribes 2, which has twice the number of players, even bigger maps and runs on an engine from 2001.

Current-gen engines are really crap.

#15 Terror Teddy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,877 posts
  • LocationSweden

Posted 28 February 2013 - 06:36 AM

View PostGhogiel, on 28 February 2013 - 06:28 AM, said:


cvars can be, and we know many are disabled. It's also possible that the developer only allows these ones to be modified in the in game settings.


That's nees to be adressed.

I mean, really, we are allowed to se terrain across the map but cannot see a target 2K meters away?

#16 Ghogiel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • CS 2021 Gold Champ
  • CS 2021 Gold Champ
  • 6,852 posts

Posted 28 February 2013 - 06:41 AM

View PostTerror Teddy, on 28 February 2013 - 06:36 AM, said:


That's nees to be adressed.

I mean, really, we are allowed to se terrain across the map but cannot see a target 2K meters away?

imo, not with cvars.

It needs to be part of the level design, not a parameter people with better PCs can input to gain an advantage.

Their lead designer must know about this issue, as it must have seemed painfully obvious to anyone even during the very early level design, let alone play testing.

#17 Nonsense

    Member

  • PipPipPipPipPipPip
  • 414 posts
  • LocationAnn Arbor, MI

Posted 28 February 2013 - 06:43 AM

View PostAdridos, on 28 February 2013 - 06:32 AM, said:

And I have played Tribes 2, which has twice the number of players, even bigger maps and runs on an engine from 2001.

Current-gen engines are really crap.


Thanks, consoles!

#18 Spinning Burr

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 429 posts
  • Google+: Link
  • Facebook: Link
  • LocationNew Orleans, LA

Posted 28 February 2013 - 06:51 AM

View PostAdridos, on 28 February 2013 - 04:23 AM, said:

Unreal Engine 3 can't support a map as big as Alpine, so yeah...

CryEngine 3 is really not that great, but UE 3 is no better.


What would be the best game engine for MWO large maps with 12 v 12 matches from all engines out there?

#19 80sGlamRockSensation David Bowie

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 4,001 posts
  • LocationThe Island

Posted 28 February 2013 - 07:06 AM

View PostM A L I C E, on 28 February 2013 - 01:19 AM, said:

The more I learn about CryEngine 3, the more I wonder why the F**K PGI dumped UnrealEngine 3/4 for this pile of crap...


Because Cry Engine 3 license is free until the product is released (which means POST BETA) while UnrealEngine would have cost PGI probably 10 million in licensing fees.

Go ***** read something before you make more asinine comments on the forums.

#20 ROFLwaffle49

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 98 posts

Posted 28 February 2013 - 07:24 AM

View PostM A L I C E, on 28 February 2013 - 01:19 AM, said:

The more I learn about CryEngine 3, the more I wonder why the F**K PGI dumped UnrealEngine 3/4 for this pile of crap...



There is this thing, its called money, and unreal engine takes a lot of it. Like, a metric **** ton.


Also just found this, don't know when that becomes something they pay for, but it clearly says free to use for free to play game developers... http://www.mycryengi...ex.php?conid=70

Edited by ROFLwaffle49, 28 February 2013 - 07:28 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users