Jump to content

Should View Distance/clarity Be Increased?


2 replies to this topic

Poll: Increase view distance/clarity? (6 member(s) have cast votes)

Should view distance/clarity be increased?

  1. Yes (6 votes [100.00%])

    Percentage of vote: 100.00%

  2. No (0 votes [0.00%])

    Percentage of vote: 0.00%

At what distance should clarity between objects and their surroundings begin to drop off?

  1. 800m (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. 1000m (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. 1200m (2 votes [33.33%])

    Percentage of vote: 33.33%

  4. 1400m (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. 1600m (1 votes [16.67%])

    Percentage of vote: 16.67%

  6. 1800m (0 votes [0.00%])

    Percentage of vote: 0.00%

  7. 2000m (3 votes [50.00%])

    Percentage of vote: 50.00%

Vote Guests cannot vote

#1 StealthAssassin

    Member

  • PipPipPip
  • The Ace
  • The Ace
  • 72 posts
  • LocationFlorida

Posted 03 April 2013 - 11:39 AM

These shaders, or whatever it is that blurrs everything are terrible, and unrealistic. If you played closed beta, you will remember extreme view distances. I could gauss targets standing still at 2000 meters plus. Damage obviously falls off at some point, but it was nice to know that it was at least possible. This isn't a question of whether or not you like snipers, but one of if you think the view distances/in-game blur is just terrible, ugly, and unrealistic. Things don't necessarily have to be clearly visible 2000m away, but if you zoom, things should get clearer at least, and if you use the vision module, things should get even more clear in that confined area. To top it off, the linear black fog in night vision and thermal vision makes things invisible that are otherwise visible unaided (which is impossible, and just plain dumb).

I've fired iron sight rifles out to 500m, doing so also on 4x32 magnification optics. I've used thermal optics a few times too. Needless to say, you can see the target, and hit it quite easily, and more easily with optics. I've also flown a helicopter at night with gen 3 NVG's, and in a low light level environment, can still make out the contrast between different materials that reflect more or less light; it's as if the night vision doesn't incorporate any realistic luminance/illumance, gain/de-gain (bloom), halo's, etc. I would like to see a flame thrower blind enemy mechs looking at it on NVGs. Everything is just a static green color, until a fixed distance where there is apparently no light. It's as if mech pilots are horribly blind, or optics technology has regressed hundreds of years into the future...

Somewhere between view blurred/blacked out... distance/clarity/contrast both aided (thermal/night vision) and unaided vision, PGI seriously made this game look bad.

Edited by Egomane, 03 April 2013 - 02:20 PM.
No biased answers in question 1 allowed


#2 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 03 April 2013 - 12:04 PM

draw distance is dependent on the graphical capabilities of the machine doing the rendering. To make it fair, they need to try and keep it somewhat even between the haves and the have nots by capping draw distance. That said, MW:O has a fairly good draw distance already.

#3 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 03 April 2013 - 01:27 PM

Setting your Object Detail slider to High AFAIK gets you the max draw distance.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users