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So I Was Looking At The New Canyon Map...and I Thought,


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#1 l33tworks

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Posted 12 May 2013 - 09:37 PM

Great, So its going to be foggy at a mere few hundred metres just like every other map except frozen city night.

Games should only have a small number of foggy weather maps, not all but one.

Can someone explain to me what is up with MWO devs wanting the majority of maps to be heavily foggy?

On forest colony, I literally cannot see mechs 300m away because everything is a blend of blue/grey. On Caustic valley its yellow/brown goo. Etc.

In order to see I have to stand perfectly still, concentrate intensely and watch the monitor like a hawk for any slight changes in pixel movement..

Its tiring and ridiculous but the worst part is my monitor has a rather foggy "gaming setting" which IF I try adjust the contrast on it I automatically reverts to normal which has too much input lag.

Edited by l33tworks, 12 May 2013 - 09:38 PM.


#2 Kiiyor

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Posted 12 May 2013 - 10:38 PM

With snipers and pop tarts the way they are, I vote that all maps have their ambient fog increased to 'pea soup' levels. Let's say a visibility of, oh, I dunno.... 90m.

PGI I TOTES JUST FIX UR GAME HOW HARD CAN IT BE TO INCREASE FOG ZOMG.

#3 Ralgas

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Posted 13 May 2013 - 12:38 AM

Now there an idea, swamp map!!

#4 Theodor Kling

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Posted 13 May 2013 - 08:06 AM

The crappy sight ranges are probably a result of performance issues. Why those are there in the first place is another question though.

#5 l33tworks

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Posted 14 May 2013 - 10:26 PM

View PostTheodor Kling, on 13 May 2013 - 08:06 AM, said:

The crappy sight ranges are probably a result of performance issues. Why those are there in the first place is another question though.


No they are not, you can still see the entire way, they are STILL being rendered in exactly the same way as without fog filter as far as performance is concerned.

People that can adjust their monitors can go some way to negating this effect. The problem is I cannot.

I have tried playing around with nvidia contrast game contrast etc but Its of little use it seems.

#6 Syrkres

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Posted 15 May 2013 - 06:51 AM

You need to take a look at my Storm map idea.. Visibility 10m.... Except maybe in the underground tunnels... and there it's dark...

#7 Xtrekker

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Posted 15 May 2013 - 07:51 AM

It's due to draw distance and rendering issues in CryEngine. They obscure visibility to allow lower performance cards to compete in the game.


View Postl33tworks, on 14 May 2013 - 10:26 PM, said:

No they are not, you can still see the entire way, they are STILL being rendered in exactly the same way as without fog filter as far as performance is concerned.


No, they are not. In fact objects are replaced with 2d sprites as you go farther out. I suspect this is part of the seemingly unfixable zoom module woes, i.e. telling the engine to render objects that are beyond rendering range. PGI probably doesn't have anything to do with this and is waiting on CryTek to add support.

See draw distance.

#8 NRP

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Posted 16 May 2013 - 08:19 AM

I suppose you can get a higher resolution monitor, but then you'll likely need a new video card, and possibly a new power supply as well. Freakin PC gaming.

(Yes, I'm considering all of the above myself)

#9 Blue Footed Booby

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Posted 16 May 2013 - 05:29 PM

View Postl33tworks, on 12 May 2013 - 09:37 PM, said:

Great, So its going to be foggy at a mere few hundred metres just like every other map except frozen city night.

Games should only have a small number of foggy weather maps, not all but one.

Can someone explain to me what is up with MWO devs wanting the majority of maps to be heavily foggy?

...


Sure, easy enough.

Real world weaponry can hit things from huge distances. The Abrams tank can put rounds on target at 2500 meters. Not like *plink* but a fully effective enemy-ceases-to-be hit. Actual artillery can shoot even farther, often 15+ km. Imagine slogging the entire width of Alpine only to get blown away by cannons that had that anticipated your movement and had the spot dialed in, with absolutely nothing you can do about it short of trying to do the same to them first. Sounds even worse than 8v8 all-poptart battles.

On top of this, the devs would have to make dozens of kilometers worth of terrain, setpieces, and so forth. They'd have to place orders of magnitude more trees and boulders, test orders of magnitude more collisions, and spend months longer doing each map than they already do. This isn't really practical without some sort of procedural system, which is even harder than handmaking stuff (believe it or not) if you want the content to be actually fun.

For these reasons and others games almost universally "compress" things, using squished scaling, carefully designed terrain, and haze to give the illusion of much larger and more open areas than there actually are. For example, Elder Scrolls 3: Morrowind was about 7 square miles. Oblivion was significantly more. Yet morrowind felt larger because the fog distance and cluttered terrain kept the player from being constantly reminded how close everything is together, while Oblivion's world was kind of a bowl where you could see the major landmarks (especially white gold tower) from basically anywhere.

Compare this to real life where you can look at a hill, say to yourself "I'm gonna walk over there and see what I can see," and then SURPRISE, ****, it's a clear day and that hill is two ******* miles away.

View PostXtrekker, on 15 May 2013 - 07:51 AM, said:

....

No, they are not. In fact objects are replaced with 2d sprites as you go farther out. I suspect this is part of the seemingly unfixable zoom module woes, i.e. telling the engine to render objects that are beyond rendering range. PGI probably doesn't have anything to do with this and is waiting on CryTek to add support.

See draw distance.


Uh, pretty sure only things like trees are replaced with billboards (sprites), unless you really think they rendered animated sprites for all mechs.

Even if they're using billboards for sprites (they're not) that would have nothing to do with zoom module being pixelated. That's actually because the zoom module is literally just showing you an enlarged section of the rendered frame. Rendering picture-in-picture involves literally rendering the game a second time at a smaller resolution. There's fewer pixels to render, but there's still the same number of shader passes, the same number of objects, the same number of textures, and so on. They may well be hitting some kind of internal limit. Yeah it's possible they could do something like use lower quality mipmap levels for the non-zoomed part of the screen and use gaussian blur to cover it, but it's also possible that wouldn't help and they've painted themselves into a corner.

Oh my god look at this wall of text. Look at what a terrible nerd I am.

Edited by Blue Footed Booby, 16 May 2013 - 05:38 PM.


#10 Rabid Dutchman

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Posted 18 May 2013 - 05:21 PM

View Postl33tworks, on 14 May 2013 - 10:26 PM, said:


No they are not, you can still see the entire way, they are STILL being rendered in exactly the same way as without fog filter as far as performance is concerned.

People that can adjust their monitors can go some way to negating this effect. The problem is I cannot.

I have tried playing around with nvidia contrast game contrast etc but Its of little use it seems.


So, you're suggesting that PGI should go through and make adjustments to all of the maps because your monitor doesn't display the distances well?

Yeah, that's a reasonable request





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