

Terrain Lod - Gamebreaking
#1
Posted 03 April 2015 - 07:27 AM
System Specs:
i7 4790k
MSI GTX 970 4gb Vram
16gb Ram
Windows 7 64bit
I both tested with 64 and 32 bit client, no difference.
This gets more drastical on bigger maps like Alpine.
Problem 1: You can see enemys behind cover wich should NEVER be possible at any given time
Problem 2: You will often smash your shots in a stupid hill because you think you can hit your target
Both is pretty gamebreaking in my book.
Is there a working command for the .cfg to increase the LoD for terrain?
This is at a freaking ~600m distance...
Thanks in advance
#3
Posted 03 April 2015 - 08:24 AM
+ all of the postings the search function presents wont solve the Problem.
Edited by Wanderfalke Shas, 03 April 2015 - 08:25 AM.
#4
Posted 03 April 2015 - 08:34 AM
#5
Posted 03 April 2015 - 08:48 AM
Cryengine command list.
There are LoD commands wich seem to have no effect, wich I dont understand.
Thats the whole point.
Maybe theyre disabled via user.cfg WICH would be total a**
#6
Posted 03 April 2015 - 09:05 AM
#7
Posted 03 April 2015 - 09:13 AM
#8
Posted 03 April 2015 - 09:22 AM
#9
Posted 03 April 2015 - 12:05 PM
In fact, I have started tweaking them on my desktop (which I am not currently at) and some of them do work. There are other issues, for instance the tunnel issue on Crimson Strait, but some of them can likely be solved by tweaking the user.cfg at the expense of fps.
Reading comprehension goes a long way, buddy.
#10
Posted 03 April 2015 - 12:43 PM
Kudos to PGI to that I cant edit a after all "purly esthetic" setting that results in this ugly thing you can see in my video...
#11
Posted 03 April 2015 - 05:59 PM
I sorry, but the LOD will effect the client as well as what info the server now needs to send. Network traffic was one of the major issues that PGI was attempting to reduce. Cutting that distance by 1/2 may have been one of there initial solutions.
- Extending the draw distance could also change the LOS for some targets or objects.
- Any changes in the level of detail also change the render time required, seriously slowing down lower end machines.
(although the option could be there for higher end machines, but would that be considered cheating as the others would not be even seeing a target or object yet?) As your example stated, you saw the 'Mech but not the hill or building in front of it.
PGI actually needs to have the lower end mesh's or detail models built and scaled into the game for these different distance views. Allowing extended LOD normally increases the draw vertices by factors of 100's or 1000's, changing normal objects from 100,000 to 2 or 3 million. With most being piped through the CPU and not handed to the GPU, this is very expensive in rendering times. Converting every object to various levels of 'Discrete' LOD, basically simplifying the mesh vertices required for distance viewing, still required the coders at PGI to build this into each object. (DLOD can still show 'popping' as it transitions to the new level, with alpha blending and morphing helping some.)
- We haven't even started to use bump mapping or Tessellation features from Dx11 yet, yet another level of rendering as objects will then show 3D features and depth. There's so many features and eye candy within Dx11 that is currently not used, or turned off. Some of these are specular changes to what the player see's and normally really pushed in games that are rendered only on the clients machine. (hardware dependent)
Many of the features for modern graphics rendering may not be optimised for MWO to the extent they should be, object culling, Occlusion culling, (hiding unseen surfaces and not rendering them.) can greatly increase rendering times or allow for some increase of the LOD. But as the number of in map players increase so does the LOS and LOD requirements. PGI has already mentioned they are about at the limit of what there current code and net traffic can handle.
- At one time Karl (former PGI Dev. engineer) did mention that PGI does have 4k models of nearly everything in game, but that was for testing only. Could that be DLC material for those machines that can run it? Would it pose a tactical advantage or change the 'seen/unseen' terrain or objects? Do the hit box mesh's comply tighter to these higher detail features or one fit for all?
- One of the effects that was seen after the LOD distance decreased was the addition of 'fog', used to mask our ability to see at distance, and quite a commonly used element in many games. Considering the range of the MWO weapons, having views of 2000 - 3000 mtrs may not really be required. (This can seriously effects scouts tasks using mark 1 eye balls though) And still a trade off for PGI rendering the game to how its played.
Just some thoughts,
9erRed
Edited by 9erRed, 03 April 2015 - 06:03 PM.
#12
Posted 03 April 2015 - 07:03 PM
PGI can't figure out how to make this work like countless other games have? That's embarrassing.
Edited by Tarogato, 03 April 2015 - 07:03 PM.
#13
Posted 04 April 2015 - 03:24 AM
Put a large object (like a pyramid) in the center of the map. I did this in MW4:mercs on MR Pyramids and rendering was terrific.
Edited by MechregSurn, 04 April 2015 - 03:25 AM.
#14
Posted 04 April 2015 - 10:44 AM
Tarogato, on 03 April 2015 - 07:03 PM, said:
I am fairly certain some of the recent "performance" improvements are simply due to lowered LOD distances. The first, full detail area, has now a clearly visible border. It is so close, it can clip into shadows of some taller mechs when looking from inside the cockpit.
#15
Posted 05 April 2015 - 02:25 PM
I have a very similar system (4690k, 16GB, 980 4GB, Win8.1 Pro, newest Nvidia drivers) and I've never seen that problem. I run the game in 64-bit mode at maxed settings, 1920x1080 res, full screen. In the Nvidia drivers I have DSR on at 1.5x and 33% smoothing. I've seen terrain details popping in and out depending on distance, but never terrain outright disappearing. Never had any invisible walls or see-through buildings either.
#16
Posted 11 April 2015 - 04:59 AM
Maddeningly frustrating.
the BEST part is the CONSUMER infighting instead of focusing on the real problem, LOL
My favorite reply is "run the mwo repair tool"...I can install windows, mow the lawn, get a haircut, and go grocery shopping faster than that thing runs, and THEN....it doesn't fix it, I gotta search around (and not here, the search feature is a joke) and find better answers on OTHER websites? what the hell
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