The map desperately needs some cleanup and optimisation of building LODs (level of detail).
With low object/environment detail settings buildings disappear and reappear, you can often see mechs hiding behind distant walls, and you never quite know when you have weapon line of sight.
Some buildings are just messy isolated triangles at a distance when they need to be cubes.
3
Low Detail Settings Inadequate.
Started by jjm1, Aug 07 2016 07:01 AM
2 replies to this topic
#1
Posted 07 August 2016 - 07:01 AM
#2
Posted 07 August 2016 - 06:56 PM
Seconded. It's clear that a lot of LoDs are just automated and haven't been done by hand. They need to be done by hand.
#3
Posted 08 August 2016 - 08:35 AM
jjm1, on 07 August 2016 - 07:01 AM, said:
The map desperately needs some cleanup and optimisation of building LODs (level of detail).
With low object/environment detail settings buildings disappear and reappear, you can often see mechs hiding behind distant walls, and you never quite know when you have weapon line of sight.
Some buildings are just messy isolated triangles at a distance when they need to be cubes.
With low object/environment detail settings buildings disappear and reappear, you can often see mechs hiding behind distant walls, and you never quite know when you have weapon line of sight.
Some buildings are just messy isolated triangles at a distance when they need to be cubes.
They probably used some algorithm to create low detailed objects from high's, and this was the outcome that was 'acceptable' for far distance objects. lol
Dont bother requesting PGI about this as it has been requested many times before. Last email I got was 'we will pass it to the tech team' blabla...
Try an unofficial command (worked a few months back anyway):
e_LodCompMaxSize = 64
Lower = Worse, Higher = Better.
It seems to work in tourmaline in the far distance at least, making the map almost completely High detail LOD.
I doubt it will work that great on any map though.
Edited by M T, 08 August 2016 - 08:41 AM.
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