Invisible walls. Something that every mech warrior has experienced. However, I think I experienced the worst case of it I have ever experienced today. Yeah I am a little salty about it, but this was just a little ridiculous.
(notes about the video....before you say "the person I'm targeting is getting hit so you are hitting them...no. I am targeting a Timberwolf and shooting at an Arctic Cheetah. They have ECM and I am out of range to target them. However, I should be seeing the aiming reticle go red upon hitting and it doesn't. Secondly, the ERPPCs are well within range. They have an optimum range of over 900M with how I have it setup.)
I really hope this finds it's way to someone who can check these out in PGI. Cause while I do understand they are out there and unavoidable some times...a whole upper half of a mech exposed and cant hit it is a bit much.
https://youtu.be/oVosKqvyP7s
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4 replies to this topic
#1
Posted 19 June 2017 - 12:41 AM
#2
Posted 19 June 2017 - 01:41 AM
looks like Level of Detail (LoD) thing. and i think he didnt even see you from his first location. he moved because he noticed or heard ppc's hitting his cover.
LoD works by simplifying geometry of models when they are far away from you.
in some cases you might be trying to hit someone that you see being in the open, just for a building pop in when you get near.
https://mwomercs.com...urrent-usercfg/
you might try some different combinations in LoD and view distance section but there is no easy fix there.
its one of the things you need to deal with when fireing over long distances.
LoD works by simplifying geometry of models when they are far away from you.
in some cases you might be trying to hit someone that you see being in the open, just for a building pop in when you get near.
https://mwomercs.com...urrent-usercfg/
you might try some different combinations in LoD and view distance section but there is no easy fix there.
its one of the things you need to deal with when fireing over long distances.
Edited by Ustarish, 19 June 2017 - 01:42 AM.
#3
Posted 19 June 2017 - 02:52 AM
I am not too sure on that. All settings are at max settings graphics wise (at least they should be...ill double check.) I know what you are referring to and how the terrain is generated at long distances to save processing power. Not to mention the coding aspects. Thing is that if that was the case it would have given some form of outline or an indication that it was being rendered (or derendered for that matter) when I moved. Which it didn't. I just hope this video helps with that particular issue at that spot.
I understand that they do happen and they are there. Just this one stood out as a pretty bad example of it.
I understand that they do happen and they are there. Just this one stood out as a pretty bad example of it.
#4
Posted 20 June 2017 - 11:11 AM
How Ustarish wrote: it looks like LOD for the collision detection. For bad luck it looks PGI are using just the lowest resolution of geometry for this. So it is looking to be bug.
#5
Posted 20 June 2017 - 02:28 PM
Look at the harsh angle on that mountaintop... it is clearly LOD. Not necessarily your setting's fault, maybe the engine is rendering that way. Not like this is the best graphics engine there is and PGI is taking all the advantage they could from it...
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