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Reverse Invisible Hitboxes.

Gameplay

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#1 El Bandito

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Posted 26 February 2018 - 06:10 AM

Terrain that can be shot through. I rarely encountered one until today on Alpine. Caught me by surprise.

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#2 process

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Posted 26 February 2018 - 06:54 AM

Maybe a draw distance issue?

#3 EnochsBook

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Posted 26 February 2018 - 06:59 AM

On the one hand, holes in the terrain you can see through but not shoot through,
On the other, terrain you can't see through but you can shoot through.

$250,000 per map? Maybe they should ask for a refund.

#4 K O Z A K

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Posted 26 February 2018 - 07:01 AM

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I've been told this is normal

#5 Tarogato

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Posted 26 February 2018 - 07:23 AM

That's terrain LoD for you.

Sadly, this is how things work in basically all games, regardless of game engine. Can't get around it. Unless you force load higher detail levels at long ranges such as this (and destroy your framerates in the process... )

#6 Verilligo

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Posted 26 February 2018 - 07:24 AM

Looks like a level of detail issue more than a hitbox issue. Alpine and Polar Highlands are absolutely terrible about level of detail for reasons that... make absolutely no sense. Usually it's the other way around with it not drawing terrain that is absolutely there, but at extreme ranges I've seen terrain get simplified several times as being larger than it actually is. Frankly, the game as a whole could use a revision of how it draws terrain at a distance, you shouldn't be almost right upon a hill before the game decides to actually draw the real shape of the hill.

#7 Alcom Isst

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Posted 26 February 2018 - 08:22 AM

View PostTarogato, on 26 February 2018 - 07:23 AM, said:

Sadly, this is how things work in basically all games, regardless of game engine. Can't get around it. Unless you force load higher detail levels at long ranges such as this (and destroy your framerates in the process... )


MechWarrior Online almost always bottlenecks on the CPU and not the GPU. Increased LOD distances would mostly be a burden on the GPU, so on most machines the framerate drop would be negligible. If you do get a significant framerate drop then... decrease the distance settings, that's what they're there for.

Incidentally, MechWarrior 4 has LOD distance meters in its config file. You can set it to like a negative billion and every object will render in full detail regardless of distance. There's no such additive in MechWarrior Online.

#8 Asym

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Posted 26 February 2018 - 10:39 AM

View PostVerilligo, on 26 February 2018 - 07:24 AM, said:

Looks like a level of detail issue more than a hitbox issue. Alpine and Polar Highlands are absolutely terrible about level of detail for reasons that... make absolutely no sense. Usually it's the other way around with it not drawing terrain that is absolutely there, but at extreme ranges I've seen terrain get simplified several times as being larger than it actually is. Frankly, the game as a whole could use a revision of how it draws terrain at a distance, you shouldn't be almost right upon a hill before the game decides to actually draw the real shape of the hill.

BINGO ! You have the issue correctly identified. Precision has been nerf'd all along and for a weapon of infinite range and speed of light use, the reticle infinite position, the game damage timing and the angle of attack calculations are not precise at all. Errors have been compounding since last May and you can see "flickering" at long ranges as the sequencing is not keeping up with the rendering....... Calculations are in front of or behind the capture rates and what you actually see may be history or just not there and you are actually hitting what is there not what was there....

I the past, this was the greatest challenge in simulators that used 3D battle spaces: how to keep a "projectile" realistic in flight and then, what did that level of precision do in flight, then, what is happening with the 3D aspect of the target as it is moving or standing still..... That's a huge amount of calculation in real time to make the simulation "real" and "accurate" so that what you are using for training actually is what happens in real life ! Did you not see a "tree or a building" because of mirage or optics or systems parallax........ What is the dispersion that weapons system experiences.... How fast can you "actually see" munitions??? Can KE munitions skip? What happens to LOS/LOF weapons, such as lasers, beyond the intended target? How precise is a laser or a HVP and can you have collateral damage in crowds or in urban terrain?/?/?

And so on....

#9 LordNothing

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Posted 26 February 2018 - 11:09 AM

the fact of the matter is that the renderer (which is n complexity) can handle much much more detail than the physics engine (which is n^2 complexity). so you are always going to have glitches of this type. there are design doctrines that can work around it, like using a lot of surface detail that doesn't stick out very far (the greebles on hpg manifold are a good example of this). you start with some fairly simple geometry which is easy to describe to the physics engine (with boxes, other primitives, and convex hulls) then sculpt the surface, and you get good results from that. something more organic like natural terrain on the other hand is damn near impossible to pass more than a vague abstraction to the physics engine. so there will always be nooks and crannies to exploit if you know what to look for.

#10 Scout Derek

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Posted 26 February 2018 - 11:17 AM

View PostHazeclaw, on 26 February 2018 - 07:01 AM, said:

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I've been told this is normal


yep. hit-reg issue.

People say they never encounter it, but I see it all the time. Kind of sad really, that a probably that's persisted since the beginning 5-6 years ago is still around.

#11 Tarogato

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Posted 26 February 2018 - 05:57 PM

View PostScout Derek, on 26 February 2018 - 11:17 AM, said:

yep. hit-reg issue.

People say they never encounter it, but I see it all the time. Kind of sad really, that a probably that's persisted since the beginning 5-6 years ago is still around.


Literally not a hitreg issue and I literally commented earlier on what is the root cause.

#12 Scout Derek

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Posted 26 February 2018 - 07:18 PM

View PostTarogato, on 26 February 2018 - 05:57 PM, said:



Meh. Am too lazy to care at the moment.





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