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Pgi The Invisible Terrain Is Stupid`
#1
Posted 17 May 2018 - 02:24 AM
#2
Posted 17 May 2018 - 03:11 AM
Send such screen shots to support services.. may get things done.
As I've gotten things fixed like that before, trust me.. it helps.
#3
Posted 17 May 2018 - 03:24 AM
Vellron2005, on 17 May 2018 - 03:11 AM, said:
Send such screen shots to support services.. may get things done.
As I've gotten things fixed like that before, trust me.. it helps.
had to do recording for that but it is more apparent in snow maps
#4
Posted 17 May 2018 - 03:24 AM
Vellron2005, on 17 May 2018 - 03:11 AM, said:
Send such screen shots to support services.. may get things done.
As I've gotten things fixed like that before, trust me.. it helps.
If anyone there played their own game with any frequency they would come across this issue so many times.
#5
Posted 17 May 2018 - 03:52 AM
eminus, on 17 May 2018 - 03:24 AM, said:
had to do recording for that but it is more apparent in snow maps
I guess you are referring to the LOD popups that are happening on polar sh*tlands within 150m or so? Terrain popping up within small laser range on max settings? Unacceptable fact in a multiplayer fps in 2018, well known to PGI, yet they did jack **** to fix it?
Well, don't count on PGI doing anything about it.
#6
Posted 17 May 2018 - 03:56 AM
e_TerrainLodRatio = 1
You'll never have problems with invisible terrain again. But you'll have much lower framerate.
Here is the same thing for buildings/rocks:
e_Lods = 0
The lower the value, the less LoDs you'll see (which means your computer will be rendering the maximum geometry, which is EXTREMELY taxing). So if you can't handle the framerate, try higher values. Increments of one usually correspond to the in-game graphics settings (these correspond to "Environment" and "Object Detail", respectively)
#7
Posted 17 May 2018 - 04:02 AM
Tarogato, on 17 May 2018 - 03:56 AM, said:
e_TerrainLodRatio = 1
You'll never have problems with invisible terrain again. But you'll have much lower framerate.
Here is the same thing for buildings/rocks:
e_Lods = 0
The lower the value, the less LoDs you'll see (which means your computer will be rendering the maximum geometry, which is EXTREMELY taxing). So if you can't handle the framerate, try higher values. Increments of one usually correspond to the in-game graphics settings (these correspond to "Environment" and "Object Detail", respectively)
whohoho thanks! I will try this one, not a problem with me putting my graphics to medium settings I just dont want those popping invisible terrain ruining the game
#9
Posted 17 May 2018 - 04:51 AM
Its not in my MWO Folder or the user folder in windows.
#10
Posted 17 May 2018 - 05:03 AM
Nesutizale, on 17 May 2018 - 04:51 AM, said:
Its not in my MWO Folder or the user folder in windows.
It doesn't come with MWO, but if you create it, MWO will execute it. It must be located here:
C:\Program Files (x86)\Piranha Games\MechWarrior Online
... or wherever your installation folder is (might be different for Steam). If you see Bin32 and Bin64, you're in the right location.
The user.cfg will only load when you start up the game. If you want to modify variables, you'll have to Alt-F4, or instead you can create an additional file called tuning.cfg which will execute the user.cfg on every map loading procedure if you give it the following line:
exec user.cfg
If you want to learn more about the user.cfg, try browsing this search. Note that most of the cvars that are possible with an autoexec such as user.cfg have been disabled by PGI because they can have unpredictable results in MWO or be used maliciously to gain an unfair advantage. If you find a variable that doesn't work, it's probably been disabled.
#11
Posted 17 May 2018 - 05:15 AM
#12
Posted 17 May 2018 - 06:38 AM
Screenshots?
What the hell.
Jesus Christ and his mother Maria know that the entire Map of e.g. Polar is comppetly bugged in terms of invisible ridge extensions.
Screenahots my *** dwl. You really think they dont know about those invisible obstacles?
Please...
#13
Posted 17 May 2018 - 07:49 AM
eminus, on 17 May 2018 - 03:24 AM, said:
had to do recording for that but it is more apparent in snow maps
VERY apparent on snow maps.
I alpha'd a BloodAsp with 1/2 his upper torsos exposed, from my view, and I registered no hit. I was like WTF, So i scooched up a bit and all of a sudden terrain appeared where the BLASP had been.
It appears the game has issues with rendering detailed objects at a distance. I find this happens a lot on Tourmaline Desert as well.
#14
Posted 17 May 2018 - 07:54 AM
#15
Posted 17 May 2018 - 08:00 AM
Humpday, on 17 May 2018 - 07:49 AM, said:
VERY apparent on snow maps.
I alpha'd a BloodAsp with 1/2 his upper torsos exposed, from my view, and I registered no hit. I was like WTF, So i scooched up a bit and all of a sudden terrain appeared where the BLASP had been.
It appears the game has issues with rendering detailed objects at a distance. I find this happens a lot on Tourmaline Desert as well.
exactly! it totally ruins your game
#17
Posted 17 May 2018 - 08:20 AM
#18
Posted 17 May 2018 - 01:29 PM
Grus, on 17 May 2018 - 07:54 AM, said:
Ssamout, on 17 May 2018 - 08:08 AM, said:
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Code of Conduct:
Quote
• Modifying any game client files aside from those expressly listed below:
- User.cfg
- Game.cfg
- Attributes.xml
- Actionmaps.xml
...
#19
Posted 18 May 2018 - 06:02 PM
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