Posted 23 September 2019 - 02:09 PM
Part of this is the difference between high texture renders for closer range viewing, and low res texture for distance viewing. It pops up a lot in many games, some more than others. As an added example in this game, you'll see the shapes of hills appear one way at a distance (and might even be able to see through sections of a hill near the edges), only for said shape to expand and appear differently when you reach a specific distance (sometimes, your clear shot a few steps back is now obviously block and explains why you were not hitting said target and couldn't get a lock on them).
This is a trick many game developers use to reduce processing drain on the computers for details that aren't normally visible at some distances. So, rather than have your computer rendering in stuff you can't honestly see anyway, it just tells your computer to render in something less complex to save you processing power.