fraczek 4 Posted March 3, 2012 If you will start to render grass around the projected point of your sniper optics this may look quite awkward since you may easily have a huge empty space between that point and you.The real problem is that on Chernarus there's not much detail but grass so when engine stops rendering grass you end up with a lot of empty space. Dwarden once suggested to simply fill that empty space with random stuff like stones/bushes to make soldier barely distinguishable from the background which may work too. In fact VBS2 already has this. If you will download JCOVE-lite you will see this in action. Think empty takistani hills except filled with many many little stones visible far away. Really hard to spot a prone soldier even in such desert environment. A helmet/head looks like a yet another stone at that distance. ^^^ this. Didn't know it was already in VBS2. Share this post Link to post Share on other sites
Whirly 1 Posted March 3, 2012 Having trouble getting my head around this draw distance conundrum, let me explain why. A recently released ARMA 3 screenshot shows a aircraft flying high above Lemnos, the veiw distance over the Island stretches for many square kilometres, yet the detail is amazing. Why is it that a similar effect cannot be acheived when veiwing through a scope? Share this post Link to post Share on other sites
metalcraze 290 Posted March 3, 2012 That's how you will see Limnos through a scope too. It's much more detailed than Chernarus when it comes to bushes and rocks (unfortunately no forests though) Share this post Link to post Share on other sites
Whirly 1 Posted March 3, 2012 That's how you will see Limnos through a scope too.It's much more detailed than Chernarus when it comes to bushes and rocks (unfortunately no forests though) After veiwing this video 3AfDgCmhsyY&feature=related I have discovered that the mosaic of different colors is what produces the illusion of detail, the illusion of depth, high and low spots, nooks and crannies. This disruptive patterning of color makes distant units much harder to see even at medium zoom and helps them 'blend' into the background. Why is the environment suddenly blandly colored by comparison when on max zoom? The plain coloring is the root of the problem. Share this post Link to post Share on other sites
Atkins 10 Posted March 3, 2012 H&G can draw grass etc. to the horizon. No idea how they pull it off it but BI should definitely look in to it. Share this post Link to post Share on other sites
BobcatBob 10 Posted March 3, 2012 OH. My. God. That game looks incredible! So glad I found out this existed!!!!!:):):):) Share this post Link to post Share on other sites
Pulverizer 1 Posted March 3, 2012 H&G can draw grass etc. to the horizon. No idea how they pull it off it but BI should definitely look in to it. LODs for those wheat fields that's for sure. Same trick was used by BIS to render large chunks of forests efficiently 10 years ago in OFP. I'd like to see an actual high-res screenshot of H&G that shows off the far-vegetation. Not large indestructible wheat fields that are easy to optimize, but high-detail ground clutter. From what I can tell by that blurry video, I doubt there's anything revolutionary going on with the foliage. Share this post Link to post Share on other sites
-Coulum- 35 Posted March 3, 2012 So what's the downside with using LODs for fields, grass etc. like H&G? Would it be possible to do in arma. If so it would be freaking amazing. Share this post Link to post Share on other sites
metalcraze 290 Posted March 3, 2012 (edited) You can see that in H&G the wheat fields (and other scenery) are of much lower detail than what we have in ArmA even up close. And it's impossible to tell from the video if far LODs aren't some blurry mess which would do more harm than good. Of course the solution may be for ArmA3 is to render only some grass patches in the distance - which will still look better than empty ground but won't destroy videocards. Edited March 3, 2012 by metalcraze Share this post Link to post Share on other sites
CTCCoco 1 Posted March 3, 2012 You are registered since 2012 and you discovered this now?! lol. Share this post Link to post Share on other sites
Defunkt 431 Posted March 3, 2012 If you will start to render grass around the projected point of your sniper optics this may look quite awkward since you may easily have a huge empty space between that point and you. You aren't viewing/don't see the space between you and your point of focus. In fact I'd have thought the narrower FOV when zoomed would mean the engine could afford to render grass over a greater depth before and beyond your point of focus. That might change if we get 'Picture-in-Picture' scopes but performance costs are part of the eternal truth of 3D scopes and even then if a choice is required clutter at your point of focus has got to be more important than clutter in your periphery. Share this post Link to post Share on other sites
Whirly 1 Posted March 3, 2012 (edited) I don't understand why it is that at long range, http://wikiwiki.jp/arma2/?plugin=ref&page=ShackTac%20ArmA2%20TTP2%20Guide%2FCombined%20Arms%2FClose%20Air%20Support&src=i_cobra_at_altitude.jpg medium range, http://ultimateflashpoint.files.wordpress.com/2010/03/screen-6.jpg and close range http://static.gamesradar.com/images/mb/GamesRadar/us/Games/A/ArmA%20II/Bulk%20Viewers/PC_PS3_360/2009-05-06/2009.04.30.%20-%20ARMA%20II_chernarus_02_US--screenshot.jpg there is no difficulty processing the large amounts of contrasting colors that create the appearance of detail and depth, but soon as we view the environment through a scope there is no longer a sharp disparity of colors. http://i41.tinypic.com/33cltll.jpg Edited March 3, 2012 by Whirly Share this post Link to post Share on other sites
Defunkt 431 Posted March 3, 2012 Because at very long range (i.e. when flying at altitude) the satmap (essentially a photograph of the terrain) is of a high enough resolution to appear detailed and at very close range detailed clutter is drawn on top of this. It's the intermediate range (viewing through the optics) where the problems appear. ArmA 3 reportedly has a higher resolution satmap and that seems apparent from the screenshots to date but while it will make things look better it's unlikely to offer enough detail to obscure a 3D character model sitting on top of the 'photograph' at the 300m - 1000m ranges where the problem is most evident. Share this post Link to post Share on other sites
Whirly 1 Posted March 3, 2012 Perhaps at intermediate range the lifeless dreary 'template' background should be replaced with a speckled background flecked with contrasting colors, it would add a lot more character (an illusion of distant clutter) to the scene and would make it far more difficult to spot units at those distances. Share this post Link to post Share on other sites
Dwarden 1125 Posted March 3, 2012 @whirly you would need add noise pattern and more 'depth' clutter into the scene ... there are several methods how that can be achieved and unfortunately they weren't used in A2/OA 'corn fields' and high grass in H&G is interesting but the question remainds if it can be used for grass anywhere anytime w/o performance overkill definitely one of features i would like to see myself Share this post Link to post Share on other sites
Whirly 1 Posted March 3, 2012 Dwarden would it be possible for modders to add noise pattern and more 'depth' clutter into the scene? Share this post Link to post Share on other sites
Dwarden 1125 Posted March 3, 2012 there were some nice noise pattern shader mods for Oblivion, maybe also some exist for Fallout / Skyrim (not checked) if there is more control over the shaders and post processing then yes, but i will not confirm nor deny it in relation to upcoming games Share this post Link to post Share on other sites
gammadust 12 Posted March 3, 2012 there are several methods how that can be achieved and unfortunately they weren't used in A2/OA ...hummmm... Share this post Link to post Share on other sites
Dwarden 1125 Posted March 3, 2012 ...hummmm... remember time and manpower/reources are limited when developing games, so all is question of priorities and design decisions ... one would do things differently if he could turn on the time machine ;) Share this post Link to post Share on other sites
gammadust 12 Posted March 4, 2012 mine's a futuristic one... hope that whatever time machine comes up hummses us to neatly packed travel logs ;) Share this post Link to post Share on other sites
On_Sabbatical 11 Posted March 4, 2012 I was thinking about a workaround: why not reducing the grass density with distance and keeping always the player hidden ;) Share this post Link to post Share on other sites
dayglow 2 Posted March 8, 2012 I was thinking about a workaround: why not reducing the grass density with distance and keeping always the player hidden ;) Just render 1 bush in front of the player? Share this post Link to post Share on other sites
cm. 10 Posted March 8, 2012 mine's a futuristic one... hope that whatever time machine comes up hummses us to neatly packed travel logs ;) LOL! I hope that is a joke haha Share this post Link to post Share on other sites
boredgunner 1 Posted March 10, 2012 Anyway back to draw distance... ArmA 2 has the best terrain draw distance and a lovely draw distance slider. Now they just need to add a slider for vegetation draw distance and detail/texture draw distance so they can be equally good. Share this post Link to post Share on other sites