d00kiejones 2 Posted August 24, 2016 So to me this seems like it should already be a thing in ALL games. Grass rendering distance is a constant break to immersion, in any game. I hate to see a hill in the distance that is green, only to get to it and have pink flowers pop in. So my suggestion is a post process effect that adds noise that is the same color as the grass when the grass is to far away to render. Instead of sinking the units into the ground you just cover them up a little. This would most likely require some small changes to units and the grass its self. The grass would need a color flags attached to it with the % above 5 that is each color, Like 80% green 20% pink. The units would need something to tell the effect how much of the body to cover depending on stance. Something like the lower legs covered while standing, chest down covered while Kneeling etc. Now I do NOT have the technical expertise to be able to say that this would or would not work, nor can I say what sort of performance impact it would have. To me, it is a good idea that should at least be thought through by those that do have the knowledge to determine whether or not it is feasible. Please ignore any grammar and spelling errors, I am typing this on my phone and we all know about autocorrect. Share this post Link to post Share on other sites
target_practice 163 Posted August 25, 2016 In terms of the terrain colouring thing, the game already sort of does that but in the other way round. The game extrapolates colours from the terrain satmap and tints ground textures and foliage with these colours. As for the players clipping into distant terrain, that comes about as a result of the low-polygon distant terrain mismatching with the actual collision geometry. There might be a somewhat hacky way to avoid it by exploiting z-sorting and such but such a solution would probably be so buggy it wouldn't be worth implementing. Share this post Link to post Share on other sites
d00kiejones 2 Posted August 25, 2016 In terms of the terrain colouring thing, the game already sort of does that but in the other way round. The game extrapolates colours from the terrain satmap and tints ground textures and foliage with these colours. As for the players clipping into distant terrain, that comes about as a result of the low-polygon distant terrain mismatching with the actual collision geometry. There might be a somewhat hacky way to avoid it by exploiting z-sorting and such but such a solution would probably be so buggy it wouldn't be worth implementing. I am talking about the sinking into the ground as a way of approximating camouflage and grass that is not rendered at distance. It is a known issue(feature) from the OFP days. Share this post Link to post Share on other sites
target_practice 163 Posted August 25, 2016 I am talking about the sinking into the ground as a way of approximating camouflage and grass that is not rendered at distance. It is a known issue(feature) from the OFP days. For the reasons I stated above I can't see how that would be possible. Share this post Link to post Share on other sites
old_painless 182 Posted August 25, 2016 I think it should be an option to fully render grass and all ground detail far out, at least what you view through scopes or binoculars. That way people with ~GTX980 and above would have an option to try out if it is playable. Share this post Link to post Share on other sites
target_practice 163 Posted August 25, 2016 But then you have the problem where people who have such an option disabled gain an advantage. However, as you say foliage should probably adhere to the same LOD increase that optics grant objects. Share this post Link to post Share on other sites