I sometimes get fed up with the BF2 engine limitations, one for example is the rendering of grass at distance - IE if your hiding in long grass, someone 100ish meters away can spot you very easly because the grass does not render past a certain distance on their PC, and you appear as an idiot trying to hide from them in the middle of an open field.
This problem is even more apparent if someone has their settings low, as (AFAIK) the grass render distance is reduced.
My idea for a solution to this would be this:- If someone is in a long grass area and prone for a small period of time (say 5 seconds) their model 'dissapears' - they remain 'hidden' until crouch, stand or leave the area of cover. This would make long grass more viable as cover providing certain concessions are made like for example firing gives away your position etc ...
Sorry if this has been suggested before
Idea for solution to low-spec graphics advantages.
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Katash
- Posts: 19
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Idea for solution to low-spec graphics advantages.
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MrD
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I've heard talk of people using low graphics then trying to fly all rounds, easily seeing enemies against the landscape where undergrowth isn't drawing to hide them.

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Outlawz7
- Retired PR Developer
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......
The grass renders up to 50 meters for those on on Low and High settings, only difference is, that the one on High will see all the beauty of the nice jungle undergrowth, while the one on Low will see pixelated greenish flood of grass mesh.
In other words, the grass DOES render regardless of settings, it just looks **** on Low
The advantage of seeing enemies behind cover can be blamed on terrain level of detail (LOD) and increased rendering distances.
The grass renders up to 50 meters for those on on Low and High settings, only difference is, that the one on High will see all the beauty of the nice jungle undergrowth, while the one on Low will see pixelated greenish flood of grass mesh.
In other words, the grass DOES render regardless of settings, it just looks **** on Low
The advantage of seeing enemies behind cover can be blamed on terrain level of detail (LOD) and increased rendering distances.

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Katash
- Posts: 19
- Joined: 2007-12-30 22:22
https://www.realitymod.com/forum/f18-pr ... tance.htmlJonny wrote:more easily solved with overgrowth fields, like Sangin will have.
This thread didn't seem too positive on the overgrowth idea
Last edited by Katash on 2008-03-11 17:19, edited 1 time in total.
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