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Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-01 23:06
by Valmont
Since you guys are tweaking view distance and LOD related settings lately, is there any way to dynamically increase the players' view distance and LOD the higher up they go?
There is a mod for Arma 3 that does just that and does wonders for Pilots, was wondering if something like that is possible here.
Also thank you for all the technical breakthroughs you guys have been pulling out lately in order to make this old engine feel more modern and realistic!
I guess the final frontier of custom engine improvements besides fast ropes would be to make crouch "toggleable" instead of "press and hold". =p
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-02 08:45
by Mats391
Dynamic viewdistance like that is sadly not really possible as the server wont send you any updates for objects outside of the maximum level viewdistance.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-02 17:32
by mebel
I do really like this LOD changes, especially the one with terrain. No more levitating models

Speaking of viewdistances - has the visibility of a player model has been discussed to counter those effects?:
- models are usually way darker than surrounding terrain, especially at a distance
- there is no undergrowth rendered at distances
- surrounding shapes are simpler, small shapes differs from surroundings
Above causes inf model to be easily spotted at ditances even though its just couple of pixels.
For me it could be adjusted by changing last LOD model textures to have more bright and washed-out colours, or making them transparent (afaik impossible).
Btw there are also some bush models that are unaturally bright.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-02 21:10
by Valmont
Mats391 wrote:Dynamic viewdistance like that is sadly not really possible as the server wont send you any updates for objects outside of the maximum level viewdistance.
In that case perhaps the solution is to increase the
Max Viewdistance while having the dynamic part for the
Draw Distance of objects, buildings, vehicles and player models...
So for example, at ground level even thou your viewdistance is 2000, all the objects are draw at 500/1000 distance and that draw viewdistance slowly increases the higher you go, reaching 2.000 at perhaps 5.000 feet?
PS: All these numbers are just guess work, none reflect to the current or max numbers supported by the engine.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-02 21:18
by AlonTavor
That would heavily hurt object update rates. We're not doing dynamic viewdistance.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-02 22:14
by Valmont
AlonTavor wrote:That would heavily hurt object update rates. We're not doing dynamic viewdistance.
Well, I am not a pilot myself I just hate seeing them fighting in the "fog" all the time.
At least they have the new flight simulator game now =p
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-03 18:14
by VTRaptor
Got a question about grass - can you make it not disappear over distance? Tall grass causes many absurd situations such as for example - Goose Green, where you have to expose yourself alot to see above it, but the enemy on the other end further away will see you perfectly as there won't be any grass on his screen. To lesser extent other maps have that problem too, when you lie prone with grass in your face, your enemy will simply not see it.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-03 18:53
by Frontliner
Issue is that too high of a drawdistance on these is going to tank the FPS on lower end systems. Not sure if we can find a "middle ground" for this due to the wide range of PC specs, we obviously don't want to make the game completely unplayable for a chunk of the playerbase even if this change would be argueably for the better.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-04 13:17
by PBAsydney
Remove all grass and bushes from all maps.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-04 14:21
by mebel
VTRaptor wrote:Got a question about grass - can you make it not disappear over distance? Tall grass causes many absurd situations such as for example - Goose Green, where you have to expose yourself alot to see above it, but the enemy on the other end further away will see you perfectly as there won't be any grass on his screen. To lesser extent other maps have that problem too, when you lie prone with grass in your face, your enemy will simply not see it.
That's actually common problem with even modern game engines, it's hard to fix it completely afaik. But we could discuss possibilities. Reducing this long-distance rendering issue would be something that hasn't been seen in many titles before. Rendering grass on a long distance would be a huge performance hit because of the amount of polygons that has to be rendered, so we have to rely on other workarounds if they're possible.
Things I saw/think of so far that could potentially address this problem:
- putting player model a bit underground while it's prone on the last LODs - the more far it is, the more underground it is
- making player model less visible by adjusting shape and textures to blend more into surroundings on the last LODs
- rendering a simple texture just above the ground that will cover grassed area that will pop-up in a distance only
- rendering second terrain shape just a little above original one - in a distance only
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-04 15:58
by Outlawz7
Or take a lawn mower to Goose Green.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-04 15:59
by VTRaptor
I am aware that straight up increasing render distance on grass would hinder the fps, but was wondering if there's a workaround.
PBAsydney wrote:Remove all grass and bushes from all maps.
I'd very much be in favor of such thing(bushes can stay tho), but I'm afraid it will never be done, as many would see it as a graphic downgrade.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-05 11:11
by Coalz101
Grass in a warzone? Nahhh, that shit would get burnt out by now. All the explosives and such.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-05 15:52
by mebel
VTRaptor wrote:I am aware that straight up increasing render distance on grass would hinder the fps, but was wondering if there's a workaround.
I'd very much be in favor of such thing(bushes can stay tho), but I'm afraid it will never be done, as many would see it as a graphic downgrade.
Seems like we should take it to the suggestions forum and discuss it there, it's a thing worth working on - there should be some ways of achieving a goal of limiting visibility of players in a distance.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-06 05:52
by Mats391
PR:BF2 v1.6.3.4 Changelog (2020/11/06)
-----------------------
General:
- Fixed roads drawing in front of other objects.
- Fixed terrain drawing repeating patterns in distance.
Vehicles:
- Fixed Z-9WA rockets losing damage over distance.
Levels:
- Ras el Masri
- AAS64: Removed IDF Vulcan AAV. Replaced one Chinese ZSL-92 APC with a ZSL-92B IFV.
- Fixed several clipping and floating objects reported.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-06 09:53
by PBAsydney
Played WWII first time since garand nerf yesterday. Playing as Wehrmacht no longer gives me an ulcer.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-06 22:29
by sapper1893
An M1 and a G43 would kill with one shot. They are both large calibre bullets!
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-06 22:56
by InfantryGamer42
sapper1893 wrote:An M1 and a G43 would kill with one shot. They are both large calibre bullets!
This is not simulator. This is game.
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-07 08:12
by xpugur
InfantryGamer42 wrote:This is not simulator. This is game.
this game called Project REALITY !
Re: PR:BF2 v1.6.3.0 Changelog
Posted: 2020-11-07 10:06
by InfantryGamer42
xpugur wrote:this game called Project REALITY !
Yeah, Reality relative to BF2, not real life. Ultimately, it is game.