TisEric Posted September 17, 2014 Share Posted September 17, 2014 Title. Its like 2-5 meters now...its ridiculous. I constantly see lights , reflections , props , vegetation , glow maps just pop out of thin air super close to me. All that after the reflections fix patch which didn't even fix the performance to much. Link to comment Share on other sites More sharing options...
Cemges Posted September 17, 2014 Share Posted September 17, 2014 We could usr a slider for that Link to comment Share on other sites More sharing options...
mistopportunity Posted September 17, 2014 Share Posted September 17, 2014 We could usr a slider for that I think selecting chunks ranging from 1-16 chunks would be better Link to comment Share on other sites More sharing options...
Ailith Posted September 17, 2014 Share Posted September 17, 2014 (edited) What's funny is that an "Anisotropic Filtering" option recently snuck its way into the settings menu, yet I've only started noticing texture fade-offs since it was added. Edited September 17, 2014 by Ailith Link to comment Share on other sites More sharing options...
[DE]Linkski Posted September 17, 2014 Share Posted September 17, 2014 Is there any chance anyone could provide a screenshot of this short draw distance? It would really help us track down what the issue is. Link to comment Share on other sites More sharing options...
JohnProdman Posted September 17, 2014 Share Posted September 17, 2014 I think selecting chunks ranging from 1-16 chunks would be better This isn't Minecraft, lol. The game isn't rendered in chunks, but tiles. Link to comment Share on other sites More sharing options...
Ahcruna Posted September 17, 2014 Share Posted September 17, 2014 (edited) Is there any chance anyone could provide a screenshot of this short draw distance? It would really help us track down what the issue is. Just one example for reflections is inside the Liset. Half way down the runway the reflections in the lower room start pooping up. If you are right outside the circle where the mission menu is, it will actually start drawing again. will post pictures in a sec [EDIT] http://cloud-4.steampowered.com/ugc/532871880002561485/882F10803250CAABBF3823B2E0D3260CD2F8496E/ http://cloud-4.steampowered.com/ugc/532871880002560501/656920606BD7BEFE932278170D69DD82E2AE1B0E/ http://cloud-4.steampowered.com/ugc/532871880002562410/4FAA0C8DBFB3DAD3BEBEA02AD5507D6CE86B4952/ Edited September 17, 2014 by Ahcruna Link to comment Share on other sites More sharing options...
CyklonDX Posted September 17, 2014 Share Posted September 17, 2014 (edited) I think this was done to optimize the performance as no point of rendering reflections when player can't see the room. (I know that you can see it at this moment, but itself if the hatch was closed you couldn't, also no point of giving good quality textures to far away objects as player will not see it anyway, thus implementing fog so even if they get there quickly they won't notice much.) Edited September 17, 2014 by CyklonDX Link to comment Share on other sites More sharing options...
Ahcruna Posted September 17, 2014 Share Posted September 17, 2014 (edited) The point of those screenshots wasn't to just show how it's working inside the Liset, it was used as an example because it happens in outdoor areas too, and there is something broken since they shouldn't re-appear again if you are standing farther away from the area. think of it as a circle with 3 layers. if you are standing in the center circle it's drawing the reflection, if you are standing in the 2nd middle layer it doesn't draw and if you are in the 3rd layer farthest away it will start drawing it again. It's obvious that details go down the farther away you are to not tax too much on your rig, but on really high end PC's there should be an option to manually set those settings. It breaks the immersion when stuff starts pooping in 3 meters in front of you in some cases. Edited September 17, 2014 by Ahcruna Link to comment Share on other sites More sharing options...
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