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Please revert U22 view distance scaling affecting tiles


bungawunga
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We have now weird fog in the game now and it is due to some sort of view distance scaling in Plains of Eidolon.
 
When PoE dropped, I noticed the issue immediately for the first time in the Law of Retribution, however my friends and clan mates hadn't.
 
I later determined that there was something in the game permanently toggled if you entered and exited the plains then went on to other tilesets to restore the view distance scaling back to normal. So our work-around for fog issue was ensuring we went into plains before doing anything in the game.
 
A few hotfixes later something mentioned fixing an issue propagating to other tilesets outside of the plains and we were overjoyed at the potential of a fix. It was to our dismay that we learned that our work-around for this blinding fog was removed and now we have permanent fog plaguing the game.
 
The issue has been around for a good while now so I'd like to find out if it is intended that we are now blinded everywhere else except for PoE?
 

There's been one other report of this issue that i can readily find

 

 

Here's an example of how extremely the view distance falls off https://imgur.com/a/7VWL8

Before U22 you could see beyond Lua's one extraction tile perfectly fine and observe the background but only when ~40m does the fog alleviate to begin to see things.

EDIT: Linking other user reports below

 

 
Edited by bungawunga
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5 minutes ago, Deathbricked said:

I've noticed the same thing and managed to somewhat fix it (can't remember how), it's still slightly there in the void though.

The issue is everywhere. Lighting variations will not make it immediately obvious like the void where it is quite bright but it is there.

Recently it seems the fog has been smoothed out slightly so it is less obvious. You can see the fog sooner or within a shorter dstance everywhere except for PoE including relays, Dojo etc.

 

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This looks like it's supposed to be the 'Uncharted fog w/texture' tech that steve and the graphics guys were working on.

Personally, i've not noticed it being this intrusive, but it's purpose is supposed to simulate the break up of light in the atmosphere. Probably works better in Uncharted/Plains/open tiles than it does in small tiles.

46 minutes ago, bungawunga said:
Here's an example of how extremely the view distance falls off https://imgur.com/a/7VWL8

Before U22 you could see beyond Lua's one extraction tile perfectly fine and observe the background but only when ~40m does the fog alleviate to begin to see things.

 

As i recall there was one variant of the Lua extraction where this had always been the case. Now it looks like the fog masks it, but before you'd see straight out into a black skybox as whatever they have back there was still culled from render. No doubt this helps see the effect more though.

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If you not looking at objects or enemies at beyond 10 meters distances, you'll probably be less perceptive of the change.

Here's videos showing the same tiles for the first two stages with fairly obvious fog that isn't needed in the later update.

Stage 1 spawn:
https://youtu.be/497nZvK-aRs?t=8 (U21.3.2)
https://youtu.be/zI059MzZsLU?t=17 (U22.4.1)

Stage 2 core found:
https://youtu.be/497nZvK-aRs?t=334 (U21.3.2)
https://youtu.be/zI059MzZsLU?t=361 (U22.4.1)

The host usually uses identical graphics settings

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