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[ Have they improved the draw distance? ]


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So Im looking at the picture of the "Missing Wire" on the first page and decide to grab the original pic and look myself.

Your right the wire seems to disappear there, but what your missing, is to the left, the other poles and wires that are further in the background that do show up.

Now by pointing this out, Im not arguing either way, just simply making an observation.

Indeed. Good notice. Though these are the big electrical wires, right? Dunno if that would say anything. :hmm:

I was also just making observations and as we all read by now screenies can be very misleading. So don't think I am stating the draw distance isn't fixed or whatsoever. It's just what I can speculate about according to the info we have atm. (read between the lines: I am hoping to tempt any GRIN'er or UBI'er to correct our 'false' statements ;) )

Cheer'zz.

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Huge draw distances in current games impossible? Apparently not :P

Here is an example:

A status update

March 15th, 2007

The Armed Assault "Tactics, Techniques, & Procedures" guide is coming along nicely. If I'm lucky, I'll have it published by the end of this month - at the latest it will be out prior to the US release of ArmA.

In the meantime, here are two screens from ArmA in which the the view distance has been pushed up to 10 kilometers. BIS discovered a bug in the game that previously prevented this from functioning properly, but it's being addressed for the next patch. As you can see, it looks quite impressive with the proper view distance. You can find more screens of the newly fixed viewdistances here.

[source: dslyecxi.com] Edited by Toniezz
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Yes. this idea that technology hasnt come far enought o do better draw distances is just silly. Many games have balanced draw distance with other resources to get the look and feel they want. the simple fact is that to spawn enemy further out from your radius is certainly an additional CPU stressor. but it doesnt break the bank. Its just a design choice that needs to be addressed in some balancing way. some games achieve it by drawing very low detail buildings and ground terrain at greater distance so they can use the extra horsepower to spawn enemy

Flacon 4.0 a 1998 flight sim, had a slider in the setup section that allowed a thing called the "bubble" to be changeable by the user. The "bubble" was the distance at which teh enemy planes left the 2D calulated world, got a afull "AI Brain", and started getting drawn and behaving like AI in the 3D world. Could you imagine a modern fighter flighth sim that claimed it couldt get a spawn distance out past a few 100 meters? LOL. I need to take shots at airplanes out 25 miles with my long range missles. And then add to that the fact that in large scale multiplyer games, all humans and the enemies they are tangling with are mile and miles apart. multiple bubbles, all drawn, all spawned all AI braining around.

DRAW distance as relates to CPU power is not the issue. Design of the game engine and how it balances important things vs less important things, when viewing distance is required, is teh issue. Its in the design of the engine. and if it cant do it, it needs a better design.

Sleepdoc

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I just wish someone from GRiN would answer Papas question on the draw distance, it's not really asking a great deal and a simple yes or no would do.. He's not asking for anyone to go into technical detail. Strict NDA's do nothing to improve the forum community spirit who wait patiently for the smallest amount of info we can scavenge! :ph34r:

As for using Armed Assault as a games graphic engine example, while I'll agree it looks nice screenshot wise why do you want so many bugs visible at 10k? no thanks, I'd rather have the diesel engine any day!

Edited by PONDLIFE
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Huge draw distances in current games impossible? Apparently not [...]

It's not playable at 10km VD. It's not realistically playable at half that for most people.

well still it is more than in the current GRAW1. I would say in a range between 500 meter and a 1500 is nice too! Make it server optional :thumbsup:
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Well I am not really sure how big the maps are in GRAW2. But I would say that snipers indeed shouldn't be able to see further than 3/4 of the complete map size in length/width. Otherwise they could camp on the edges and would have a very big advantage. Though the 100-150 meters in GRAW1 is a bit too short TMHO. Now you mention it 300-400 would indeed be good enough on these GRAW maps I guess.

I hope in the next days the NDA will be dropped as the public Beta test commenses. Then we will know won't we?

;)

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Well I am not really sure how big the maps are in GRAW2. But I would say that snipers indeed shouldn't be able to see further than 3/4 of the complete map size in length/width. Otherwise they could camp on the edges and would have a very big advantage. Though the 100-150 meters in GRAW1 is a bit too short TMHO. Now you mention it 300-400 would indeed be good enough on these GRAW maps I guess.

I hope in the next days the NDA will be dropped as the public Beta test commenses. Then we will know won't we?

;)

I assume you're referring to multiplayer, because SP and co-op is an entirely different beast in that regard. As far as is reasonable and sensible (and technically feasible), there is a desperate need for longer draw distances, and not only for sniping. Give me an assault rifle with a 4x scope and the bots should be in grave danger at ranges well beyond 150m.

Respectfully

krise madsen

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Well I am not really sure how big the maps are in GRAW2. But I would say that snipers indeed shouldn't be able to see further than 3/4 of the complete map size in length/width. Otherwise they could camp on the edges and would have a very big advantage. Though the 100-150 meters in GRAW1 is a bit too short TMHO. Now you mention it 300-400 would indeed be good enough on these GRAW maps I guess.

I hope in the next days the NDA will be dropped as the public Beta test commenses. Then we will know won't we?

;)

I assume you're referring to multiplayer, because SP and co-op is an entirely different beast in that regard. As far as is reasonable and sensible (and technically feasible), there is a desperate need for longer draw distances, and not only for sniping. Give me an assault rifle with a 4x scope and the bots should be in grave danger at ranges well beyond 150m.

Respectfully

krise madsen

CC :thumbsup:
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Well, back OT this quote from worthplaying.com has to make Papa one happy gamer:

The PC also has better draw distances; far-off objects that appeared blurry on the 360 version can be seen clearly on the PC.

I'm not sure that this comment addresses Papa's concerns. What if it reads....

Far off objects that appeared blurry on the 360 version can be seen clearly on the PC until they reach the clipping distance and then disappear .... clearly.

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Well, back OT this quote from worthplaying.com has to make Papa one happy gamer:

The PC also has better draw distances; far-off objects that appeared blurry on the 360 version can be seen clearly on the PC.

I'm not sure that this comment addresses Papa's concerns. What if it reads....

Far off objects that appeared blurry on the 360 version can be seen clearly on the PC until they reach the clipping distance and then disappear .... clearly.

if at "X" distance, players or AI just disappear, then the game isn't any fun. like in GRAW1, i could see way down the street but not any players on some maps.

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So it's the same as GRAW1....

It's obvious that since the review doesn't even mention the first PC version of GRAW - I mean he never even references it once or draws a single comparison to it.

All that it means to me, is that aspect of GRAW hasn't been changed. I really wouldn't expect to change since it's the same graphics engine. What might have changed is the distance at which it happens. Hopefully that has been increased and what this thread is really about.

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By the way.....GRAW2 for XBOX 360 has some differences grapically from GRAW1 for XBOX 360.

The bullet holes graphics and the length of time that they remain in the environment has changed....an indication that there may be some significant differences in the way elements are handled.

I would assume that this means they have similar changes in the PC version?

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It's erroneous to assume that. The 2 versions were developed separately by different development studios on different game engines that have different capabilities and limitations. A feature for one may not hold true for the other.

Other than sharing some graphic assets (maybe videos, some models, and textures) and the same BASIC storyline, I wouldn't bet on anything to be the same between the 2 games.

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Well, back OT this quote from worthplaying.com has to make Papa one happy gamer:

The PC also has better draw distances; far-off objects that appeared blurry on the 360 version can be seen clearly on the PC.

I'm not sure that this comment addresses Papa's concerns. What if it reads....

Far off objects that appeared blurry on the 360 version can be seen clearly on the PC until they reach the clipping distance and then disappear .... clearly.

What's the difference between draw distance and clipping distance?

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Well, back OT this quote from worthplaying.com has to make Papa one happy gamer:

The PC also has better draw distances; far-off objects that appeared blurry on the 360 version can be seen clearly on the PC.

I'm not sure that this comment addresses Papa's concerns. What if it reads....

Far off objects that appeared blurry on the 360 version can be seen clearly on the PC until they reach the clipping distance and then disappear .... clearly.

What's the difference between draw distance and clipping distance?

at the back of the field you have a picture of the city or whatever it may be, in front of that you have some modelled terrain which is not accessible, and in front of that is the "playzone" but when on one opposite of the map you can see the other side, but you cannot see the enemy that is on the other edge, only if it approaches within a viewing range you can see him, but that is not on the edge of that moddeled terrain, when you play graw sometimes you can see an enemy walk into that zone, you can see his body dissapear in the nothing (as is in GRAW2, you will notice) What should happen is that the enemy becomes blurry as the backgorund but you could still see his shadow move..... which you cannot..... luckily the effectiveness of the sniper rifle is less at that great distance, but you shoulcd be able to shoot a person standing still.....

I hope this clarify's a bit and isn't too far from the truth.... I'm no game desighner ( I'd do well in terrain since I know much about terrain... that is my job)

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