Why do many villages and cities in FH look so bad ? -1 reply

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D-Fens

uwe bolltastic!

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2nd May 2003

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#101 15 years ago
Beast of WarPreventing lag in a map with many 3D objects is done by reducing viewdistance, thereby reducing the amount of objects that have to be processed and displayed at once......very logical eh ? But reducing view distance and thus reducing the amount of work for your system has the nasty side effect objects will pop up out of nothing in front of you, wich is very ugly and disturbing. Bad racegames often have that effect very visible. .

Noticed this on crete when flying, the whole landscape was reforming under you




Bagginses

Filthy Hobbit

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13th May 2004

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#102 15 years ago

The rendering phenomenom can be changed by editing some values in your Videodefault.con file. Here are two edits:

renderer.globalLodRadius 1

LOD is the Level of Detail. As objects get further away from the camera, the number of polygons rendered by the graphics card will be gradually reduced without any noticeable reduction in detail. This improves performance, particularly with large numbers of objects on the screen. The Global LOD Radius setting determines the radius around the character (imagine a bubble) beyond which LOD starts to reduce (at a rate based on the scale factor below). The higher this setting – given a constant (non-zero) scale factor – the higher the graphics details on objects, but the lower your fps. Increase this setting if you want crisper, more detailed objects around you, but at the cost of some fps. The default is 1, which is the lowest practical setting.

renderer.globalLodRadiusScaleFactor 5

Having set the radius beyond which the Level of Detail begins to drop (see above), the LOD Radius Scale Factor setting determines the rate at which polygons are stripped from objects the further away they are from the camera outside this radius. The default is 5. Values lower than 5 decrease LOD decay (meaning higher graphics quality), values higher than 5 increase it (meaning lower graphics quality). If you want the absolute best level of detail, at the expense of some fps, choose 0, which means no reduction in LOD regardless of distance. The default 5 is a good balance, but experiment with slightly lower or higher values (e.g. 4 or 6) to see which increases your fps at the cost of minimal, if any, noticeable reduction in graphics quality.

I got those from this site: http://www.tweaktown.com/document.php?dType=guide&dId=420 Most of it is pretty old stuff, but you can always manage to find something there that you didn't know before. -Bagginses




MelanchOli

Dread thinks I'm a special person

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31st March 2004

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#103 15 years ago
AequitasThere are ways to add infantry cover that don't include large groups of buildings. Some hedgerows, tranches, rocks, even uneven turrain would help considerably. Moderate use of these would provide more than enough infantry cover, but not lag out the map badly, and still leave plenty of room for tank formations.

Not only for infantry; I played Gold Beach against last night and put my loyal StuG behind a row of bushes... that Churchill saw me way too late... :naughty: :)

That's a well designed map in that aspect. Lots of places to hide in, rough, hilly terrain and what not.




Beast of War

Born to kill

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28th May 2003

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#104 15 years ago
BagginsesThe rendering phenomenom can be changed by editing some values in your Videodefault.con file. Here are two edits: I got those from this site: http://www.tweaktown.com/document.php?dType=guide&dId=420 Most of it is pretty old stuff, but you can always manage to find something there that you didn't know before. -Bagginses

I knew about that site ( or something very similar ) a long time, but now i have followed all it's advice and set all value's to the best possible setting there is....

Do you think i see much diffrence now ? I don't.....only enemy vehicles are more detailed in the distance, but not earlier or better visible.

My FPS gone down by avarage 15.....from solid 100 to solid 85.....not really a disaster neither. ( exept in those horrible maps with too many objects and buildings : Orel, Prokhorovka and Arnhem )

It doesn not affect view distance or fog at all ( ofcourse ) wich are set by the mapper.....otherwise it would be cheats.....

Therefore the whole story about mappers that use too much fog ( to cover up popping up objects ) because they have placed too many buildings and objects in a map so it lags so bad it is unplayable without remains unchanged.

That littering maps with objects and houses isn't nessesary at all as we have seen in the better quality FH and BG42 maps ( and also in large DC and DICE maps )

Thick fog and lagging object or houses littered maps is not exactly an advertisement for a quality map.........clear skies, large maps with beautifull landscape are.....




Turbo_tiger(DK)

FH dev & JagdPanther lover

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22nd October 2003

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#105 15 years ago

Hey BoW, could you PM me your MSN or ICQ?