Close-Up Ambient Occlusion Is Ugly

cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
edited December 2015 in Technical Support
Is it possible for the devs to make levels of detail for AO?

Comments

  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    We know, there's multiple problems with AO. Until AO is optimized and fixed I don't see a quality option being doable. Would also like to see higher quality reflections too but it would increase map size
  • ArchieArchie Antarctica Join Date: 2006-09-19 Member: 58028Members, Constellation, Reinforced - Supporter, WC 2013 - Supporter
    SamusDroid wrote: »
    We know, there's multiple problems with AO. Until AO is optimized and fixed I don't see a quality option being doable. Would also like to see higher quality reflections too but it would increase map size

    What is wrong with increasing map-size? couldn't you just cut down on useless geometry?
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    It would make it even more performance heavy.
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    Does this game completely lack LOD's? I also haven't noticed any limits to render distance, which would probably be useful in a few rooms.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2016
    coolitic wrote: »
    Does this game completely lack LOD's? I also haven't noticed any limits to render distance, which would probably be useful in a few rooms.

    Game can't render "active entities" beyond... What was it again? 45 meters or something? Anyways, that is IIRC a setting in engine at default and can be modified by some map entity per area. But yeah, things like structures and players (and doors), cannot be rendered beyond that range, if left at default.

    And NS2 has no LoD's at all in terms of geometry, but I do think it has LoD's in terms of texture res for far away objects. Not so sure about that last bit though... It's not that uncommon for a corridor shooter like NS2 though to not use LoD's and just like it's daddy it's to use a VIS system... Or rather the fancyfied name Occlusion system :tongue: LoD's are mostly used in huge outdoor environments mostly, for obvious reasons... Mostly...
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    edited January 2016
    On summit, in crossroads by the reactor lane you can't see the door to maintenance. In derelict you can't see all the way from biome entrance to plaza to the plaza lane to overlook. There are a lot of places that you can't see all the way across I sometimes abuse this to use lerk spikes on marines. Like plaza on derelict or crevice on summit.
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited January 2016
    You can individually set render distance of entities in lua, I've been trying to increase the for render distance slightly, it's not approved yet though.
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