Forums » Suggestions

Give options for increased draw distance.

Apr 01, 2013 Lord~spidey link
1: Currently the draw distance caps out at something like 50k~something, giving an option that increases this would be nice. Many of the larger asteroid fields start to disappear when they're still very much in sight and computers today have no problem handling the extra polygons.

2: Change the D-LOD scaling to be less obvious at higher settings, Even at 20/20 the reduction in detail on stations is very noticeable at higher resolutions, change the scale so that 15/20 reduces LOD like the current 20/20 option does and increase the LOD for the 20/20 option.

I figured these changes wouldn't take too much time and would be taken advantage of by a large portion of the desktop/laptop playing crowd.

*Oh and while I'm at it in the "background option" give an option to only draw the starmap and not the bright ass background nebulae textures so space can actually look like space, Cantus is a nice looking system simply because the background isn't overbearing.
Apr 01, 2013 Kabuloso link
+1
I also don't like bright an colorfull backgrounds.
Apr 01, 2013 Pizzasgood link
+1 to everything
Apr 01, 2013 abortretryfail link
+1 for an option to increase the clipping plane distance. Even budget PC video cards are wicked fast these days.
Apr 01, 2013 Alloh link
+1 well deserved for both proposals

Indeed, we should revert this and make most systems do NOT have nebulas inside... as they are rare near stars, but present in most VO's systems, as colored ambiance.

One more reinforcement: SHIPYARDS. Only if the clipping plane distance is increased we'll be able to see it whole.
Apr 01, 2013 slime73 link
There could potentially be rendering issues related to decreased depth buffer precision when increasing draw distance, but I believe it's mostly a "solved problem", if it's a problem at all.
Apr 02, 2013 abortretryfail link
Yeah man, my S3 SavageIX is going to keel over and cry.
Apr 02, 2013 Alloh link
If your GPU can't handle it, simply go to Options and reduced it to a level it can handle... in case of a S3, means lower all settings to bare minimum and pray :P
Apr 02, 2013 abortretryfail link
It was a joke Alloh, not that I expected you to get it...
The SavageIX had some stupid z-buffer limit that caused rendering artifacts even on games like UT99.
Apr 02, 2013 Lord~spidey link
I have a 3DFX Voodoo 2 clocked to a whopping 110Mhz and I laugh at you and your inferior graphics card!
Apr 02, 2013 Snake7561 link
+1
May 15, 2013 slime73 link
May 15, 2013 PaKettle link
Actually part of the issue is that you can visually see any ship inside the clipping plane. Increasing that distance also increases the observable area as well.
May 16, 2013 abortretryfail link
Why is that a problem?
May 16, 2013 bottom_feeder link
Potentially unfair advantage to people with better computers. Could spot ships floating 40000m away pretty easily with the background turned off.
May 17, 2013 incarnate link
Interesting. Yes, this generally is on the to-do list, although not necessarily in the specific ways outlined here. For instance, I would rather re-export the asteroids as static meshes and do away with progressive-mesh degradation entirely, it'll be faster with today's videocards. But that requires some testing.

On the Z-limit thing, we are aiming for improved handling of "great distances". I'd like to add imposter rendering of asteroids, for instance. But I'll have to talk to Ray about other ramifications of changing the Z limit.