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Vehicle and Terrain threads Discussions about environment and vehicles in CoD |
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#1
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So, it's working as intended, will not get fixed because that's the way it is?
Why would it be impossible to better blend the low-res far textures with the hi-res near textures? There is already a LoD system in place for the textures if you watch the pic closely: there's hi-res textures close by, then lower-res textures at medium distance followed by low-res textures in the far distance. The close and medium range textures blend well together, only the far ones don't. |
#2
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I don't think they're going to change any time in the foreseeable future, no. |
#3
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You misunderstood the problem. I'm not talking about an area outside of the actual map. I'm talking about the radius around your aircraft where textures of different resolutions, and unfortunately, different colours are used. You can never "fly out there" since your viewpoint will always be in the middle of the "square".
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#4
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At any rate, if your eyes are indeed good enough to spot the differences at any time other than when that transition is taking place then its out of my league. It still will not be something that is changed though. You're sure you're not looking at the yellow-ness far inland that looks as though its a fall version of England butted up against a summer version? Edit: or france. Another edit: there's an easy way to test. Start a mission and pick a landmark like a lake or river at the edge of what you're referring to and fly directly towards or away from it. There will be a point where it will suddenly switch over to a higher or lower resolution. There are a finite amount of LoD's, so it should be obvious. If you get closer and the color stays the same at that landmark, there are no LoD meshes for that area. Last edited by mxmadman; 03-23-2012 at 04:29 PM. |
#5
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You really don't seem to understand.
![]() You will get the low res textures directly over London if you're far enough away. It's the distance from the point of view that matters, not the location. The grafics engine draws a "square" around your viepoint. Within that square all ground textures are high res. At a larger distance they become medium res, and even further out they become low-res. I really don't know how to better explain it. My problem is that the texture colours between medium LoD and low LoD are quite different, resulting in the ugly "square" effect. ![]() |
#6
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No, I definitely understand basic LoD function, but the problem comes when an area only has one available lod, thus not allowing any transition. This is why is suggest flying towards it, thus reducing the distance, to trigger the transition.
No transition = no lod. At any rate, no it will not change. Each lod is literally another terrain texture, and as stated before it is a finite number. They could add in more, stretch the area that has many lod levels, etc. This would reduce the obviousness of it and require a ton of work. Don't count on it. P.s. fly over the area you define as 'low texture'. On my installation there is only one texture and I'm able to literally fly directly over or land on it, and no change is resolution. |
#7
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As I fly towards the lower resolution textures, they change into higher resolution ones. Which also doesn't look very good because of the abruptness of the process. Because it's a LoD issue. If I start West of London watching East then the London textures will be displayed in low res in the distance. As the point of view gets closer to London the textures will then change to higher res.
My gripe is with the lowest LoD of the terrain textures being a noticeable different colour tone as the medium and high resolution textures, which results in the ugly square and the abrupt LoD changes. Since the transition between medium and high res textures are pretty smooth I find it difficult to believe that the same couldn't be done for the transition between medium and low res textures. If you don't notice the texture LoDs in your CloD then either my version of the game or your eyesight probably needs a fix. ![]() Anyway, we'll see what happens with futures patches. Last edited by ParaB; 03-23-2012 at 07:42 PM. |
#8
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I understand your point much better now. For me personally, it is annoying that the view lines create a "square" instead of a "circle". It is against logic and it hurts the eye. But the most annoying thing for me is less the "square" but the transition as the plane moves on. The transition does not seem to be smooth but moves in jumps thus making it annoying. ~S~ |
#9
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S!
This what ParaB's pic shows is maybe on reason why some games use haze, to cover the transition a bit better. Of course this can be debated forth and back if it is feasible or realistic, but let's hope the patch will fix or better this "square phenomenon". |
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