Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Topic started by: ashkenaz on May 06, 2008, 10:46:00 AM
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for larger maps (if you would make support for a larger map) we would need map fog, no lag, more people, you can also set an atmosphere with it, i would probably want the fog to not apply to the skybox. in other words, only things that dont have skybox checked will have fog around it. :P
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There is a fog setting that can be set in BSP. Not sure of the command.
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This already exists. It doesn't reduce lag, though (in fact, there's more to render, so it will be slower).
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ok, well then maybe renovate the code some, it was designed for multiplayer games to reduce lag
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Fog is merely a visual effect. I believe you can tweak the compiler tools to hide distant objects, but making fog dense enough to cover that up would look really bad.
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no i mean anything behind a simple fog is not rendered, like just a grey sprite. if its done, my fps either: doubles, increases a little bit, or it drops like a rock.
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A good example of what he is talking about is the 'Bridge Crossing' map in Americas Army if anyone has ever played it. I don't have the game installed any longer or I would post a screen shot of what he is getting at.
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I hated that map. I thought the 1-path maps in paintball2 were bad...
Anyway, my point is, fog by itself doesn't magically make distant things not render. You can add fog, but it's not going to improve your framerate.
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Bridge Crossing was the worst map in that game. You should find the creator when you go to work next and kick him repeatedly.
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Anyway, my point is, fog by itself doesn't magically make distant things not render.
Then make everything that is further than the fog not rendered. It would be better than no fog.
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Then make everything that is further than the fog not rendered. It would be better than no fog.
Wrong the stuff past the fog isn't rendered. If the game wouldn't render the stuff beyond the fog, the CPU usage will increase due to the fact that the game will have to constantly recalculate what needs to be rendered when moving through the fog.
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You'd have to rewrite qVIS (or whatever we use) to work based off of distance as well as the visibility between portals. (If that's the correct word.) It wouldn't be too tough, and I believe jits mentioned that there was actually a VIS program that worked that way at one point, but we don't have anyone to do it.