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Dynamic render distance / culling

MilosAoCMilosAoC Member, Alpha Two
edited November 17 in General Discussion
Theres 5 enemy players on the hill in front of me, they dont render in untill they can already hit you.
There seems to be some kind of dynamic culling / render distance in place, anytime the server is getting laggies, the render distance gets worse.

I understand this is alpha, but large scale pvp is really really pointless if you cant even see people untill they are already well in range to 1 shot you.

I hope this is temporary

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Comments

  • ShivaFangShivaFang Member, Alpha Two
    Yeah, the render distance is inversely porportional to how much the server worker you are on is trying to do at once.
    I hope server meshing eliminates this issue.
  • NAZBOZNAZBOZ Member, Alpha Two
    https://www.youtube.com/watch?v=ybWHdRqnzg4 good exmaple of limitations in pvp
  • Its_MeIts_Me Member, Alpha Two
    edited November 20
    I noticed a big change in rendering after the first couple of weekends of test so not certain what the changes were as I did not touch my settings. It did not seem to be based on numbers in the area as we had some pretty big encounters the first couple of weekends where rendering distance was not an issue.
  • UboonUboon Member, Alpha Two
    Mob rendering seems to have improved a lot since week 1. I can run around in the wilds and see mobs far off and plan my route. In weeks 1 and 2 the blighters would just pop on screen in front of me.

    When there are 16 players they seem to render just about okay, but further would be better.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Ya last weekend it was still bad and I have a solid rig.
  • NAZBOZNAZBOZ Member, Alpha Two
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