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What's the word on view distance?

StalwartStalwart Member, Alpha Two
edited November 18 in General Discussion
Has the view distance in the game ever been addressed? It is painfully low atm. I assume it's for testing purposes and server performance.

  • Will they increase view distance in P1 since this seems to be related to server performance which is the focus of this phase?
  • Is there any long-term philosophy behind having a short view distance, or will they crank it up as high as the server allows?

I could be wrong and this is mainly client side? If so, I would still question why it's so low. The game performs great on my mid-tier machine.

To be clear I'm talking about the player-to-player view distance.

Comments

  • ThevoicestHeVoIcEsThevoicestHeVoIcEs Member, Alpha Two
    I have a great rig and the loading distance for other players is dreadful for sure. I would imagine it was lowered for now before some work is done around the performance. Still the game runs fairly smooth in larger groups.
    My lungs taste the air of Time,
    Blown past falling sands…
  • MilosAoCMilosAoC Member, Alpha Two
    edited November 18
    There seems to be dynamic render distance based on server load, with it going down to unplayable levels if the server is under heavy load.

    This really needs to get improved upon massively, its currently my biggest issue and worry for the alpha.

    Large scale pvp is absolutely unplayable if you dont render in enemy players untill they are already in range to hit you.

    We were doing some inhouse groupfights, and sometimes we literally walked around eachother cuz we just didnt render at basically facehug distance. If a mage blinks, hes just gone, its super anoying.

    I hope this dynamic render distance isnt playing a significant role in server performance and stability. If this is how they aim to achieve 250 vs 250 and eventually 500 vs 500, i dont even want it.

    People say its alpha and it will get better, which is true of course, but the current worst case needs to be improved by at least 4x imo for it to be servicable, i wish intrepid the best of luck. I really really hope they can pull it of.
  • dirichdirich Member, Alpha Two
    I really like having a deep field of view. I want to look into the distance and see scenery, but also enemies, NPCs, resource nodes (trees, minerals, etc) and so on.

    I too must say, I too have felt the need to increase the depth of field.
  • PHaRTnONuPHaRTnONu Member, Alpha Two
    These are issues the Dynamic server meshing tech is supposed to address w the replication layer server workers.
    Which is part of EARLY phase 2 of alpha 2.
    I 100% agree its not in a good state right now by ANY means, but dynamic meshing is supposed to Split the geographical dense (with players) areas into new sub servers, and the replication layer servers tell them (players in server 3 / location XYZ draw) to be drawn in other servers.
    Its a VERY complicated process to get right (i attempted this years ago) the amount of co-ordination between network & dev teams from hardware to software all have to be right, there are so many subsystems and custom netcoding needed to be done.....
    If intrepid ever needed $ they could license that tech out for 10% of any game using its revenue and make billions a year in the tech alone (cause it works w UE5, and nothing else is doing this (epic should work on networking for a resurgence of gaming))

    But TLDR:
    Dynamic Server meshing (AKA Dynamic Gridding) coming in phase 2 of alpha 2 is what changes and fixes (should) these issue you are discussing
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    Next week is the big update. My hope with all the lighting updates we get some better view distance as well.
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