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Max
SCS Software
Posts: 4421
Joined: 26 Nov 2012 10:00
Location: SCS, Prague
Re: Object draw distance
#38 Post by Max » 03 Jan 2017 08:18
reinhard is correct about view distances.
view distances are fixed and cannot be changed. this is so for few reasons. one of them is amount of things that fit into buffers. second is solid map behavior - once these distances are bit changed map rendering could go completely mess as every map (even modded) is kind of optimized for (or build for) current distances. so we do not want to change them definitely.
the only thing that is worth some thinking is to make far view distance (the last one, 1400m as you correctly spotted) proportional or, say, expandable to far_plane of current camera - something like max(1400, 0.9*far_plane). main issue is that amount of spawned items grows with square of that distance and you hit any memory limits quite fast. same for cpu speed. even loading can become issue as much more items will be loaded for given time unit and as delayed they will plop anyway.
Posts in the thread explain things like the near plane, far plane, and LOD. Some people's computers are beefier than other's and can handle more. Mine is no beast, but I could definately handle a bit further of a draw distance. Multiple buildings can be combined into 1 LOD object and such as well. Another thing is that objects don't have to be exponential as you can border a drawn space so that even if the far plane grows, things simply aren't drawn because there is nothing to draw outside of a certain width from the road, in this game. Then the added content drawn is limited. I don't know how a state like Oklahoma will work, as it's a pretty flat state if the ground texture simply isn't rendered after a certain point. To get a feel for the flatness, the draw distance has to be increased and you could use small hills or tree lines to block where terrain ends, but 1400 meters is actually a short distance, when covering vast areas.
I'm hoping that the stance is not that it is unnacceptable for their game to have poor framrates no matter what. That is part of what causes licencing issues with trucks in this game and cars in others and even trains in Train Sim. In some racing sims, it's the car companies and not the game engine that limits damage shown. McClaren or Lotus don't want to have their cars displayed as scrap after a wreck so you can barely even see when struts are damaged on F1 cars, and damage is limited on GT cars as well. In a race you see cars go to shreds, some game companies state that it's resource heavy to show a lot of damage, in some cases it is, but in many cases, the company doesn't want their product shown in a bad light.
If I want low frame rates or the option to burn out my CPU, let me, then I am more inclined to buy DLC, because the choice is mine, and it gives me a chance to improve my experience. Currently I go anywhere from over 100 fps to 50-60 fps, which I am fine with, and I don't mind at all if I drop into the low 40s in a congested area with super ultra settings. I'd rather use settings to lower my resolution some in exchange for a slider that allows me to see further into the distance.