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It just adjust the scenery, which means the level of detail on objects and how far they render, but people are still visible up to 1000 m otherwise you would have a disadvantage.
Well all the small things like grass and little rocks don´t get rendered. I wish I could have made a screenshot, you definitely stand out better than on medium range up to 40 meters. But any shot above 400 meters is pretty hard anyway and there´s another problem with this; the guy I shot at was running as soon as my gun went BOOM. This game needs to employ some sort of sound travel system since he heard the shot way before the bullet landed.
There is a problem with this for sure. Some building types will only render in at around 250m. so you can see people inside the buildings if you're further away. In some cases it seems you can even shoot them through the walls that you can not see. These building types include many of the types in the military areas, such as the hangars and storage bays. So I'd say yes, there is partial exploit to be had here and it should be looked into. That said, i doubt this is the first post regarding this problem and I'm sure the Devs are aware of it.
I understand this is a thing, but that's not whats happening in the case Iv'e stated. My settings are cranked up, its just the draw distance on some buildings is shorter than others. This will have to be adjusted at some point for the game play they want. You simply cannot have targets visible through walls at as short a distance as 250m. That's just way too big of an advantage from an intelligence collecting stand point. If i know where the doors of that building are then i simply wait for the moment they open the door and BANG!, its done.
That is an exploit, to abuse graphic setting to gain an advantage over people, to have what is in essence wallhacks with non-rendering buildings and what not, then yes, this is in fact an exploit and thus cheating. Doesn't matter if "pros" use this "tactic" it is still cheating.
Devs need to find a way to counter this in massive open world games. Maybe even just rendering buildings from very far in a block with absolutely no texture to render, or make the ground geometry in a way that when looking at a player from a far that is otherwise standing in a field with grass, that when out of render distance that terrain geometry is higher and hides the player.
That way lower end pc can run it and cheaters can't abuse it and after all if you're putting the settings to this low, then you can't complain about how bad stuff looks in the distance.
I agree with what you’re saying as it relates to walls not rendering. However, the reason pros lower quality settings goes beyond rendering objects. It’s done as a way to increase visual acuity when it comes to moving targets. Simply put, less stuff on the screen makes for a cleaner sight picture and much faster target acquisition. That’s mostly the reason to do it. Any wall or vegetation hacks are a secondary perk of lower settings. These issues only happen in games where really long range engagement is possible. In the end they’ll likely do as you said and just render in the simplest geometric version of the buildings simply provide the basic concealment to the players inside. That seems the simplest solution.