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They really should have boosted enemy view distance (and treasure pots!) when they ported it over to much stronger consoles and PC.
Anyhow, I've personally not found spawn distance to be an issue, but of course more is better could be said to apply here. Still, that would have required more work to be put in, and I'm not sure it would have paid off considering how minor an improvement this would be, really.
The spawning mechanics are likely tied to some under-the-hood magic to make it run better on consoles, so they're limiting the number of objects around at a time. Changing that part of the code is probably not that easy.
As should you. PhyreEngine and it's many versions are not public. PhyreEngine is very well obscure. Custom is a bad word to describe game engines since they all technically fall under it.
I personally have found the distance at which enemies fade out, however, their logic is still processed while they are out of range. That being said, I have not found the routine which causes them to fade and thusly have not been able to change it.
You can well claim it's "not public" - which is technically true although it is not only available but entirely free to registered developers - but I never talked about that in any way. All I said was it's not "custom" (it's compatible with multiple platforms and supports any number of game concepts) and it's not "obscure" (it was used by over 200 published titles, including several titles in one of the most well-known JRPG series in the world). Feel free to call me out on anything I did say, but don't hold me accountable for things I did not say.
Anyways, guess there is no way to boost the fade distance. Which is a shame when you consider that people can rework the entire license boards and all that.
Another annoying thing, are loading screens between various zones. But to fix this, they probably should rewrite the whole game from scratch
It's annoying to have 2-3-4 loading screens every time you walk in a town