Valheim
Draw distance
Even at Maxed draw distance it seems to have an incredibly short distance as games go. Not to mention even with max DOF it still does not draw very far. A bunch of my larger projects just are not rendering the whole thing till I am near it.

Seems buggy, but not fully buggy, is this a limitation of Unity?
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I'd say it was pretty much a limitation imposed due to optimization.

They simply can't afford to render too far or performance would tank badly.

I suggested a sort of mode that you could basically cut part of the world out and have it fully rendered for photos and such. Would be nice.
Zarn eredeti hozzászólása:
yes


really... hmm, I do know they lied about a recent movie that was made with Unity...

...this would not exactly surprise me.
Eh..... I suspect that Unity would allow rendering to further away from the camera. One just needs to adjust the settings in the engine.

How far out from the camera would cripple your PC?
Migz - DH eredeti hozzászólása:
Eh..... I suspect that Unity would allow rendering to further away from the camera. One just needs to adjust the settings in the engine.

How far out from the camera would cripple your PC?
I read up on the engine, apparently it is a bit of an issue, even in games like Assassin's creed Valhala.
Maybe I'll call the flame now, but IMHO I don't think Unity is a good system (like everything from MIcrosoft). About a year ago, I tried to write a graphics-intensive application in full-screen mode and compared the speed of code in #C and Java. Unfortunately, Java outperformed #C by a few horsepower in terms of graphics performance and acceleration. If Unity is written in a similar way like #C, I'm not surprised by the current problems with graphics, speed, rendering distance, etc ... The best way is to write an application (game) directly in C ++ code and use direct access to DirectX, any intermediate layer (like Unity) only steals computing power at the expense of multiplatformity and other nonsense ...
Legutóbb szerkesztette: vilem.krejci; 2022. márc. 23., 9:13
Performance reasons
icarus was garbage so I'd stay away from Unreal
There is a trick in graphics where you can render a relatively low quality 2d image from the 3-d data really fast for distant stuff that is too far to fool with a real rendering, but I am not sure V uses that technique. So you can render huge distances; its not a pure technical limitation, but there is rarely any point. Most games also have a tiny bit of 'atmosphere' cloud effect that as distance increases, so does the density of this junk you are looking through, making far away stuff just an outline and eventually obscured. V does have that but you can turn it off I think.

I feel like I can see plenty far, but i wish it uncovered the map out to what I can see. Different topic there.
jonnin eredeti hozzászólása:
There is a trick in graphics where you can render a relatively low quality 2d image from the 3-d data really fast for distant stuff that is too far to fool with a real rendering, but I am not sure V uses that technique. So you can render huge distances; its not a pure technical limitation, but there is rarely any point. Most games also have a tiny bit of 'atmosphere' cloud effect that as distance increases, so does the density of this junk you are looking through, making far away stuff just an outline and eventually obscured. V does have that but you can turn it off I think.

I feel like I can see plenty far, but i wish it uncovered the map out to what I can see. Different topic there.
From the time I started playing to now the distance haze has increased quite a bit. Quite a few months ago when the oceans got wonky they started to increase the haze / fog effects... I felt then that the best looking Valheim was probably already a thing of the past.

I understand the need for the optimization but it did make me sad to see.
GunsForBucks eredeti hozzászólása:
icarus was garbage so I'd stay away from Unreal


You should look at UE5 engine and get back to me about that comment.
PakaNoHida eredeti hozzászólása:
GunsForBucks eredeti hozzászólása:
icarus was garbage so I'd stay away from Unreal


You should look at UE5 engine and get back to me about that comment.
IDK unreal is very pretty and probably the best for video production.

In terms of player movement being smooth and lagless and pop-in, which is what this thread is about, it seems one of the worst with pop in being probably the worst I have seen in modern gaming.

It may depend on the game and what the devs have to sacrifice for optimization and how they choose to optimize but I have found Unreal to be getting worse and worse in terms of player "feel" even if it may superficially look prettier. To me it fails where it counts.
I found this in GraphicsConfigPlus mod:
## Global multiplier for the LOD's switching distance. A larger value leads to a longer view distance before a lower resolution LOD is picked. # Setting type: Single # Default value: 5 LodBias = 5
PakaNoHida eredeti hozzászólása:
Migz - DH eredeti hozzászólása:
Eh..... I suspect that Unity would allow rendering to further away from the camera. One just needs to adjust the settings in the engine.

How far out from the camera would cripple your PC?
I read up on the engine, apparently it is a bit of an issue, even in games like Assassin's creed Valhala.
I don't understand what AC:Valhalla has to do with the Unity engine.

If you only meant to say that render distance is an issue for games, then, yep! It is. :-)
pipo.p eredeti hozzászólása:
I found this in GraphicsConfigPlus mod:
## Global multiplier for the LOD's switching distance. A larger value leads to a longer view distance before a lower resolution LOD is picked. # Setting type: Single # Default value: 5 LodBias = 5
Anyone try changing this yet? Could be interesting!
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Közzétéve: 2022. márc. 22., 18:39
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