Author Topic: Selectable detailed sky...  (Read 572 times)

Offline JOACH1M

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Selectable detailed sky...
« on: May 25, 2011, 09:56:08 PM »
Maybe we can get some like "detailed water" or "terrain" check boxes, only for high quality sky. Such as clouds...it would make the game look 100% better with a more realistic cloud set up. I say make it a check box for those who cant run detailed terrain or water...
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Offline GNucks

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Re: Selectable detailed sky...
« Reply #1 on: May 25, 2011, 10:32:50 PM »
+1!  :aok

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Offline M0nkey_Man

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Re: Selectable detailed sky...
« Reply #2 on: May 25, 2011, 10:39:46 PM »
epic +1
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Offline Karnak

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Re: Selectable detailed sky...
« Reply #3 on: May 25, 2011, 11:41:54 PM »
Problem with doing different cloud detail levels is that every detail level has to obscure things exactly the same as every other detail level or you end up using part of a cloud for evasion that shows on your screen and not on your enemy's screen or such.
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Offline phatzo

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Re: Selectable detailed sky...
« Reply #4 on: May 26, 2011, 12:02:18 AM »
Problem with doing different cloud detail levels is that every detail level has to obscure things exactly the same as every other detail level or you end up using part of a cloud for evasion that shows on your screen and not on your enemy's screen or such.
this is what happened with warbirds, you would think that you are obscured by clouds but the other guy has them turned off.
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Offline guncrasher

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Re: Selectable detailed sky...
« Reply #5 on: May 26, 2011, 02:20:44 AM »
just like in gv's lots of people would lower the resolution to the bare minumum and bushes, trees were all gone.  it was pretty gamey.

the game does have a higher res for those puters that can handle it, while having the lower res for lower end computers.  but it's a good thing everybody gets the clouds and not try to game it by lowering the resolution.  there are some bases in some maps that are covered by clouds they make the best fights around since you gotta stay below 3 or 4k to see any fiters.

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Offline JOACH1M

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Re: Selectable detailed sky...
« Reply #6 on: May 26, 2011, 11:25:33 AM »
Well, there wouldn't be a way to "game" it. It would have te same effect as te clouds we have now just that if we had the detailed one they would look nicer and puffier.
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Offline Krusty

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Re: Selectable detailed sky...
« Reply #7 on: May 26, 2011, 11:33:05 AM »
The problem is you cannot compare it to GVs.

On the GV model it is "anything at this range stops rendering, dots and all" from the point of view of the person viewing it.

It's not like "anybody behind a tree stops rendering"

In this case you have clouds. You need to still see dots all the way out to 10k or whatever, and still need to see icons out to 6k... but what if he's 3k out and "inside a cloud" but you have clouds turned off?

How much CPU would it eat of on this server to track the location of every cloud, the location of every player, and then send out signals that they are invisible or not based on their and the clouds' locations?

Just on the off chance that somebody has clouds enabled or disabled?


It's not a simple request. I would like to see some more, but keep in mind you didn't fight in clouds. You hid, you escaped, you ran, you LEFT the fight in the clouds. WW2 fighters were not all weather. They were fair weather aircraft. Fair weather means fights.

While I would like to see some more details, I don't like the idea of adding random clouds just to eff with the combat dynamics of the game.
« Last Edit: May 26, 2011, 11:35:00 AM by Krusty »

Offline JOACH1M

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Re: Selectable detailed sky...
« Reply #8 on: May 26, 2011, 11:37:13 AM »
Well, I don't HTC would have to track each cloud and player...have like it is now have layered clouds and random cloud coverages around the map
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Offline Krusty

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Re: Selectable detailed sky...
« Reply #9 on: May 26, 2011, 11:40:51 AM »
No no, they WOULD have to, if you wanted the con to disappear when in a cloud, but if folks turned off that cloud detail setting in their game settings you still wanted to disappear.

You see, I was explaining how the GV disappears with the trees example didn't work with clouds.

Offline JOACH1M

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Re: Selectable detailed sky...
« Reply #10 on: May 26, 2011, 11:46:28 AM »
No no, they WOULD have to, if you wanted the con to disappear when in a cloud, but if folks turned off that cloud detail setting in their game settings you still wanted to disappear.
I I'm not asking to hide my or enemy icons...I'm really asking for puffy clounds instead of the paper thin ones we have now..

Quote
You see, I was explaining how the GV disappears with the trees example didn't work with clouds.
I understand..
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Offline Wiley

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Re: Selectable detailed sky...
« Reply #11 on: May 26, 2011, 12:11:02 PM »
Krusty-  What I'm thinking is the area for improvement is the puffy clouds or fog banks you see now and again as opposed to the layers.  Correct me if I'm wrong, but they're in the same location for everybody, right?  Now, they look alright from far away but look sub optimal close up, where you can see the layers from the edge, and can see right through them.  The server is already keeping track of these clouds, right?  Should be no change in overhead  on the server.

I'd just like to see them done so they'd reduce visibility from all angles both ways when inside them, basically done as a smoke effect versus the flat texture that's used now.  That'd be done on the client end, and should create no more overhead than the current cloudbanks do on the servers and connections.  Same with the thin layers at 16k or whatever...  It'd be just a flat bank overhead, with a thickness...  The server wouldn't have to keep track of any more info though.

It's something I'd like to see, but I also realize the low-end PC people are a fairly important component of HTC's client base, so maybe the time has not yet come for such a thing.  I agree it'd have to be on for all to be fair.  I'm sure people would turn it off for an advantage if it were optional, but I think there's quite a few people who'd turn it on just for eye candy's sake.  I know for myself, I can see cons in a lot of cases better with detailed water off, but I like the way it looks a lot better so I leave it on.  I'd probably do the same with clouds.

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Offline Raphael

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Re: Selectable detailed sky...
« Reply #12 on: May 26, 2011, 12:18:38 PM »
perhaps we could have detailed for everything for those who want some eyecandy as an option as well as having low details
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Offline ink

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Re: Selectable detailed sky...
« Reply #13 on: May 26, 2011, 03:59:54 PM »
The problem is you cannot compare it to GVs.

On the GV model it is "anything at this range stops rendering, dots and all" from the point of view of the person viewing it.

It's not like "anybody behind a tree stops rendering"

In this case you have clouds. You need to still see dots all the way out to 10k or whatever, and still need to see icons out to 6k... but what if he's 3k out and "inside a cloud" but you have clouds turned off?

How much CPU would it eat of on this server to track the location of every cloud, the location of every player, and then send out signals that they are invisible or not based on their and the clouds' locations?

Just on the off chance that somebody has clouds enabled or disabled?


It's not a simple request. I would like to see some more, but keep in mind you didn't fight in clouds. You hid, you escaped, you ran, you LEFT the fight in the clouds. WW2 fighters were not all weather. They were fair weather aircraft. Fair weather means fights.

While I would like to see some more details, I don't like the idea of adding random clouds just to eff with the combat dynamics of the game.

how bout when your in the clouds your guns are ineffective :lol