#Concealing players over a distance

1 messages · Page 1 of 1 (latest)

brittle widget
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Shapes, textures get simplified over a distance, shadows and foliage don't even render beyond some distance - this lead to player models stand out even more over a distance than up close, making players being spotted more easily if they are far away. That's a common problem in nearly all 3d, polygon-based, games.

This effect can be mitigated by applying dither on player models depending on their:

  • distance
  • stance
  • movement
  • being in shade (calculated at receiving end as it's not rendered on the client)
  • being covered by grass/foliage (calculated at receiving end as it's not rendered on the client)

Dither-transparency is not the only technique that can be used, however it seems the most efficient and promising one, at the same time being one of the cheapest one - both in performance and implementation requirements.

The question is, if such effect is possible with current BBR rendering pipeline. If the answer is yes, I would go even further and test out the ordered and non-ordered dither patterns.

Approaching this issue would be important even more in mil-sim mode, where firefights will take place over larger distances.

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Concealing players over a distance

last violet
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mil-sim HyperXD

brittle widget
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yep, this name is silly, originaly there was 'hardcore-mode'

short heart
brittle widget
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To visualize different patterns: left is ordered dithering, right is unordered (noisy) one.