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.
