Rendering of player controlled vehicles should not be something that is removed for optimization. If it is truly necessary and option to toggle it in the graphics settings is the only compromise.
I mean then you might just end up seeing people behind unrendered buildings and thats not really an improvement.
Id like it if i could turn down aggressiveness of culling assets, but thats probably not the easiest to develop settings wise and lots of people would probably get a shock how quickly their hardware would choke. Especially considering many still have 2015 levels of Vram
“if line of sight is possible” thread title
Line of sight is possible if you cull assets like buildings.
Also you specifically said that player controlled vehicles should not be culled for optimization.
For that to be the case you need to allways render every vehicle regardless of what other assets you are culling.
Besides i see no indication Gaijin isn’t allready trying to do what you want them to do.
if building culled = not line of sight
That means you are culling players. Which means you will have chances just like today when you should be seeing them, but arent.
Gaijin is likely doing their best to do exactly what you want them to do. Asset culling is very hard to get perfectly, especially when you are Gaijin who needs to cater to wide audience and a wide set of hardware configurations.
Yes, Gaijin’s reasoning for this has been as a form of anti-cheat. The other reason is optimization.
I don’t care if vehicles not in my line of sight are culled, that’s better performance for me and maybe harder cheating for a cheater.
I do care if I have line of sight of a vehicle and I have to stare at its position for 2 seconds for it to pop up. That is too much time and leads to unfair engagements.
Ok. Gaijin is allready doing what you want them to do, and ive seen no indication to contradict that.
My system or server? My side I am running with 60% plus free even at movie graphics. Also, have a look at the screenshots I posted above.
“If line of sight is possible rendering should be instant”
“I have to stare at its position for 2 seconds for it to pop up”
How the hell did you come to this conclusion?
Your page of throwout doesn’t address ANY of what I said, so it’s obvious you’re only wanting favorable comments to your thread as that’s all you’re actually paying attention to.
Whilst you can see that spot, it doesn’t mean the server thinks you can.
I mean specs are fine. Idk how much Warthunder reads specs or culls based on those limitations.
Regardless its just gamecode. And its not like the 8GB of Vram is all that much considering that was mid-range like 9 years ago. Thanks Nvidia. But it also means game needs to cull based on specs that are almost 10 years old, because 0 years old hardware doesnt actually guarantee having more of certain resources
That is what the game attempts to do. You describe it doing it poorly. People show examples of it doing it poorly. But its still 99% of the time doing it as expected.
So while i get a “hey Gaijin it would be nice if you improved this”. You are just asking the game to do what its allready attempting to do
Like everything its not gonna be perfect, especially when it comes to culling assets.
Yes, and it fails.
Hence this thread complaining about that failure.
So if it is server side - why does the game de-render to one side only?
As in - they can see me, I can not see them. Yet, other times I can nail them cross map at 2 to 3km +?
My biggest issue with the approach you are suggesting is that it creates an imbalance where having a bigger monitor and a higher resolution gives a massive advantage.
computer hardware and player income should be a little a factor as possible in any multiplayer game. sure its impossible to rid of it completely but why unnecessarily add more divide?
Pretty sure WT does read specs otherwise the built-in benchmark would be a redundant feature, no?
You called it a design decision.
Your words read like a suggestion.
The game allready tries to do what you are asking it to do. But hey, if you know that, great.
“Reads specs”, as in the game tries to read your specs to have a target overhead.
Like, “i have 8GB of Vram. Ill try to keep 800MB overhead just in case”
Instead of just bouncing of some limit. But hardware can affect asset culling, and how fast it loads in again if gone from memmory. People might call that “pay to win”, but its the cost of good optimization.
It is a design decision to not always render tanks yes.
If they can’t make rendering of vehicles in line of sight instant then they should change the design.