If line of sight is possible rendering should be instant

So lets say there is more than X GB VRAM free?

NGL - as someone that works in IT with heavy stress applications it is starting to sound like you do not entirely know what you are on about.

You saw specs that is a few years old and drew a conclusion, or at least that is how it sounds.

Heck, game loads slow but still runs fine on 4th gen console, not to mention the amount of players on sub par laptops and PCs from the early 2000s.

So, if line of sight to target is possible, rendering should be instant - every other high end game works like this. We also know for a fact that WT de-renders vehicles at X distance on ultra-low spec PCs and only reveals the player once the player has shot. So taking that into account, we should not have issues with anything past 2014 like the i7-7700 coupled with something like a 1060 or AMD equivalent running at high graphics.

So the way I see it, Vamilad has a bad understanding of a (broken) game function and is in full right to complain to improve it. Unless Vamilad is playing on literal potato rig and is still to experience something else.

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But when confronted with the conquenses of that you said they shouldn’t:

To which you responded:

Culling assets is really hard to do without any issues. To not do it means massive performance drop. “If line of sight is possible” Is allready what the game attempts to do.

No i made a statements about how slow hardware progression has been in certain departments and how that affects games.

I have no conclusive reason to believe your hardware had much if anything to do with your incident.

No every game thats made recently, So post 2007 (random number any semi-modern engine does this), makes an educated guess about what you can see and renders it. No game does this perfectly, from TF2 to CP2077.

Edit: you know, the original Doom does this because of how it renders things

You notice this especially any time you go out of bounds and you see the game flickering assets in and out trying to figure out what to render.

Your “consequences” are not a confirmed thing, it’s just what’s expected to happen.

Yes, but the current system has issues anyway. If a better system is possible it should be attempted.

TF2 and a single player game does not really account to argument. TF2 is old AF by now and single player games run “render zones”. CoD did something similar but does not de-render players within focal range. So at this moment the latter does seem to be a issue with gaijin and should be a priority to fix as it introduces a unfair (and possibly unintended) PvP advantage. EAC Gaijin HQ for Wallhack?

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Well no i have seen it happen in Warthunder.

Well the better system is doing the same thing as it is currently, unless you are to look to extremely resource intensive solutions.

Fortnite, Titan Fall 2 (TF2, but different), Battlefield (all of the afaik), Call of Duty and so on and so on.

Like i said, basically every game engine ever does this. Some better than others, and its not easy to get it right.

The most recent Halo game is a fantastic example of the game in singleplayer dynamically and desperately culling assets to try save resources.

Yes, but not every game engine fails to render enemy players in LOS. War Thunder does.

It do be one of many that don’t do it perfectly

I don’t know of another game that has trouble rendering enemy players when you have them in line of sight.

World of Tanks is the only comparison I can think of but that’s a deliberate game mechanic to simulate concealed fire.

There isn’t a lot of games with the requirements and expectations that Warthunder have either.

So in some games it doesn’t matter, some you dont notice, others have the ability to load certain details like player characters due to placeholder models or the requirements to do so are very light.

Then there is Warthunder where it does matter, you will notice, and the models need to be high detail at long range.

I dont envy the expectation put on Warthunder for those that have to develop for it.

I don’t believe models need extremely high detail at long range, you’re aiming at the general weak spot area. It depends on the optic zoom.

War Thunder’s engine does a lot for how old it is and on how much hardware it can run on.

There is still a necessary gameplay balance that needs to be met. Currently rendering struggles.

Because some of you have differing crew skills and angles to seeing things…

Hell, do you even know about the visibility % listed on the stat cards?

yep, and a lot of that is aggressive culling and optimizations. That will never be perfect and you see the effects of it. It is indeed impressive what it does.

That is why when one looks as the LOD steppings for Warthunder they do optimize for this, but one also sees the huge jumps between model sizes. So to no suprise there is some limitations to what one can do when optimizing for the requirements Warthunder presents.

Almost like you did not read what I posted. Have a look at the screenshots I attached above ^

I did read what you posted, did you read and actually understand what I was mentioning about the servers LoD not being the same as the clients LoD, as that sort of thing can cause that sort of symptom.

Oh, and have you lodged any bug reports to report it? (If you can highlight parts of maps where it happens, or angles and spots where it is occuring, then that can be a helpful thing to the developers that are doing this sort of thing. Video footage and lots of screenshots would help this out in this term)

I agree, but you would bring back the ULQ abusers.

I don’t know how ULQ would be worse if rendering was instant, it’d have the same effect as it is now.

Certain objects don’t render beyond a set distance at ultra low settings. You might think you’re hidden behind a wall, but be completely visible to someone who cranked all the sliders all the way down.

Gaijin shouldn’t be rendering vehicles behind objects anyway. You’re also still describing the current rendering which has this issue, rendering when in line of sight =/= render all vehicles all the time.