Render Distance Increase

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Tod1d
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Re: Render Distance Increase

Post by Tod1d »

JimboCrow wrote:Bullets would then have to travel farther as well, wouldn't they?
They already do. That's how I've been able to test in-game ballistics over 220m. If you shoot at an object that will show a bullet hit (Rock, Building, Some trees (I suspect the ones that allow treestands)), you see the impact of the bullet.

The problem with the suggestion is the scope is movable, and you could not just render what's within the view of the scope. The user can scan the horizon pretty quickly, so you'd have to render a much greater cone than what you can see in the scope, and then de-render them outside of that cone. This would probably be more processor intensive than just rendering everything in the larger radius, and would also raise the required minimum specs to play the game.
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JimboCrow
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Re: Render Distance Increase

Post by JimboCrow »

Tod1d, it makes sense that it cannot be done. More's the pity.
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gas56
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Re: Render Distance Increase

Post by gas56 »

From what I know about rendering models/objects is that the code is there all the time and only is applied when in the set render distance of a player or players.
It would be possible to have dual rendering views switching to a spotting scope drawn smaller view to apply further than the 220 m max render distance in the game, say out to 250 m max or even more distance without applying both views at the same time which this engine decreases in performance drawing anything more than that with the larger normal view. But then you're asking for a miracle with thehunter game team, because there are so many things that can't even get fixed already. In one last conclusion is it would probably be more time consuming & difficult for them to make it work right and wouldn't be worth their time and ours asking them in trying to make something like this.
Have a good 1......................GAS
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