Gas56 m8, please watch my video and look at what I'm talking about with render.gas56 wrote:According to the release notes by the DEVs the shot of a certain rifle sound loudness travel distance on animals past a 220 M render range setting still has the spook effect you just can't see it past 220 M.Ravenousfox wrote:Does the spook radius change with render distance?
More or less yes.
As your standard 220m render stopped the animals running much further or hearing shots out past 220m
A none rendered animal means you can't see it but it's still working even past a 220 M render range setting on the map whatever it is doing (walking, sleeping, fleeing, etc),.. it doesn't just stop being there on the map. Once the animal is spawned on the map it is there to stay until you kill it and harvest it even if you can't see it's model body & skin(textures) outside of your seeable render range that gives better performance on less powerful computers.
Now you can actually see what the animal response is at higher render ranges of 270-320 Meters, because you can see the animal model body & skin and what they're doing past 220 M..
The spook radius was not changed at all as the Devs stated.
These are developer notes given at the release of the changed render range from 220m to 320m.
How does the ERR affect animals spooking from gunshots? Depending on the size of the gun, it depends on how far the sound travels and this is true for both single and multiplayer games.
Before the change you could not see the animals over 220m fleeing, now you can
The spook mechanics have not changed and are working as they always have.
https://www.youtube.com/watch?v=sLwaksyffIg
That's the render trick you can do for 220m. At 320m it's ALOT more difficult and more animal can hear/flee further out at 320m
They basically stop running where they de-rendered from as shown in my video.