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Horzontal Fog Bar in Multiplayer
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Description

Possible rendering issue with new lighting update. Occurs in MP on all clients, but does not occur 100% of the time (we use random fog values).

Looks like:
https://forums.bistudio.com/topic/189808-visual-upgrade-%E2%80%93-feedback/page-62#entry3098105

Issue occurred on our Vanilla Linux server using;

0 setFog [0.10775 0 0];
forceWeatherChange;

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 7
Category
General
Steps To Reproduce

0 setFog [0.10775 0 0]; executed on the server caused this issue for all clients (have not tried to reproduce it yet)

Related Objects

Event Timeline

2600K created this task.Oct 21 2016, 5:50 PM
2600K added a comment.Oct 21 2016, 5:55 PM

This issue has occured on Tanoa and Altis.

mbrdmn added a subscriber: mbrdmn.Jan 6 2017, 2:22 PM
mbrdmn added a comment.Jan 6 2017, 2:36 PM

So far on my end the problem has occurred 100% of the time when using setFog/BIS_fnc_setFog on non-local MP clients. Problem only occurs when using the array setFog syntax, numerical values are fine. As far as I've tested the issue occurs regardless of what values are given to the array.

Horizontal bar seems to appear corresponding to the distance the fog begins relative to the player it affects and with a greater width depending on how large the fog values are. I.E. heavy fog will appear as a large band, light fog will be a smaller, more transparent band.

Attached image shows the band as appears under moderate fog conditions.

Possibly related: when using a second client on the same machine the fog does not band but instead 'splits' into two halves that fade towards the top and bottom of the screen disappearing over the course of 30 seconds or so from when setFog has been called.

Correction to my previous comment, after a session last night it appears that the problem occurs even when setFog is given numerical parameters.

ookexoo added a subscriber: ookexoo.EditedFeb 16 2017, 8:29 PM

Possible duplicate of T123262. Although this ticket is older, the other has higher priority, since it got assigned.

Edit: A possible work around is to set the fog decay value non-zero.
e.g.

0 setFog [0.10775, 0.01, 0];
forceWeatherChange;