- User Since
- Mar 6 2013, 5:50 PM (463 w, 35 m)
May 10 2016
This bug should be fixed as soon as possible!
Current not realistic enough implementation of NVGs and (especially) thermal vision is a great problem to me. As of me, their current fantastic efficiency much reduces gameplay diversity.
I think, one of possible solutions (maybe not the best one) of the problem is to render the world at lower resolution when look through NVG/Thermal (should be configurable in weapons CFG) or add appropriate blur effect. For example, add first blur filter, then sharpen filter: so the image would still look sharp, but with less information.
Just tested new stable version - the bug persist with the same symptoms.
May 9 2016
As I've just found out, this bug occurs in singleplayer too. The version of ARMA 3: [Development] 0.51.103078
When we render the grass on far distance, it has a very little size in terms of pixel number --- so there shouldn't be much load on GPU memory subsystem. Moreover, we don't need to render it in the best quality, which should also significantly reduce the load.
Plus even if render all grass in radius of 10 meters around the soldier --- that's not so much grass. For example, right now (as i know) the grass is rendered up to 100m radius around the player --- that's 10000 m^2 amount of grass, and for 10m circle it's only 100m^2 (100 times less). And we don't actually need to render all grass around the soldier on far distance --- more or less that should be enough to render only the grass between us and the soldier.
I'm not 100% sure, but on my opinion all that together means there shouldn't be real performance problems with that.
I would like to make some addition to the method suggested by Elcoo. I propose to not use the prerendered texture/layer for the alpha blending. Instead the grass geometry should actually be rendered in some radius of the soldier (10m for example) or infront of him, however it should be rendered not directly to the display, but to some texture/layer, which would then be used for alpha blending of the soldier.
This way the alpha blend texture will automatically be consistent with the real grass growing near the soldier and there wouldn't be a need to make these textures in advance.
As of the performance, it would demand, i think, not much more resources than the original Elcoo method, and the demand would grow only linear with respect to the number of soldiers, which seems to be fine.
This is a crucial feature for the gameplay: it should be possible to deploy/rest any rifle (even without bipod) on obstacles/walls/windows. It makes fortifications and good defensive positions more useful. Otherwise it is an often situation that , for example, a man in a bunker absolutely loses the firefight against a man in the field (without any defences) only because the man in the field can fire from prone position and consequently has a great accuracy advantage against the man in the bunker. That often makes using fortifications counterproductive.