**Background/Problem:**
Since the release of ARMA 2,ARMA 2 greatly improved the rendering of partially concealed players/NPCs/objects (herein simply "objects"). the concealment of players/NPCs/Specifically "object (herein referred to as objects for simplicity)ts" concealed in either grasses or behind other objects whose render distance is limited (eg some shrubs/trees),/rocks). This partial concealment results in justonly a portion of the concealed //object// being rendered to distant players. While the ideal solution isto this issue would be further rendering of these grasses/objects that are offerproviding concealment, this interimARMA2/3's approach still helps with concealment over earlier versions of Real Virtuality and thereby improves gameplay greatly.
**EFor example:** If, if a player is prone in grass/shrubs, an observing player at 1000 m distance may only see the top of the other players head and/or a portion of their shoulder and backside. In the most extreme cases, a very well concealed player may only appear as a few moving pixels or clumps of pixels. By extension, if said player is crouched they are now majority exposed but the their bottom half is occluded. If standing, perhaps their knees shins and below wouldn't no longer be rendered.
While this is a great feature and helps add realism, the way thatthere is room for improvement when dealing with the **mostly** **occluded ** objects (i.e. the first two examples). Specifically how those objects are blended into and with the background terrain. Currently these mostly concealed objects are easy to locate because they often present with great contrast from the background. This makes them easy to pick-out as potential targets because they show up as clumps of pixels that are out of place against the flat ground terrain/texture. the first two examples) blend into the background terrain make even well concealed players easy to locateEven more so if there is even _small_ movement (turning of a head or minor shifting).
For example, these mostly occluded entities end up having enoujgh contrast is these latter and well concealed players that I feel need to be addressed and be better blended into the background considering real world visibility/contrast issues that would present otherwise In the most extreme cases, a very well concealed player may only appear as a few moving pixels or clumps of pixels.IRL such well hidden "objects" would be "lost" in the noise (so-to-speak) of their surroundings and be nearly impossible to discern from their surroundings unless an optic or thermal was focused on their location.
It is these well concealed players that I am concerned about. This is primarily because the grass/shrubs that introduce contrast when rendered is replaced with the flat ground texture that makes spotting potential players relatively easy depending on the cover involved. feel this needs to be addressed such that these mostly occluded "objects" are better blended into the background; EVen more so if they make even small movements (eg turn their head). This is because these concealed players tend to stick out like little rocks/objects and are even more suspect if they move or even shift. Given these factors it becomes easy to detect potential targets (i.e. just zoom in on anything that looks like a rock or other outcropping and confirm).otherwise highly concealed players still end up rendering as moving "clumps" and stick out like a "sore rock.” :P
**My suggestion at a solution in RV or a future engine similar to DayZ's Enfusion:**
IRL such players would be nearly impossible to discern from their surroundings unless their location was known an either an optic or thermal was used to home in on their location. so even if they moved slightly they'd be hard to see. While this "near invisibility" would be based on their percentage of concealment, movement, and camouflage, suggest that rendering engine apply adjustment factors to determine how discernable an occluded object/player is in relation to their background. the more broken up and occluded a players body is at such distances would help achieve this.
While the current feature helps add reaslism,Below a certain computed threshold these hidden soldiers/objects would effectively be invisible. I feel there is room for improvement because otherwise highly concealed players still end up rendering as moving specks and stick out like a sore “rock.” :PAbove it they'd be blended in until they surpassed a threshold that made them fully rendered.
**My suggestion at a solution to this in RV or a future engine similar to DayZ's Enfusion:**
I suggest that rendering engine apply adjustment factors to determine how discernable an occluded object/player is compared to the backgroundThe concealment percentage would be based on the percentage of the object that is exposed but also its overall size and is computed relative to the observer. Size would take into account the total physical size (i.e. body plus holstered/stowed weapons, vehicles, etc).
Factors such as distance, camo, relative movement (also factored at a distance), reflectivity (i.e. Below a certain computed threshold the hidden soldier/object would effectively be invisible until something happened that changed that (large movementthe concealed player using optics that give away their position), change in percentage or relative concealment or a player using optical zoom or a thermal scan)would all be applied to this to determine visibility.
While additional factors could be derived, I can see a percentage concealed modifier applied to the object that is exposed and is influenced by camouflaging, object reflectivity, relative movemeent, as well as distance of the player being concealed. The concealment modifier would be based on the percentage of the player’s body that is concealed (or conversely exposed).
Size would take into account not just the physical size (i.e. body plus holstered/stowed weapons, vehicle size, etc) but also the overall “area” of what is visible. Regarding size of the concealed object,
For example a prone player at level height will only expose their head/weapon while the same player viewed from a vantage point that is 10 meters higher would potentially expose far more of their body (legs, back etc).
Coupled with the concealment modifier, size, gives a rough estimate for the magnitude of what is potentially exposed to another player. I would say that depending on the size a player would have to be at least 70% concealed for any rendering/detection modifiers I propose to be applicable but I leave such a threshold up to BI.
Player camouflaging (fatigues, color vs background color, ghillie, civilian clothing, etc) would then be coupled with distance to slowly blend and eventually fade out a player. A character with bright red clothing would not blend or fade out at nearly the same distance as the same player wearing terrain favorable fatigues.
There would effectively be a threshold at which the player becomes invisible until they expose more of their body or made large movements.
**Effect of Optics:**
Optics would be treated as a distance modifier to these adjustment (i.e. reduce distance). That said care needs to be taken here as well. If they reduce distance they should also potentially re-enable the rendering/effect of grasses/objects otherwise the player will be just as visible as before. If rendering or effect of grasses can’t be enabled via optics then they need to start blending per the other adjustment factors.
**Thermal:**
Continue to work as is
**Conclusion:**
The net effect is this allows a player to stay hidden more effectively.
I fully realize there is a lot more that needs to be flushed out on a design suggestion like this but this is at least the start of a conversation. For example do irregular/mechanical objects stand out more thereby affecting adjustments (i.e. rocket launcher).
Furthermore I realize that while this makes sense to me it could be alien to whoever reads it so I’m more than willing to expand and clarify these ideas.
I submitted a similar bug that relates to the suggestion below but is instead focused on the AI engine and its propensity for god-like aim of even fully occluded/concealed players (T128621 https://feedback.bistudio.com/T128621).