**Background/Problem:**
Before I continueSince the release of ARMA 2, the concealment of players/NPCs/object (herein referred to as objects for simplicity) in either grasses or behind other objects whose render distance is limited (eg some shrubs/trees), I submitted a similar bug that relates to the suggestion below but is instead applicable to the AI engine and its propensity for god-like aim of even fully occluded/concealed players (T128621 https://feedback.bistudio.com/T128621)results in just a portion of the concealed //object// being rendered. While the ideal solution is further rendering of these grasses/objects that are offering concealment, this interim approach still helps with concealment over earlier versions of Real Virtuality and thereby improves gameplay greatly.
Since the release of ARMA 2,**Example:** 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. concealment in grass or behind other objects that only render to a certain distance (eg some shrubs/trees)In the most extreme cases, result in just a portion of thea very well concealed player's body being rendered at these greater distances (i.e. may only appear as a few moving pixels or clumps of pixels. By extension, at distances beyond where grass and some shrubs/trees are rendered). While the ideal solution is further rendering of grass and/and or objectsif said player is crouched they are now majority exposed but the their bottom half is occluded. If standing, this interim approach helps with concealment of players and thereby improves gameplay greatly.
Example: If one player is prone at a distance of 1000 metersperhaps their knees wouldn't be rendered.
While this is a great feature, the observing player may only see the top of the other players head,way that the **mostly** **occluded ** objects (i.e. and maybe a portion ofthe first two examples) blend into their shoulder and backside in the grass. background terrain make even well concealed players easy to locate.
For example, If said player is now crouched they may see their entire top half.
While this is a great feature,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..
It is these well concealed players that I am concerned about. the way that the partially occluded object blends into the background terrain leads to some issues that can often make such occluded players easy to locatThis 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. This is primarily because the grass/shrubs that introduce contrast is replaced with the flat ground texture that makes spotting potential players relatively easy depending on the cover involved (especially if they move a little - 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).
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, the more broken up and occluded a players body is at such distances would help achieve this.
While the current feature helps add reaslism, 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.” :P
**My suggestion at a solution to this in RV or a future engine linesimilar to DayZ's Enfusion:**
I suggest that rendering engine apply adjustment factors to determine how discernable (or occluded) something is from (or by) the background.an occluded object/player is compared to the background. Below a certain computed threshold the hidden soldier/object would effectively be invisible until something happened that changed that (large movement, Below a certain computed threshold the hidden soldier/object would effectively be invisible until something happened that changed that (movement or optical zoom/thermal scan being appliedchange in percentage or relative concealment or a player using optical zoom or a thermal scan).
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. 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).