Draw Distance Low-Poly NPC Issue


Halseth

 

Posted

I just came back from a long break of not playing CoH and there's something that's been bugging me graphically about it that I either don't remember or never had before.

What I'm wanting to do is set the graphics high enough that NPCs will stay higher poly looking for at least almost as far as my draw distance will show them. Currently, however, they seem to very often only switch from low poly to higher poly when I get fairly close to them. Closer than I think they should be doing so at least, as it's quite noticeable. Especially when you keep going back and forth between the point they switch at and they quickly flash from low to high and then to low again. The low poly stuff makes them look like they have cones for heads, and it's a bit disappointing.

I can't figure out what graphics option I need to adjust to fix this. I have both World Detail and Character Detail at 200% and both World Texture Quality and Character Texture Quality at Very High.

Here's a picture that shows what it looks like:



Note how the head of the guy standing in front of the lighted window goes from low poly body and almost no head to actually having a full head.

Does anyone know what I need to adjust to fix this so the low poly stuff will go away or be changed to high poly at such a distance that it's practically unnoticeable? Or is this just how the game is designed?


 

Posted

Only guide I can think of that had anything to do with this (and that's from somewhat rusty memory) is pre-Ultra Mode. (JG007's guide? If I could think of the title, I'd give it a quick search for you to see if it's even relevant.)

I *want* to say it won't make much difference with the adjustment. But the people who would have more of a grasp of it would be up in Tech issues and Bugs. (Even though it's not a bug, it's a general tech-ish hangout.) You'll get a better answer there, I think.


 

Posted

Yeah, I was kind of conflicted as far as where I should post this. I guess there's no harm is trying over there as well.

Thanks anyway.