New Atlas/Praetoria Trees have busted LOD


Carnifax_NA

 

Posted

I've been complaining about the LOD being busted in new zones since the GR beta but I want to raise this one bit specifically because it's driving me _mad_ now it's all over Atlas as well

The LOD transition for the new Praetorian trees (used in the new AP) goes like this:

Sprite tree
Geometry trunk pops in
Sprite tree disappears (the leafy bulk of the tree disappears)
Geometry for the foliage pops in

This results in the trees flashing every time you pass a LOD level and it's _hugely_ distracting


 

Posted

Quote:
Originally Posted by Serva_Obscura View Post
I've been complaining about the LOD being busted in new zones since the GR beta but I want to raise this one bit specifically because it's driving me _mad_ now it's all over Atlas as well

The LOD transition for the new Praetorian trees (used in the new AP) goes like this:

Sprite tree
Geometry trunk pops in
Sprite tree disappears (the leafy bulk of the tree disappears)
Geometry for the foliage pops in

This results in the trees flashing every time you pass a LOD level and it's _hugely_ distracting


Yep, I despised this about Praetoria as well and was dismayed to see it has spread to Atlas.


I hate the look of it, makes the game look cheap and amaturish. Does it happen to everyone or just those of us on low GFX settings?


 

Posted

Quote:
Originally Posted by Carnifax_NA View Post
Yep, I despised this about Praetoria as well and was dismayed to see it has spread to Atlas.

I hate the look of it, makes the game look cheap and amaturish. Does it happen to everyone or just those of us on low GFX settings?
At the time of those screenshots my setting were low-ish but I've been using moderate to high UM settings and it still happens.

I'm tempted to do an Atlas fly-through pointing out the flashing trees the wobbling building (misaligned LOD) the abysmal texture changes and then compare it to how wonderfully smooth and gradual the LOD fade in/out is in old zones like Steel Canyon.

The galling thing is that _I_ can make better LOD models than these and I don't do this for a living.


 

Posted

I've noticed this too, and it is distracting/disorienting (also odd, the rendering of mission maps layer by layer upon entry). Old zones fade in from fuzzy to clear nicely, but not the new ones on my current settings.

I'm not sure what setting it is though. I have world detail on very high. Ambient occlusion off, water effects off.

Another thing that I tweaked that I wouldn't have guessed was reflection level. The lit windows in Atlas were making the entire window square light up when I had reflections completely off (this looked...not so good). Turning it up to the lowest setting fixed the windows.


Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level

 

Posted

Interestingly enough I'm going to school for game art design and I used Atlas Park as one of my assignments to elaborate to my class mates on how NOT to rush a job. I have notice this effect too on beta and now live it's rather irritating especially how bland it looks. I have my settings all the way up too and it still gives off this air brushed feel when you look at the trees from a certain distant. Now what I am going to focus on is environmental detailing to the fullest now.