Hello!
I was just curious if anyone had tried to increase the view distance in Gunz. For those of you that do not know, one unit in GunZ is ~1 centimeter in real life. We are given 30,000 to view while playing.
Although 30,000 may seem like a lot, it boils down to the fact we can see nothing more then 300 m (3 sports fields) away, which would be like *THIS* in real life. For those of you who do the math, 300m is about 2% real life's normal view distance.
The current view distance may be nice for small maps, but it makes large maps impossible, as well as skyboxes kinda horrible looking, but increasing it to even 1km will add 37.04x more data (that's what you get when your dealing with volume data I guess.) This is why I was wondering if anyone has or could do some benchmarks and see if changing this value effects game play at all.
Here are some of the values that if tested I would like to know the results
Also, for you coders out there, I would like to know the difficulty of maybe working in a system where collisions are not loaded until "x" units away from your location, or possibly loading low quality visual meshes from far away (like a lot of the older MMOs do). I know that the GunZ character model is changed to the low poly mesh in model.mrs, so would it be that difficult to do the same thing with GunZ map objects?Code:#define DEFAULT_FOV 1.22173048f // (70.0f / 180.0f * pi) #define DEFAULT_NEAR_Z 5.0f #define DEFAULT_FAR_Z 30000.0f
If you could have the game load low_*objectname*.elu from >60000 units away, med_*objectname*.elu from 59999-10000 and high_ from 9999-0, all a map developer would need to do is create a collision hull with hide_.
Not every game mode can be created in a closed city/ island/ tunnel environment, and I think the first step to branching out is to increase the limitations GunZ puts on developers. This one, imo, is one of the most annoying.
Comment, discuss, etc.



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