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.phase shift area/zone vis

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Phases can be optimised to work with .vis ultralow, helping to keep players fps at a steady level (you can set backdrop pieces to -1 vis so that they're always visible).

Close up, my phase is very detailed and with visibility at default it will drop mad fps.

Here, a close up screenshot of the build with .vis ultralow on, you can see the builds in the distance still remain:


image.thumb.png.dd79563927de1b72c11a5f40ad5ad160.png
 

image.thumb.png.d11388847ad220f738086bee9f58ac0c.png

You can see here that from a distance, just the skeleton of my phase remains like this so that on foot, none of the backdrop details disappear:

 image.thumb.png.5589f74fb9b8c820831d93f78a34a0d3.png
 

Following our discussion about .phase set vis, I actually think it should be an area specific shift - I may have a build on one map that needs high visibility, and contains less objects - and a build on another that requires ultralow visibility as it has a higher density of objects.

.phase shift zone vis

.phase shift zone vis ultralow/verylow/low/med/high (OR) insert number (with cap to stop people from setting it to a huge number, causing themselves to error)

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