'T' 75 Posted February 16, 2022 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: 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: 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) Share this post Link to post Share on other sites