With version 2825 half of train disappears in external views
#1
Posted 09 February 2015 - 11:10 PM
#2
Posted 10 February 2015 - 12:31 AM
#3
Posted 10 February 2015 - 03:41 AM
CB.
#4
Posted 10 February 2015 - 07:40 AM
copperpen, on 10 February 2015 - 12:31 AM, said:
Yes I did notice that about the AI trains and how they were affected. I went back to v2824. I'm hoping a fix or a return to the old visual affects are forthcoming. I am thankful for all that's been done so far.
#5
Posted 11 February 2015 - 02:35 AM
There are actually two trains in this view, slider set 100% left.
#6
Posted 11 February 2015 - 08:22 AM
#7
Posted 19 February 2015 - 01:29 PM
copperpen, on 10 February 2015 - 12:31 AM, said:
The slider scales the viewing range of objects, so moving it to the right increases their viewing range while moving it left decreases it. Each end is a special case: the left end always uses the lowest detail model in addition to scaling down the viewing range, while the right end always uses the highest detail model in addition to scaling up the viewing range.
There was a bug with the right end (+100%) which was fixed in X2881.
#8
Posted 19 February 2015 - 03:37 PM
James Ross, on 19 February 2015 - 01:29 PM, said:
There was a bug with the right end (+100%) which was fixed in X2881.
May I bother with a question? As with some of the experimental options that appear I have left the LOD Bias setting at default. Why was it implemented and what would be the reasons for using it?
Everything looks fine in OR, I am always amazed at how good the models and routes look in OR. Always room for improvement, is this the case with LOD bias?
I read the latest manual, nothing in there, probably implement after manual published. I'll search the threads.
#9
Posted 20 February 2015 - 01:17 AM
R H Steele, on 19 February 2015 - 03:37 PM, said:
Everything looks fine in OR, I am always amazed at how good the models and routes look in OR. Always room for improvement, is this the case with LOD bias?
I read the latest manual, nothing in there, probably implement after manual published. I'll search the threads.
The LOD Bias option is an expansion (and replacement) of an earlier experimental option: "Always use highest level of detail". The new option allows you to increase or reduce the level of detail generally shown separately to the viewing distance and world object density. Two particular motivators for this were: a small netbook-like laptop I own, which struggles to draw too much with its integrated Intel graphics, and the shortness of the LOD distances in older MSTS content on my decent desktop.
It's basically just a third knob in the graphics tuning set:
- Viewing distance
- World object density
- Level of detail bias
They all change things in a different way, and allow you to pick the compromise that best suits you and the routes you run.
Also, I'll add that the level of detail bias is adjusted by the performance tuning at the same time as it adjusting the viewing distance. This is actually quite neat as it means the level of detail you see scales with how far you can see - if you can only see 50% as far as you wanted, the LOD bias is scaled down to -50% to match which means the full range of LOD models get used, just over a shorter (or conversely, longer) distance. It scales it relative to your starting viewing distance and starting LOD bias too, so if you ask for slightly more or less detail than default - you get that as well, also scaled proportionally.
#10
Posted 20 February 2015 - 04:41 PM
James Ross, on 20 February 2015 - 01:17 AM, said:
It's basically just a third knob in the graphics tuning set:...
James, thank you for the response. A suggestion, definitely for past V1.0. When the dust has settled on experimental options, perhaps, having the ability to save the graphics tuning on a per route basis would be of benefit for people that have machines that require tuning for different routes.