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 How to remove fog or make a better view distance

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Witacha
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PostSubject: How to remove fog or make a better view distance   Sat Jul 08, 2017 4:02 pm





(don't pay attention to the trees)

Is there a way to remove the fog or improve the view distance like on FH?
The character appear to be slow when running on a big map any tips? (8000 size)
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Hamilton

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PostSubject: Re: How to remove fog or make a better view distance   Sat Jul 08, 2017 10:19 pm

Barring presence of map objects, other causes for lag in large maps can be:
-large texture sizes. both for the terrain texture and the heightmap/masks
-number of terrain textures. a map with only 3 textures will be less laggy than one with 6+

As for fog, I can't say that I've done much with it. Other than changing the max view distance, perhaps adjusting the density could help? It's in the skymanager.

MagixSkyManager.h wrote:
#define FOG_DENSITY .0001
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Witacha
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PostSubject: Re: How to remove fog or make a better view distance   Sat Jul 08, 2017 10:32 pm

Hamilton wrote:
Barring presence of map objects, other causes for lag in large maps can be:
-large texture sizes. both for the terrain texture and the heightmap/masks
-number of terrain textures. a map with only 3 textures will be less laggy than one with 6+

As for fog, I can't say that I've done much with it. Other than changing the max view distance, perhaps adjusting the density could help? It's in the skymanager.

MagixSkyManager.h wrote:
#define FOG_DENSITY .0001

I see, thank you Hami ! Very Happy I will take a look at it <:
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Witacha
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PostSubject: Re: How to remove fog or make a better view distance   Sun Jul 09, 2017 1:29 pm

Alright i've tried changing the fog density numbers but it doesn't affect anything, and also i made the texture size smaller it fixed the lag issue!
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lazyzim

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PostSubject: Re: How to remove fog or make a better view distance   Sun Jul 09, 2017 3:12 pm

Always use 512X512 textures otherwise players will lag. Make sure player presets are also only this size. There is minimal loss of detail as the graphics card has to reduce it anyway for the game.
The other major source of lag is hi-poly meshes. I've seen a lot of meshes handed out lately for items,etc and they are just lag monsters due to the hi poly count.
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Nakti
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PostSubject: Re: How to remove fog or make a better view distance   Tue Jul 11, 2017 2:26 pm

File MagixSkyManager.cpp change here
Quote :
void MagixSkyManager::updateCelestials(const Real &dayTime)
{
if (interiorSky)return;
FOG_END = mDef->viewDistance * 2083 + 417;
FOG_START = mDef->viewDistance * 833 + 167;
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Witacha
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PostSubject: Re: How to remove fog or make a better view distance   Tue Jul 11, 2017 4:54 pm

Thank you Nakti it worked perfecty!

What i did:

Code:
void MagixSkyManager::updateCelestials(const Real &dayTime)
{
 if (interiorSky)return;
 FOG_END = mDef->viewDistance * 199999 + 199999;
 FOG_START = mDef->viewDistance * 0 + 0;




_
Another question

Is it possible to make the view distance uhm better? i tried
http://www.kitopen.com/t2762-solved-render-distance?highlight=view+distance
but it didnt do anything
exemple of the current view distance in game:


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lazyzim

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PostSubject: Re: How to remove fog or make a better view distance   Thu Jul 13, 2017 12:01 pm

Our problem is a defining line at the horizon we can't get rid of.
Very annoying. Even after removal of fog.
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Nakti
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PostSubject: Re: How to remove fog or make a better view distance   Mon Jul 17, 2017 3:50 pm

mSkyDome->setRenderingQueue(smth) helps (i don't remember exact name of needed value, but you can find it in the declaration of function and definition of enum there).
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Nakti
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PostSubject: Re: How to remove fog or make a better view distance   Sat Jul 22, 2017 12:20 pm

Put these at the end of initialize function of magixskymanager.(cpp or h).
Code:
mSkyDome->setRenderQueueGroup(RenderQueueGroupID::RENDER_QUEUE_SKIES_EARLY);
 cloudDome->setRenderQueueGroup(RenderQueueGroupID::RENDER_QUEUE_SKIES_EARLY);
 mSun->setRenderQueueGroup(RenderQueueGroupID::RENDER_QUEUE_SKIES_EARLY);
 mSunRadiance->setRenderQueueGroup(RenderQueueGroupID::RENDER_QUEUE_SKIES_EARLY);
 mMoon->setRenderQueueGroup(RenderQueueGroupID::RENDER_QUEUE_SKIES_EARLY);
 mStars->setRenderQueueGroup(RenderQueueGroupID::RENDER_QUEUE_SKIES_EARLY);
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