Content Suggestion [WITHDRAWN] Surface's render distance fog and static skybox

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LOD: Level of Detail (LOD0, 1, 2, 3 and so on), this is the level of detail produced replacing the object mesh for when the player distances himself from that specific object. As the player goes further away the LOD level increases until the object is fully gone or reduced to a very low-quality model.

Static skybox: A skybox made by a large-dome surrounding the local world, compared to a procedural skybox which fills in the player's field of view and does not rely on an entity but a graphical configuration with the game's engine. Static skyboxes often produce fog or use fog to add render distance limits instead of generating a black void.



What does this suggestion change/add/remove:
This suggestion aims to modify the following that can be found on surface on the current site65 map file:

- The bushes and their LOD mesh
- The render distance fog
- If possible at all, the skybox and it's integration method.

I'll go over each and every feature I am suggesting for change one by one with details as to what my general idea for a suggestion to change is.

1 - The bushes and their LOD mesh.
If you've ever tried to bush-camp as a marskman, civilian or adversary trying to evade a shooter from afar or simply just taking a position by using bushes as vegetation for your cover; never did you face palm so hard realizing the bush went invisible at a certain distance on the shooter's point of view. This is simply because two factors affect the bushes on the map, one is LODs which is generated with the bushes and usually has no effect but does decrease mesh quality. Another is the render distance generated fog, which I mention after this point; this "fog" generated by render distance simply deletes the bush from the local viewpoint of the player and renders bushes basically useless from afar - making them only somewhat useful on close-quarter ambushes (which half the time does not work due to nametags and clothing colors).
Evidenced screenshot here


2 - The render distance fog
As I stated above and in the bullet points for what I wish to suggest on change, the fog itself is not a problem due to the fact that it hides the void presented by render distance, however I believe this issue that the fog presents where players and objects become barely visible far away in the fog could be resolved by simply removing it; and compensating with a new method to tackle the void present with render distance by simply adjusting the render distance so that it takes up the entire surface level length (not depth), and doesn't have a stretch that is visible when on surface.

This "fog" and render distance isn't present in interiors like Site-65 and GoI bases (render distance stretches are not visible inside those). Removing it from surface would probably do no harm to performance as render distance would due to the fact that the sole reason WHY frames and performance significantly drop anywhere across the local world is due to the amount of entities being rendered by online players, to tackle that performance flaw you would just keep a good amount of render distance that hides away the SCP Site as it's very deep underground and is more than likely affected by LODs/render distance (whatever the developpers decided to do with).

Why I wish to see it removed, and why I believe a lot of people wish to also see it removed is because why is there even fog in the first place? Canada does not have fog IRL even in blizzard or regular snowy conditions IRL and this fog is simply there for performance adjusments; I believe removing it and having a clear, windy sky would do no harm at all and bring positives.
Here's some evidenced screenshots

3 - The static world skybox
This might upset or simply face palm the developers however I never worked for CN's map developement and I don't really know how the engine processes skyboxes, so this is purely fictional and an idea I bring to the suggestion's arguments

What I believe currently is the problem with this skybox is that it affects render distance with local playerview, as shown here; when you look down your furthest render distance data draws in and renders everything to LOD0 meanwhile if you look away, that furthest point is removed from the view. This effectively allows people to see further than they should with a simple head movement and gives a massive advantage to scout and locate adversaries on surface. While it doesn't last to allow for a huge advantage it's still a bug as I believe in my own judgement and should be considered. The skybox in itself, being such a low-quality and performance-keen one is fine however I believe it should be changed. I've heard the "we are not turning it into a daytime texture", however it should be considered that this skybox is kind of broken and messes with certain aspects of playerview rendering, LODs and render distance (with it's appropriate performance options like fog).

There is an option via /fps that does allow for a "3-dimension" skybox to be added, however this only adds another overlay skybox with out-of-bounds gray hills and more fog. I do not believe this helps at all it simply worsens your view distance and when you have a clear advantage gain by simply ticking off the option to have a bunch of fog scattered at every corner of the map; I believe that should be looked into so as to facilitate surface combat and overall gameplay experience.


Has something similar been suggested before? If so, why is your suggestion different?:
I don't believe so as of right now, I have not found a single suggestion requesting for this issue to be investigated or atleast changed (for the skybox and render distance method)

Possible Positives of the suggestion (At least 2):
- Better surface-abled gameplay for combat, sniping and roleplay with binoculars and such, allows for a clearer field of view when looking at things from afar.
- Allows for a new, diverse and unique method of using Nu-7's camouflaged ghille suit by sitting in bushes that wouldn't despawn from the shooter's perspective as they distance themselves away from the marskman.
- The "3d" skybox hills would look amazing without fog.
- Surface's night sky and overall "feel" would feel and look much better.
- From the surface guard towers on the Site-65 compound, you can see everything and anything so long that it isn't blocked by a higher hill; Parawatch's Hill also becomes a landmark to witness everything on the map.

Possible Negatives of the suggestion:
- Development time and potential technical issues/limits with performance oversight and general map design.
- This only affects rp_site65, and it could be overlooked and denied due to this map being publically avaliable on the steam workshop (although it's just old version, not the civilnetworks updated version).
- A potential risk of more lag, although I can confidently say the amount of things surface would do little to no harm if this change actually went throug

Based on the Positives & Negatives, why should this suggestion be accepted:
There isn't an entire group of people dedicated to harassing and complaining about this exact issue, however I do believe my suggestion in itself raises some good ideas to make surface look more lively and not like a vagabond's snowy village; which is what a few people have wanted to see for some time as a change - I won't go and name anyone but a lot of people do take notice of the render distance issue and count it as a disadvantage when it could be modified so well, same for the fog and the bush issue, both of which aren't as noticed but when you consider the fact there's bushes but they despawn from just being away a few meters makes it kind of dissapointing. Imagine bush camping as a live-strategy for surface combat, better roleplay and less strafe sniping when on surface.
 
Hi @Skinner,

1. The bush models used on surface are utilizing the "prop fade distance" optimization feature in it's properties in Hammer, not LOD related. Will not be changed as this improves FPS for players.
2. The fog controller entity will certainly not be removed as it is used for optimization purposes and by removing it we could see a significant decrease in FPS for players which is what we are actively working AGAINST by optimizing what's already here.
3. I am not even going to even go about this as all you wrote for this point is gibberish and makes zero sense.

Kind regards,
Judge.
 
Hi @Skinner,

1. The bush models used on surface are utilizing the "prop fade distance" optimization feature in it's properties in Hammer, not LOD related. Will not be changed as this improves FPS for players.
2. The fog controller entity will certainly not be removed as it is used for optimization purposes and by removing it we could see a significant decrease in FPS for players which is what we are actively working AGAINST by optimizing what's already here.
3. I am not even going to even go about this as all you wrote for this point is gibberish and makes zero sense.

Kind regards,
Judge.
Well then if optimization is being done on surface (never heard of this) I suppose this suggestion is good to be withdrawn. I have concerns over render distance; next time it's probably worth making a ticket...
 
Well then if optimization is being done on surface (never heard of this) I suppose this suggestion is good to be withdrawn. I have concerns over render distance; next time it's probably worth making a ticket...
Obviously the surface is optimized... the whole map is. If it wasn't, you would not run your 30 FPS on your potato box.
 
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