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Choppy gameplay

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I'm trying out another FPS and it is VERY choppy...
Is there some sort of war to add a fog of war- with out the map itself being blacked out.
There is a system that the game Halo Reach uses. It takes away detail from everything that is far away.
World of Warcraft uses a certain unique fog of war that accomplishes the same thing.
Skip to 1:59 in the youtube video


Any ideas that might help?
 
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Dr Super Good

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There is a system that the game Halo Reach uses. It takes away detail from everything that is far away.
World of Warcraft uses a certain unique fog of war that accomplishes the same thing.
Both of these are games designed for huge distance viewing thus their graphic engines handle it more efficiently. SC2 is designed for RTS viewing so you will never be able to get the performance in long distance views that other games have.

The good news is that SC2 does include camera clipping. Just set the clipping distance for the camera you are using to something reasonable (like 10 or 20) and you should be fine.
 

Dr Super Good

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Level 64
Joined
Jan 18, 2005
Messages
27,259
Code:
const int c_cameraValueNearClip         = 1;
const int c_cameraValueFarClip          = 2;
const int c_cameraValueShadowClip       = 3;

native void         CameraInfoSetValue (camerainfo c, int type, fixed value);
native fixed        CameraInfoGetValue (camerainfo c, int type);

Like all cameras, this is logically done via galaxy script. This script can be generated via GUI or via camera objects set in the editor if you do not wish to write the script directly.

I mentio near clip so you do not get confused. Near clip is the opposite of far clip and clips stuff infront of the camera. It should not be modiified as it prevents wierd visual artifacts if the camera ever mixes with geometry.

Far clip and shadow clip govern the maximum distance from the camera which the appropiate content will be rendered. Smaller values boost performance. If values are too small the cutoff will become easilly noticable (the world will start to look like a early PS1/N64 game).
 
Code:
const int c_cameraValueNearClip         = 1;
const int c_cameraValueFarClip          = 2;
const int c_cameraValueShadowClip       = 3;

native void         CameraInfoSetValue (camerainfo c, int type, fixed value);
native fixed        CameraInfoGetValue (camerainfo c, int type);

Like all cameras, this is logically done via galaxy script. This script can be generated via GUI or via camera objects set in the editor if you do not wish to write the script directly.

I mentio near clip so you do not get confused. Near clip is the opposite of far clip and clips stuff infront of the camera. It should not be modiified as it prevents wierd visual artifacts if the camera ever mixes with geometry.

Far clip and shadow clip govern the maximum distance from the camera which the appropiate content will be rendered. Smaller values boost performance. If values are too small the cutoff will become easilly noticable (the world will start to look like a early PS1/N64 game).

Gogo retro games?
 
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