F5F Stay Refreshed Software PC Gaming Ask players about strategies, tips, and fun moments while playing PUBG or similar shooters.

Ask players about strategies, tips, and fun moments while playing PUBG or similar shooters.

Ask players about strategies, tips, and fun moments while playing PUBG or similar shooters.

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Cinnaarwhal__
Member
71
12-20-2016, 02:02 AM
#1
I haven't played for a while, but I wondered if the problem that bothersed me would be resolved. When I first tested the game, I noticed that using a high magnification scope and zooming far away made it easy to spot people lying in the grass, even though they seemed well-concealed on screen. I’ve also been sniped from a distance while lying down in tall grass (even in my protective suit). It seems grass or foliage might not render properly at long ranges—could this be an issue with online shooters, or was it just a test problem? In my view, players should not see through foliage when they’re far away.
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Cinnaarwhal__
12-20-2016, 02:02 AM #1

I haven't played for a while, but I wondered if the problem that bothersed me would be resolved. When I first tested the game, I noticed that using a high magnification scope and zooming far away made it easy to spot people lying in the grass, even though they seemed well-concealed on screen. I’ve also been sniped from a distance while lying down in tall grass (even in my protective suit). It seems grass or foliage might not render properly at long ranges—could this be an issue with online shooters, or was it just a test problem? In my view, players should not see through foliage when they’re far away.

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Grif311
Junior Member
4
12-21-2016, 06:34 AM
#2
Foliage and grass halt rendering around 150 meters. At 999 meters players are unaffected. Edit: the problem lies in the AWM having a 1,000 meter range; without that, rendering fails for distant or covered targets. Yes, in dense areas like grass or bushes, faraway players or snipers become completely exposed in open spaces. They understand the issue but no resolution has been provided yet. Always seek solid cover behind trees, rocks, or buildings to maintain visibility and blocking.
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Grif311
12-21-2016, 06:34 AM #2

Foliage and grass halt rendering around 150 meters. At 999 meters players are unaffected. Edit: the problem lies in the AWM having a 1,000 meter range; without that, rendering fails for distant or covered targets. Yes, in dense areas like grass or bushes, faraway players or snipers become completely exposed in open spaces. They understand the issue but no resolution has been provided yet. Always seek solid cover behind trees, rocks, or buildings to maintain visibility and blocking.

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905xA
Senior Member
667
12-22-2016, 08:14 PM
#3
No, other online shooters don't necessarily share the same issue.
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905xA
12-22-2016, 08:14 PM #3

No, other online shooters don't necessarily share the same issue.

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CreeperNation_
Junior Member
35
12-25-2016, 06:13 PM
#4
I haven't seen many shooters offering such extensive maps yet, which makes this a novel approach. It seems likely some updates will come later, but for now it isn't a top priority during the alpha phase. It could get improved once the vaulting system is released, as that would also resolve several other model and object problems. Right now, stick with solid objects for cover unless you're close to the endgame and the zone size allows using Z/C or grass covers easily.
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CreeperNation_
12-25-2016, 06:13 PM #4

I haven't seen many shooters offering such extensive maps yet, which makes this a novel approach. It seems likely some updates will come later, but for now it isn't a top priority during the alpha phase. It could get improved once the vaulting system is released, as that would also resolve several other model and object problems. Right now, stick with solid objects for cover unless you're close to the endgame and the zone size allows using Z/C or grass covers easily.

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Xgt3rickX
Member
114
12-25-2016, 06:35 PM
#5
Older first-person shooters often employed a looping map system with no cover options, which made visibility challenging. This approach highlighted your presence more clearly. In third-person perspectives, such a design would be nearly unplayable due to limited detection range. From first-person viewpoints, extending the rendering distance would improve immersion by reducing the blind spots for those hiding.
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Xgt3rickX
12-25-2016, 06:35 PM #5

Older first-person shooters often employed a looping map system with no cover options, which made visibility challenging. This approach highlighted your presence more clearly. In third-person perspectives, such a design would be nearly unplayable due to limited detection range. From first-person viewpoints, extending the rendering distance would improve immersion by reducing the blind spots for those hiding.