Hayden_Scott wrote: ↑Wed Sep 20, 2023 8:21 am
could we also get a fix on the newer snapshots I have noticed that the ground decals look like they almost have a lod on the decals and dont become high res until your pretty much riding ontop of it. i noticed this even on max gfx
Like Jakob said, 4096x4096 does help. But I am planning on making more texture pyramid levels an option. I'm not sure how the UI should work for it though. Right now there are 3 levels. The lowest detail level always covers the entire field, this level is required so there will be no options to disable it. The high detail level covers the area around the camera that is at least 64x64 height elements and 64x64 feet. The low detail level covers an area 4 times that size in length (16 times in area). So if you want less transition between low and high you'd want a mid level that covers high * 2x2.
So for the UI, it's not totally clear what to do. I could just make it a console thing where /terrainlevels x interprets 'x' as a bit mask. E.g. /terrainlevels 5 gets the current behavior (i.e. levels 1 + 4 = 5) and /terrainlevels 7 would add a mid level (levels 1 + 2 + 4 = 7). That would be the maximum for user unfriendliness but would allow full flexibility if you want to use 255 for 8 levels or something. I could make it use binary so it'd be 101 for 5 and 111 for 7 which would be a little more friendly.
I could add an on/off setting for each level in the advanced gfx menu. This would be flexible but would take a lot of space in the menu. Might just confuse people though.
Could have just one setting that progressively enables more levels. Something like 0000, 0001, 0101, 0111, 1111, labeled as "off, low, medium, high, ultra". This would be simple but if you want something not in the list you'd be out of luck.
What do you guys think?