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infiltrator

Is vegetation going to be reworked?

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To me, the dayz vegetation looks like everyone did their separate tree/bush then added them in the game. They just spark with different tones and the time of day/light has almost no infulence on them. Same goes for grass, the lightning on the grass and the trees just doesn't match. Furthermore, even on higher settings, the low-poly versions look extremely blocky from a distance unlike in arma 3. 

 

Compare this:

xr0QrET.jpg

 

To this:Arma3_screenshots_forums_003.jpg

 

Not only does the vegetation on the second image look much better, the lightning feels a lot more natural and the scene as a whole feels lightyears ahead in terms of realism. Can we expect improvements in this field?

 

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Since Chernarus in opposite to Altiis have huge forrest areas I guess the devs have to use more low res lod modells for the trees to get a better performance. Probably changing to a 64 bit and new render system including DX 10 or 11 will change that in the future .

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Since Chernarus in opposite to Altiis have huge forrest areas I guess the devs have to use more low res lod modells for the trees to get a better performance. Probably changing to a 64 bit and new render system including DX 10 or 11 will change that in the future .

 

Chernarus and Altis don't have that much of a different climate. Both are european countries with a temperate climate. Not to mention, the way light blends with the vegetation should be uniform regardless of climate.

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Chernarus and Altis don't have that much of a different climate. Both are european countries with a temperate climate. Not to mention, the way light blends with the vegetation should be uniform regardless of climate.

Altis is based of this. http://en.wikipedia.org/wiki/Lemnos

Which is in Greece. And is an island.. in the Aegean. The climate is typical Mediterranean.

So, there is a significant difference in their climate.

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Altis is based of this. http://en.wikipedia.org/wiki/Lemnos

Which is in Greece. And is an island.. in the Aegean. The climate is typical Mediterranean.

So, there is a significant difference in their climate.

 

I know. I live in the mediterranean (montenegro), and I've been to greece several times, as well as countries like germany and north italy more akin to chernarus, the climate is very much alike and can change drastically after just a half an hour drive depending on elevation. Altis has very different based on where you are (some regions are mountainous and very much alike chernarus) exactly like my own country or greece.

 

Furthermore, this has little to do with what this topic is about.

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  • IV: Mediterranean
    • Winter rainy season and summer drought
    • Sclerophyllous (drought-adapted), frost-sensitive shrublands and woodlands
  • V: Warm temperate
    • Occasional frost, often with summer rainfall maximum
    • Temperate evergreen forest, somewhat frost-sensitive

 

 

While Chernarus is a Taiga type biome. They are not really similar in climate.

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Good on you for telling me what kind of climate I'm living in and the nomentclature of it, which again has nothing to do with the topic at hand. Please carry on ;)

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Good on you for telling me what kind of climate I'm living in and the nomentclature of it, which again has nothing to do with the topic at hand. Please carry on ;)

 

 

Might actually. I would like to seem him elaborate on it, as the general topic is about vegetation.

 

 

As for memespam - it's against the rules, remember? Comments in question hidden.

9) Unnecessary posts:

Posting "don't care", "alpha", "TLDR", "search before you post", "cool story bro", 'fanboy' or any posts along those lines are unnecessary, inflammatory, and/or do not add to the discussion. This includes memes, GIFs and other images that are unnecessary/non-constructive; please keep them to an absolute minimum. If a duplicate thread exists, report it to the moderation team with a link.

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To make a long story short: they should have gone with the ARMA3 engine from the beginning instead of the outdated ARMA2 one. Who's actually surprised that Altis looks better? The only reason I see for this decision is that they could easily keep Chernarus this way yet the way Bohemia forced zoombies to close down tells all I need to know at how business threatening they regard a DayZ like mod on ARMA3

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Chernarus and Altis don't have that much of a different climate. Both are european countries with a temperate climate. Not to mention, the way light blends with the vegetation should be uniform regardless of climate.

 

I am not speaking about different climates...I am speaking about the number of trees . Chernarus is covered by forrests which has a huge impact on performance especially when it comes to lod or other said far distance view. The A3 devs clearly stated that this was a reason for using Altis as a new setting.

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To make a long story short: they should have gone with the ARMA3 engine from the beginning instead of the outdated ARMA2 one. Who's actually surprised that Altis looks better? The only reason I see for this decision is that they could easily keep Chernarus this way yet the way Bohemia forced zoombies to close down tells all I need to know at how business threatening they regard a DayZ like mod on ARMA3

 

Did you know that the A3 team is now importing a lot of stuff from the DayZ engine ??? Probably the lighting and stuff is better in the A3 engine because of using DX10/11 but a lot of other things are even worse compared to the DayZ engine for example the new skeleton or the complete MMO MP architecture. So maybe go and get some infos before posting nonsense.

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I am not speaking about different climates...I am speaking about the number of trees . Chernarus is covered by forrests which has a huge impact on performance especially when it comes to lod or other said far distance view. The A3 devs clearly stated that this was a reason for using Altis as a new setting.

 

There's still plenty of forested areas in A3, I don't think it's a problem, not all of it renderes at once. My main gripe is that the vegetation in arma 3 looks natural, and the light/setting affects every bit of it in the same manner. The vegetation in Dayz, again, looks like every tree was lit up by a different source of light, not to mention the horrid look of it from anything past 200 m.

 

I wonder if it was easier to just import the A3 vegetation models (I'm sure there's a LOT of shared trees/bushes that are present in both settings) and work on how light affects them..

Edited by Infiltrator

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Yes the Arma 3 lighting is awesome. If DayZ gets that lighting the environment would look much better and natural. Need just to wait for the DX update.

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Did you know that the A3 team is now importing a lot of stuff from the DayZ engine ??? Probably the lighting and stuff is better in the A3 engine because of using DX10/11 but a lot of other things are even worse compared to the DayZ engine for example the new skeleton or the complete MMO MP architecture. So maybe go and get some infos before posting nonsense.

And ARMA2 has such a great MMO architecture, doesn't it? Not to mention that zoombies ran so horribly as reported by their 70000 user community in comparison to the awesome running DayZ standalone with it's incredible realistic zombies, which are totally not limited by the awesome ARMA2 engine. [/sarcasm]

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There's still plenty of forested areas in A3, I don't think it's a problem, not all of it renderes at once. My main gripe is that the vegetation in arma 3 looks natural, and the light/setting affects every bit of it in the same manner. The vegetation in Dayz, again, looks like every tree was lit up by a different source of light, not to mention the horrid look of it from anything past 200 m.

 

I wonder if it was easier to just import the A3 vegetation models (I'm sure there's a LOT of shared trees/bushes that are present in both settings) and work on how light affects them..

 

 

 

As St. Jimmy stated without improved DX we will not see a drastical change ....same goes for the far distant trees or buildings...they cost a lot of performance ...so let"s hope for 64 bit DX upgrade and new render 

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And ARMA2 has such a great MMO architecture, doesn't it? Not to mention that zoombies ran so horribly as reported by their 70000 user community in comparison to the awesome running DayZ standalone with it's incredible realistic zombies, which are totally not limited by the awesome ARMA2 engine. [/sarcasm]

 

Again.... DAYZ is not using the A2 engine but it"s own engine mainly based on the ToH engine...A3 engine is based on the same old engine but has been upgraded to use for example DX10/11 . It is not an entirely new engine ! Both engines have their advantages and disadvantages, For example A3 provides defenetely amazing lighting and particle effects but still uses the old outdated skeleton from OFP, Both engines do not provide good pathfinding for Ai units inside buildings. This wiill be changed in DayZ in the near future by implementing the new navmesh system. I can imagine that A3 will use such improvments made by the DayZ team like they currently do by using the guarenteed messaging system for MP now. On the other hand DayZ team is working on stuff like 64 bit support DX10/11 support etc etc etc. taking benefits for sure from previous A3 work.

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To make a long story short: they should have gone with the ARMA3 engine from the beginning instead of the outdated ARMA2 one. Who's actually surprised that Altis looks better? The only reason I see for this decision is that they could easily keep Chernarus this way yet the way Bohemia forced zoombies to close down tells all I need to know at how business threatening they regard a DayZ like mod on ARMA3

Arma 2, Arma 3, DayZ. All the same engine, different forks. If you can't understand that, then it isn't surprising that you don't understand why they didn't use the Arma 3 engine for the DayZ SA.

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I don't really care about the colour of vegetation and such.

 

What I want to know is, is it ever going to move when people touch it? Instead of just being able to walk through branches and effectively become invisible from a distance we should be able to see the branches moving out, it would be great if they make it like that in future then things like sniper hill will be much less of a problem and snipers will actually have to be skilled.

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Well, I think the biggest issue by far in reference to the vegetation is the manipulation of ATOC to shrink trees.

 

It directly affects gameplay, and switching ATOC on or off shouldn't change THE OVERALL PROFILE of the tree.

 

Likewise, the birches in DayZ have awful LOD transitions. It goes from a piss-yellow LOD texture, to a vibrant white normal texture at about 50m. It's insanely visible and annoying.

 

As to the other stuff, I'd wager much of it will be remedied when they switch the renderer and hook up DX10/11.

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And ARMA2 has such a great MMO architecture, doesn't it? Not to mention that zoombies ran so horribly as reported by their 70000 user community in comparison to the awesome running DayZ standalone with it's incredible realistic zombies, which are totally not limited by the awesome ARMA2 engine. [/sarcasm]

 

you must be new here. welcome to dayz forums. there has been a plethora of informative threads about game engines, in particularly which engine is used by dayz, and why. you might want to read up on the topic

 

  as for the lighting, it is still horribly outdated in arma 3. the arma community weeps and cries for an updated lighting model for years, and deferrend rendering has been promised as early as 2012 by the BI devs, but also stated that it will not make it into arma 3. hence walls are still not able to block the light of a flashlight. if you had been following the updates from the devs, you'd know that the whole renderer is being replaced in dayz, so we will see significant changes in the future.

 

and if you follow the arma community, you know the woes and complaints that AI pathing has only marginally improved in the last 12 years. again, if you'd read what dayz devs communicate, you'd know that the newly devised navmesh will allow for a vastly improved pathing not currently possible in arma (1, 2 or 3).

 

sorry, but ignorance is not always a bliss. if you have no idea about the topic, refrain from lecturing others.

 

 

to the OP - i agree with your impression. i hope for improved models and textures in many areas, too. i will refrain from nitpicking though until we see the new renderer, as i expect it to change the game look&feel in a significant way

Edited by e47

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To make a long story short: they should have gone with the ARMA3 engine from the beginning instead of the outdated ARMA2 one. Who's actually surprised that Altis looks better? The only reason I see for this decision is that they could easily keep Chernarus this way yet the way Bohemia forced zoombies to close down tells all I need to know at how business threatening they regard a DayZ like mod on ARMA3

 

DayZ is using a reworked version of the RV3 engine. So reworked i think its far to call it RV 3.5 by now and if not now its worthy of the RV 3.5 title when they replace the render system.

 

Arma 3 was also in development at the same time as dayZ SA. More than likely why the dayZ SA does not use the RV4 engine.

 

Zoombies was closed down because it was basically a copy and paste of the arma 2 mod into arma 3. Breaking point is a zombie mod on the arma 3 engine and it is doing fine.

 

I'm not a fanboy or alpha screamer etc.. but if your going to try and act like a smart arse at least get your facts straight instead of just sprouting dribble.

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I'm not a fanboy or alpha screamer etc.. but if your going to try and act like a smart arse at least get your facts straight instead of just sprouting dribble.

I swear this is the number one reason people are assholes to those who are critical of the alpha. It isn't that they're being critical of something that pisses people off, its that they're raging douche nozzles while they do it.

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Arma 2, Arma 3, DayZ. All the same engine, different forks. If you can't understand that, then it isn't surprising that you don't understand why they didn't use the Arma 3 engine for the DayZ SA.

For a game with a rapid iteration cycle (DayZ: Early Access) branching the Arma 3 engine would have been so much smarter. They could benefit from all of the awesome work the Arma 3 dev team while improving only the parts they needed to (i.e. increasing the performance and capabilities of the server architecture). Both Arma and DayZ would have benefited from this relationship.

 

As to the other stuff, I'd wager much of it will be remedied when they switch the renderer and hook up DX10/11.

 

This is going to be a lot of work. I know people are saying the game is in alpha but when you are doing so much work on the technical infrastructure of a game perhaps the term "pre-alpha" is more appropriate. By alpha stage all major game features should be implemented. I am saying this from my industry experience at a major European game publisher. The DayZ development cycle is cringe-worthy...

I love the ideas behind the game but sometimes I just think, "What the fuck?"

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For a game with a rapid iteration cycle (DayZ: Early Access) branching the Arma 3 engine would have been so much smarter. They could benefit from all of the awesome work the Arma 3 dev team while improving only the parts they needed to (i.e. increasing the performance and capabilities of the server architecture). Both Arma and DayZ would have benefited from this relationship.

 

 

This is going to be a lot of work. I know people are saying the game is in alpha but when you are doing so much work on the technical infrastructure of a game perhaps the term "pre-alpha" is more appropriate. By alpha stage all major game features should be implemented. I am saying this from my industry experience at a major European game publisher. The DayZ development cycle is cringe-worthy...

I love the ideas behind the game but sometimes I just think, "What the fuck?"

That's all bullshit, and I question your credentials. "I am saying this from my industry experience at a major European game publisher."  is the video game equivalent of a "girlfriend who lives in another city".
For one thing, " By alpha stage all major game features should be implemented." is plainly false. So, I suspect that you're greatly overstating your case to have anything that could be considered an informed opinion on the subject.
Edited by Hefeweizen

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That's all bullshit, and I question your credentials. "I am saying this from my industry experience at a major European game publisher."  is the video game equivalent of a "girlfriend who lives in another city".

For one thing, " By alpha stage all major game features should be implemented." is plainly false. So, I suspect that you're greatly overstating your case to have anything that could be considered an informed opinion on the subject.

 

You are right to be suspicious but if you wish I can (privately) show you my credentials. I don't think it would change your mind.

One example; we (the company I work for) recently fired an entire Ukranian development team. They were building a mobile "football manager" app for us and went completely off-spec with key game design elements. Since they broke contract they will receive no money. Game development is, usually, about money first and fun second.

This crap about it "only being an alpha" is bullshit. Every game we release in alpha is fully playable. There might be placeholder game features in place but what you see in alpha is usually close to what you see upon commercial release.

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