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Mark Darkers

Idea for making denser forest possible

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When me and my friends where chopping some trees for firewood, I noticed that most of tree was underground, only the branches showed above ground.

This gave the impression of a denser piece of forest.

 

Now my idea how to utilize this. DayZ's engine (arma's engine to) uses a batching process to save video memory. This is a way of cloning a model multiple times, this means the video card only has to draw the model once and then it simply gets cloned on given posistions, this is the reason why such big forests are possible in DayZ.

Adding new vegetation would increase the draw calls. But what if the devs simply had the same trees, which are already batched, spawn lower to the ground, you wouldn't notice the difference on ground, because you can't see the trunk itself, this also means a more dense forest could be created (doesn't need to be every where), with the same tree models, thus taking the advantage of drawcall batching process and saving allot of video memory for other stuff.

28r1k03.jpg

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Hmmm, Your ideas intrigue me and I would like to subscribe your news letters. 

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Wouldn't it make more sense to create a new model, though? Bear in mind you're still drawing the rest of the tree (the bits you can't see) so that'd be a drain on resources. Makes more sense that there should be another model that is essentially the top of the tree, at the expense of batching maybe three more models (better to have a little bit of variation, as the same model repeated can be noticeable even when at different orientations).

 

Still, good idea. I've never liked the forests in Arma 2. Thicker foliage would go a long way to making a more believable setting.

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Great idea, I always thought forests need to be wayyy denser. Not neccesarily rainforest like dense, but if you have ever gone hunting of any type, you know how dense a forest actually is. I also really like this idea because it wont effect performance a ton. I agree with the others on 1 thing. I do think that there should be 1 or 2 different models used along with this one, to provide some variety. Also maybe make grass in wooded areas much taller then it currently is, so if you were to lay down in grass you would be completely hidden in a forest/prairie. Somebody should have to be very close or have a very good eye to be able to spot you if you are hiding in the underbrush of a forest.

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 Bear in mind you're still drawing the rest of the tree (the bits you can't see) so that'd be a drain on resources. Makes more sense that there should be another model that is essentially the top of the tree, at the expense of batching maybe three more models (better to have a little bit of variation, as the same model repeated can be noticeable even when at different orientations).

 

Still, good idea. I've never liked the forests in Arma 2. Thicker foliage would go a long way to making a more believable setting.

That is the thing, the current render engine does not render anything below surface level, remember that this was one of the reasons real-time underground bases are not possible yet. I'm just thinking in the current way the engine works.

But your idea of cutting of the top or create a bigger dense model and batch that all over the place, could work verry well with the new renderer and even save more render time than its current state!

 

Another thing that came to my mind, why don't they just upscale the ferns? I see some of them and they also grow in forest near my home, only thing is that they are about 20x bigger then represented in chernarus.

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Great idea, I always thought forests need to be wayyy denser. Not neccesarily rainforest like dense, but if you have ever gone hunting of any type, you know how dense a forest actually is. I also really like this idea because it wont effect performance a ton. I agree with the others on 1 thing. I do think that there should be 1 or 2 different models used along with this one, to provide some variety. Also maybe make grass in wooded areas much taller then it currently is, so if you were to lay down in grass you would be completely hidden in a forest/prairie. Somebody should have to be very close or have a very good eye to be able to spot you if you are hiding in the underbrush of a forest.

Imagine running through such grass in a ghillie :p

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That is the thing, the current render engine does not render anything below surface level, remember that this was one of the reasons real-time underground bases are not possible yet. I'm just thinking in the current way the engine works.

 

Oh wait, the renderer actually occludes polygons that are underground? That's interesting.

 

http://3.bp.blogspot.com/_JA0hCiW2EG4/TKou4krTBAI/AAAAAAAAAOU/-GDfr_QIbLA/s640/Forest,+Czech+Republic+(2).jpg

 

I think this might be what the original forests were going for. I just Googled "Czech forest". There's a pretty noticeable lack of ground foliage, though the trees seem to be closer together.

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Oh wait, the renderer actually occludes polygons that are underground? That's interesting.

 

http://3.bp.blogspot.com/_JA0hCiW2EG4/TKou4krTBAI/AAAAAAAAAOU/-GDfr_QIbLA/s640/Forest,+Czech+Republic+(2).jpg

 

I think this might be what the original forests were going for. I just Googled "Czech forest". There's a pretty noticeable lack of ground foliage, though the trees seem to be closer together.

Indeed, that is an open forest, but then they should use more vibrant greens, instead of the grayish browns.

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Agreed. Forests are an essential part of the wilderness survival when it is more engaging.

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