Graphics Issues: Cull Root Geometry
Posted: Thu Jan 06, 2005 3:18 pm
Hello,
I've been playing in Aeden Aqueous for most of my time in Ryzom, and I'm beginning to believe that the crashing issues are being caused by the roots meandering thru the sky. Three spots in particular tend to have issues, and as you look up you can see two or three roots combining. Even with landscape settings on their lowest, the roots are still being rendered in their entirety, as well as vegetation ontop of them.
After traveling to other lands, most noticably Zorai's and Matis, I've come to find their roots are less substantial (no insult meant), and thus they have less crashing issues. I've not yet explored the lands of the Fryos, but I'm fairly certain (because it's a desert) that the root structures won't be as complex.
So, I ask that somehow the roots above be put into the same culling system used for landscape. I believe this will solve most of the crashing caused by graphical issues in Aeden Aqueous.
- Matthias
aka Mallissin, Talrokuru
I've been playing in Aeden Aqueous for most of my time in Ryzom, and I'm beginning to believe that the crashing issues are being caused by the roots meandering thru the sky. Three spots in particular tend to have issues, and as you look up you can see two or three roots combining. Even with landscape settings on their lowest, the roots are still being rendered in their entirety, as well as vegetation ontop of them.
After traveling to other lands, most noticably Zorai's and Matis, I've come to find their roots are less substantial (no insult meant), and thus they have less crashing issues. I've not yet explored the lands of the Fryos, but I'm fairly certain (because it's a desert) that the root structures won't be as complex.
So, I ask that somehow the roots above be put into the same culling system used for landscape. I believe this will solve most of the crashing caused by graphical issues in Aeden Aqueous.
- Matthias
aka Mallissin, Talrokuru