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Alan Jay
IRL: Alan Jenney
Join date: 10 Jul 2006
Posts: 26
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09-10-2006 08:08
Currently, the draw distance when viewed in plan from above (2D), is set as a triangle ahead of the avatar. The apex is at the avatar and the base is line equal to the draw distance away. (In 3D, it's a plane perpendicular to the line of sight).
Typically, the angle of the apex is around 90 dgrees for a 4:3 monitor and 120 degress on a 16:9 screen. This means that at the edge of the screen, prims are drawn that are much further away than at the set draw distance. In the case of a widescreen monitor, the ratio of peripheral distance compared to the straight-ahead distance can be as much as 2.0 - I'm proposing having a lot less on the edge of the screen, with more emphasis on the objects ahead.
However, I'm not going to be asking for a perfect arc in front of me as that would add a lot of unnecessary extra calculation. Here's what I'm suggesting instead:
When I'm travelling, I tend to be looking where I'm going and moving towards the stuff that's ahead of me much more than I'm scanning the periphery. My suggestion would be that the draw distance be bounded by a (in plan, 2D) rhombus or square in front of the avatar. That way, I can see into the distance ahead of me, where I'm heading.
In 3D, this would mean two planes, at an angle to each other (90 degrees?) intersecting at a point "draw distance" ahead. The sharper the angle, the more it is biassed into the distance ahead.
What does anyone think?
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SL: "Alan Jay" IRL: "Alan Jenney"
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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09-10-2006 12:21
I like the idea... if there's actually a problem here.
Is the "draw distance" actually a triangle like that, though? I know it's shown as such on the mini-map, but that doesn't necessarily mean that they've implemented it that way.
Not saying it's not, I just wonder if this is really an issue.
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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09-10-2006 16:32
From: Argent Stonecutter Is the "draw distance" actually a triangle like that, though? Far more likely it's typical view frustum, a rectangular pyramid with the smaller base being the size of monitor screen, and the larger base in the distance being the small base increased to accomodate for the camera field of view. In other words the current drawing area is already a 'cube in front of avatar' in a way. It just extends in distance to the sides to allow edges of the screen to be filled, instead of what'd appear like a landing strip of sorts in the middle, narrowing with the distance. But yes, it does mean the drawing distance on the sides is technically longer than right in the front of AV. Fixing it would be a bit tricky though, as it'd involve something to effect of drawing with more than single camera and combining the results. o.O;
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Alan Jay
IRL: Alan Jenney
Join date: 10 Jul 2006
Posts: 26
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My analysis is taken from experiment
09-14-2006 05:05
From: Argent Stonecutter I like the idea... if there's actually a problem here.
Is the "draw distance" actually a triangle like that, though? I know it's shown as such on the mini-map, but that doesn't necessarily mean that they've implemented it that way.
Not saying it's not, I just wonder if this is really an issue. I teleported to a new location and observed what could be seen in the distance and how it was affected by turning my avatar through a few degrees. It is, in two dimensions essentially a triangle. I also admit that in three dimensions, the posting describing a "view frustrum" is possibly a more accurate technical description of the means by which the view is determined. Just to clarify, I'm not bringing this up as an "issue", more of a feature suggestion.
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SL: "Alan Jay" IRL: "Alan Jenney"
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