clearing on 15/5/2008 at 04:00
It would be good to see some screenies.
Digital Nightfall on 15/5/2008 at 04:21
Sadly the engine doesn't seem to like it.
I noticed that objects often vanish on your peripheral vision.
This may not turn off some people, but for me it sort of ruins it.
Shadak on 15/5/2008 at 05:02
Yeah, I already posted compare screens and a video in the main thread, discussing that object pop-in issue and also a sky "parallax" issue. I speculate that maybe the object pop-in actually happens all the time as a resource saving feature, but with the usual 4:3 FOV we never saw it before. But otherwise, it is extremely awesome!
Myagi on 15/5/2008 at 10:24
Quote Posted by Shadak
I speculate that maybe the object pop-in actually happens all the time as a resource saving feature, but with the usual 4:3 FOV we never saw it before.
A 3D engine normally skips rendering of all objects rougly outside the view frustum(/cone). What likely is happening now, is that the screen is wider but the frustum used for object culling is still the old one based on normal FOV, so you basically see outside the frustum and objects completely outside of it are determined not to be visible.
Digital Nightfall on 15/5/2008 at 14:33
Maybe you do not see outside the frustum, but large/long objects such as handrails or couches can have their center outside the frustum while their end is still in view, which is why it doesn't always happen.
Myagi on 15/5/2008 at 14:47
what you describe is exactly seeing "outside" the culling frustum :)
Objects are culled with their bounding volumes, only if that is completely outside, an object is known to not be visible at all and discarded for rendering. When the frustum/cone used for culling has a smaller fov than what you actually see, it will prematurely consider an object completely outside, and popping ensues.
Shoshin on 15/5/2008 at 15:03
It is annoying to have those objects popping in and out, but to me it's less annoying than having everything be short and fat.
I spent an enjoyable evening (well, 40 minutes anyway) playing through Thief 2 in 1920 x 1080 on my widescreen plasma TV.
With this and DDFix, Thief 2 looks *tons* better today than it did a week ago.
Shoshin on 15/5/2008 at 15:38
I wonder if the culling frustrom size is hard-coded in the .exe or in a dll somewhere. If so, it might be possible to find the value and patch the binary to have a different one that increases the width. Just a thought.