SoT suffers from significant draw distance issues

  • This is something that has become increasingly noticeable with the introduction of the spyglass. The draw distance in the current build of game is affecting game mechanics. Here are a couple examples:

    Spyglass range exceeds the distance at which player models pop in. For instance, my crew was looking at a ship, and enemy character models were sporadically popping in and out. Strangely we witnessed one character walking up the bow and then disappearing as he approached the tip (even though the tip of the bow was actually nearer to our ship).

    Even more problematically, the draw distance makes gunpowder barrel gameplay difficult and visually unimpressive. In one case, our crew was throwing barrels off the stern of our ship towards a pursuing galleon and even though the ship was relatively close to us, the game was not rendering explosions hitting the pursuing ship. The only way that we were able to determine that we got hits was because we had a player in the water closer to the ship (and the ship inevitably ended up sinking). Being able to see the explosions from gunpowder barrels is key to being able to use the barrels properly and also contributes to the overall enjoyment and impressiveness of the game's aesthetics (this is something incredibly important for streaming).

    Finally, islands are just simply ugly and don't relay very much visual information before their textures load in. When you look at an island from a distance using the spyglass it essentially looks like a jumbled mess of geometry. So if you're scouting islands for resources like gunpowder barrels, you really have to get quite close (and have the texture and island intro scene load-in) before you are able to do any resource scouting.

    I sincerely hope that this is something that will improve with the final build of the game, because it is significantly impacting some of the new game mechanics.

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  • I hope they make the explosions render at farthur distances. I was sitting at Smuggler Bay yesterday for about 2 hour trying to attract ships with gunpowder barrel explosions to give away some chests I found but had no luck. I ended up leaving them all at an outpost.

  • @lifewcoke

    For sure. Of the three examples I highlighted above, I think explosion render distance is the biggest problem and has the biggest impact on dynamic gameplay.

    I'd love to see Rare tackle all three, but gun powder barrel explosions are the most pressing.

  • This is still a problem.
    Worse, the ships appear on the horizon the same every time.
    So, no matter what that ship is doing, its Sails are down.
    My buddy is always yelling, Noobs ahoy, Sails down and not moving, aad I have to tell him its the draw distance prblem...

    Cmon guys, I wanna be able to know exactly what a ship is doing when I see it

  • @jdge439

    Yeah, the way ships appear on the horizon is a massive issue currently. It certainly takes away from some of the seamlessness of the game world when ships that appear to have sails down quickly have their sails pop-in as soon as you get closer. It's especially annoying at Skeleton Forts.

    There's also a lot of issues with the spyglass, like not being able to see other crews when viewed through the spyglass but when viewed regularly "naked eye" you can sometimes see people.

    There are some massive performance issues in this game right now and I'd really like to see them ironed out.

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