Ship rendering with Masts down.

  • Last night I was testing a technique i call "tucking" where I purposely drop the mast via gpb or island cannons then use the harpoons to "tuck" the ship into the many coves and crevices throughout SOT.
    One of my curiosities was " Would the ships render in tact (showing the mast & sails standing up ) from a distance"? So I took a rowboat and paddled the equivalent of about 2 miles (game distance) and sure enough the sails rendered with no damage.
    RARE has given us so many tools to "Become more pirate" in this game. I hope they can tackle this rendering problem head on.!

    "Tucking" is a good and viable technique for doing long quests like Tall Tales (#7 comes to mind), Fishing, and setting up ambushes of ships passing from places like Isle of Lost Words and the rock formations North of Daggers or West of Ancient Spire.
    I hope they choose to fix this rendering issue so we can all "Be more pirate".

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  • It has been in since launch.
    every ship shows with it sail down at a distance.
    only when you get close enough it will show how they really are.

    A little anoying, but since I would never hide my ship like that, I would just like better render, so I can tell if its noobs or good players

  • @duke-of-spire thank you for testing this. I had intended to do so soon.

    My thoughts were about using the islands/rocks on the outer edge of the map to do it.

  • This is an optimization so that the game doesn't need to render a complex object at distance, which would be an unneeded performance hit. After a certain distance, the ship model is replaced by a 2d image/sprite.

  • @duke-of-spire This probably isnt a problem, Its probably a design feature to make ships more visible at greater ranges.

    Its fine how it is.

  • @d3adst1ck With new updates comes new strategies. If mast are down the ship shouldn't render at all. It's a simple fix.

  • @d3adst1ck said in Ship rendering with Masts down.:

    This is an optimization so that the game doesn't need to render a complex object at distance, which would be an unneeded performance hit. After a certain distance, the ship model is replaced by a 2d image/sprite.

    All that is needed is a few more sprites to choose from to display. You won't be able to see sail colors from that distance anyway but sails up, sails down and masts down sprite options wouldn't take much to add honestly.

  • @duke-of-spire I hope they do deal with this at some point. They don’t need to match the sails exactly, but having a few different states for LODs would be great. Maybe, one for each: full down, 3/4 down, half, 1/4 down, up.

  • @m1sterpunch

    Actually it would. Right now the game seems to set a distance cap on when it decides to load in a ship. When a ship is past that render distance the game will ignore any statistical value from the ship and just show you a sprite off in the distance.

    The sprite is just there as a show of location and thats it. If they start having to implement different sprites then your hardware, not the server, would have to render farther out into the ocean which would increase the load on your hardware and the server.

    I understand that everyone wants to be able to tell if the sails are up or down for stratigically reasons, but no strategy needs to be planned out THAT far in advance. If you see a ship with its masts down at max render distance and you are like "man that ship is defenseless lets go attack it" and by the time you get to it the masts are still down.

    Trust me, you are going to sink it because you got the drop on them, you are going to sink it because they are bad.

    Its fine the way it is, other way is unnecessary.

  • @xultanis-dragon Why should a ship hiding in a cove (say the left side of Smuglers Bay inside the harbor with the masts down) render as if the masts are up in the far distance? If you are inside of that 2 mile radius (game distance)you don't even see the ship! No extra sprites are needed to show nothing. If masts are down your ship is invisible outside of the two mile radius. No sprites, no stress on the servers period.

  • @duke-of-spire

    Are you asking that they remove the sprite entirely?? The render distance is pretty far for this game.

    I get you want to be able to hide your masts behind islands by destroying them but the sprite would have to be changed which means to gather data from a ship would require more resources.

    If the game ends up slowing down because its trying to calculate and receive information from a ship at max render distance I would rather they not do it.

    Just my 2 cents broski. If they can do it without it causing any hardware issues, sure I would enjoy to know what a ship is upto when I see it on the horizon but I'm pretty that wouldn't be the case as they would have to increase a players "playing field".

  • @m1sterpunch said in Ship rendering with Masts down.:

    @d3adst1ck said in Ship rendering with Masts down.:

    This is an optimization so that the game doesn't need to render a complex object at distance, which would be an unneeded performance hit. After a certain distance, the ship model is replaced by a 2d image/sprite.

    All that is needed is a few more sprites to choose from to display. You won't be able to see sail colors from that distance anyway but sails up, sails down and masts down sprite options wouldn't take much to add honestly.

    Depends on how much memory they have available - they are limited by what the lowest level SKU of XBox is officially supported can provide.

    In order to show proper mast down configurations for the galleon for example, they would need at least 9 different sprites as opposed to just 1 they currently use:

    1. All masts up
    2. Back mast down
    3. Middle Mast down
    4. Front mast down
    5. Back and mid mast down
    6. Mid and front mast down
    7. Back and front mast down
    8. Mid and front mast down
    9. All masts down

    Then you need to consider different images for ship orientation and all of those configurations for each one and that's just for the one ship.

  • @xultanis-dragon Why not just eliminate the render beyond the 2 mile mark? That way the rendering is at least correct.

  • @duke-of-spire

    Because that would be a little off putting. You are sailing and then out of nowhere a ship just appears out of nowhere.

    The render distance is as far as it is because thats how far you can view.

    Now what if they lowered the actual view distance? I mean they could do that but then you would have islands and stuff appearing mid horizon. Every play games back in the past while you see a mountain forming as you got closer to it. Not that you see the mountain and it renders in the foliage as you get closer, no as in the mountain itself render in slide by slide as you get closer.

    Its a by product of having a world that is flat. If they created the world to be curved then it wouldnt be an issue and you could probably get what you wanted, but I don't think I know of a game that created a curved world.

  • Yes this is a valid complaint. If the sails are knocked down the 2d sprite should reflect that. Once a ship gets to render distance the sprite becomes a non issue.

    Also very cool tactic.

  • @xbus6 I use the tactic after loading a ship and waiting for my crew to show. It's easy to disappear at places like Krakens, Mermaids, Smugglers and Old Faithful. I haven't used it in ambush scenarios yet though I know the rock formations North of Daggers and West of Spire are tall enough to compensate for the rendering issues. I think I'm going to put a report in to RARE to at the very least let them know that this is a valid tactic being used and the false rendering hinders it a bit (Like at Smugglers Bay).

  • @xultanis-dragon You're kind of missing the point. I can tuck ships within render distance that you can't see 200 yards away! So why should you be able to see them 2 miles away? This isn't a tactic used by weak feeble pirates. It's a tactic that can be used for many reasons.

  • @duke-of-spire This is very true. I am missing what you are saying.

    Can you link me something to let me know what the "ship tucking" thing is??

  • @xultanis-dragon I will add you and take you with me sometime. That way you can see what I'm speaking of.

  • @duke-of-spire said in Ship rendering with Masts down.:

    and sure enough the sails rendered with no damage.

    This is why the ships at a distance also render with the "lights on" regardless of the state of lights.

    Sails are the same situation at a distance.

    Why?

    They are using 2 different models in the game client. One high definition reactive model that you see when you're up close enough to inspect details even with a spy glass..

    And a second model for ships on the horizon that's low detail; the result is lower server loads..

    PROBLEM is, they need to make both versions reactive to the owners commands.

    Row boats also suffer this same fate, if you're out on the sea your light is on if you go out into distance 2 range.

    This is a problem rare really needs to deal with because it's in reality a sloppy situation that just looks bad.. IMO it's not something that would cost them a ton in rendering nor should it load the server at all; you're only commanding the client to draw different ship in low res, all they would need to do is add a couple more models that need no animations.

    Example if right now they have 8 different ship models; (may actually be 12) they would only need to add a few more to cover all the bases; these models could be pre-determined states..

    Instead of using 3D models they could use sprites at that distance because honestly no one is going to get close enough to notice. A whole slew of ship state sprites could be utilized for long distance viewing of ships that would immitate a 3D state.. Only 8 different ship position sprites would be needed for each ship. The fixtures could be added also in sprite format as an overlay.

    There are TONS of cheap ways to handle this, but I don't know if the UE4 engine does sprites............ should I mean it's not complicated stuff, and would save A TON of resources server side and client side.

    This is the sort of application that sprites can be used in and not harm a 3d game.

    Dear God if 20 year old me read this he would go freaking crazy thinking ZOMG BUDDY YOU'RE TALKING SPRITES, WE JUST ELIMINATED THOSE YOU TURKEY; GET ON THE 3D BANDWAGON MAN!

    Be that as it may, I do feel this is the way to handle it effectively and cheaply both server and client side.

  • @d3adst1ck

    Just saw your post and LOL I was talking about how they ought to use sprites to handle the problem and how a catalog of sprites could be actually added for different "states" of the ship.

    It would cost next to zero server side because it's just calling the client to display a certain sprite.

    The sprites take up so little space in memory and calling for them to be drawn is non-existent resource wise.. May as well just make a whole catalog of them for every ship condition / lighting situation.

    There are only 4 boats in game, so it's not all that much work to develop a catalog for 4 different boats. (this includes the row boat)

  • @d3adst1ck 9 different sprites? But you listed "mid and front mast down" twice... 😅

    Also, don't want them to see your boat? Scuttle it. 😉

  • Great idea OP. Shame it does not work. But kudos for being a sneaky pirate.

  • You all are saying that what we see at the distance is a 2D sprite, but it's really a very very low polygon 3D model with a simple black material.
    So they don't need to do 9 sprites, what they would need to do is make 9 different low poly models, but that's just a waste of time. As it is now it's fine

  • The rendering of ships at a distance leaves a lot to be desired. You can't be sure if sails are up or down or whether lanterns are on/off. (Although they might have fixed that second one?)

    Now we have the state of the masts too.

    It's not a huge issue but if it there's an easy fix Rare should definitely do it.

  • @viperishemu2992 Yes, it's an easy fix, but they have more important things to do, like server stability, fixing hit registration, adding new content and making sure it's almos bug free etc

  • @galactic-geek Scuttling works real good for say ........... Ambushes!😂

  • @eggamer13 Definitely fix "Hit Registration" before this! Agreed! All I'm asking is for them to reconsider their choice of choosing to cut corners at the 2nd render distance in lieu of new features (masts down) and the way those features can be utilized within the game.
    The game is amazing as it is and if nothing changes I'll still be playing it years from now. I just like the idea of being able to "Be more pirate"! If RARE holds true to their past concerning SOT then hopefully they will eventually address this issue. I truly believe they want us to also "Be more pirate".

  • @galactic-geek mistakes were made, I think I typed that out on my phone.

  • @swimplatypus7 if they werent concerned with available memory, I would think they would already have the sail state showing. They don't get that specific with the ship representation, even prior to the different mast states, so I assume it's for performance reasons.

  • @d3adst1ck
    Or... just have 'All sails up', 'All sails down', 'Masts down'

    That's all you need to convey the information which is relevant to other players. I am not saying it can be done, it just doesn't need to be so convoluted.

  • @d3adst1ck

    This is an optimization so that the game doesn't need to render a complex object at distance, which would be an unneeded performance hit. After a certain distance, the ship model is replaced by a 2d image/sprite.

    This may well be so, but why can't there be a choice of 2D sprites with for each mast:
    Sails furled (at least, corners clewed up), sails half-to-full (corners not clewed up); plus masts destroyed?

    Sloops would need 3 sprites; brigs 9; and galleons 27.

    I love the OP's idea; and agree it goes very well with the "Tools; Not Rules" philosophy.

  • @wildbloodoz said in Ship rendering with Masts down.:

    @d3adst1ck
    Or... just have 'All sails up', 'All sails down', 'Masts down'

    That's all you need to convey the information which is relevant to other players. I am not saying it can be done, it just doesn't need to be so convoluted.

    Well you can say that, but at that distance the only information that is relevant to players is the direction the ship is facing which I assume is why the display sprites/model is as simple as it is. I'm sure if they went ahead and added additional display for sail position, people would still want each individual sail to display separately.

    If they can/are going to add those extra details, they might as well go all out.

  • @duke-of-spire

    Yarr!... completely agree me matey!
    It's a viable tactic, all our sneaky pirates, need this render thing sorted.

  • I think once they eventually phase out the original Xbox One and very low spec PCs then they'll start looking at these things. Right now, a lot of elements like this are limited by the weakest hardware.

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