Bug #16364

Muzzle Flashes not visible at distance in the night time

Added by maturin about 4 years ago. Updated over 3 years ago.

Status:Assigned Start date:01/01/2011
Priority:Normal Due date:04/01/2011
Assignee:Dwarden % Done:

0%

Category:Visual
Target version:Upcoming version
Affected ArmA II version:1.57.76815 First affected build:
Reproduced by another DH user:Yes First affected ArmA II version:
I am using some Mods:No Single / Multi Player?:
I am using: BIForumURL:
Reproducible for you:Yes NGUrl:
Related to content of DLC: WIKIurl:

Description

OA's lighting engine is pretty different from Arma 2's, and I've noticed a problem with muzzle flashes. At around 200-300 meters, they are no longer visible as a point of light or anything. In fact, no light effects are visible at all, whereas the flash should illuminate a small portion of ground, like it does at close range. The night can be so bright that the smoke from the weapons will be visible, but no flashes.

OA adds lighting effects to HE cannon rounds in OA, and these are visible at medium settings. Muzzle flashes over 200m should be visible as well. Otherwise an entire platoon can be firing at you and remain invisible if you lack NVGs.

Combined Operations 1.7 beta

Repro

- Put an enemy 300m away on the Utes runway and shoot at him to get his attention
- Then compare with an enemy 100m away if you like. It'll take you less time than unzipping .pbos into your Missions folder
- Lighting effects have a very definite draw distance. A lightpole may be visible from 1500m but the pool of light beneath only appears at relatively short range

WepSoundDelayProblemPlusMuzzle.utes.zip (1 kB) Dwarden, 02/14/2011 15:43


Related issues

related to ARMA2 Community Issue Tracker - Bug #5587: Flash while shooting silenced weapons Assigned 11/01/2009 12/01/2011

History

Updated by AvEngErZx about 4 years ago

Can you provide a simple Repro steps or a demo mission to let us test and confirm this issue?

Updated by maturin about 4 years ago

Put an enemy 300m away on the Utes runway and shoot at him to get his attention. Seems pretty darn simple.

Then compare with an enemy 100m away if you like. It'll take you less time than unzipping .pbos into your Missions folder.

Lighting effects have a very definite draw distance. A lightpole may be visible from 1500m but the pool of light beneath only appears at relatively short range. This is the same issue.

Updated by Fireball about 4 years ago

  • Subject changed from Muzzle Flashes not visible at distance in the nighttime to Muzzle Flashes not visible at distance in the night time
  • Due date set to 04/01/2011
  • Status changed from New to Assigned
  • Affected ArmA II version changed from Please select... to 1.57.76815
  • Reproducible for you changed from No to Yes

I assume this was tested with 1.57.

Updated by Dwarden about 4 years ago

tested on beta build 78188 with A2: CO

attached mission needs You to first recognize target by binocs and mark it for Your AI to open fire
then use TeamSwitch to Indepedent guy standing in between enemies

as You can see the muzzle from far more away Bluefor sniper is visible while closer KSVK shows none

Updated by Dwarden about 4 years ago

  • Target version set to Upcoming version

Updated by BigDawgKS about 4 years ago

Indeed there seems to be a limit to the distance at which light sources are rendered in normal vision mode. You can see them pretty far out still with night vision though. Still, the problem is very apparent in my tracer lights addon; you can actually watch as the tracer passes that distance the light on the ground just disappears.

Updated by maturin about 4 years ago

In my experience rifle muzzle flashes disappear at around 250m, but there are many, many light sources that appear at ranges far beyond this. Since many lights are cosmetic and muzzle flashes are are of prime importance, they should get priority in terms of rendering. But it is worth examining whether muzzle flashes are visible at long distances at all.

Updated by mr.g-c about 4 years ago

Dwarden while you on it, could you configure it that muzzle-flashes will be visible until the end of rendering-distance???
Because already in ArmA2, i found the distance they got rendered a bit to low (for instance my VD set to 3000M, but Muzzle-flashes unzoomed were only visble until 500m or so)

Updated by maturin about 4 years ago

People on the forums made a pretty good case that the human eye will likely miss small points of light with such short duration. In this case I think it may be justified to make muzzle flashes disappear at a distance well below the usual 3D model or light source rendering distance. But they should always be visible to wearers of NVG, and HMGs and cannons should be highly visible. So err on the side of visibility.

Updated by mr.g-c about 4 years ago

If WE miss it as players then we miss it, thats Ok... however the muzzle-flashes do appear in raelity no matter how far someone can look and so they should aswell in ArmA2. Also technically wise, i don't think its possible to have different rendering distances based on selected vision modes.

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