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Dire Marsh One Way Fog

General Info

Bungie Account Name: "Exceptionally Mediocre#6694"
Platform: Steam
Datetime: Entire duration of the Server Slam I believe, at least Feb 26th - Mar 2nd

 

Description

Throughout Dire Marsh the fog that a player sees is heavily dependent on their position in space, but that fog does not help hide the player seemingly. It almost seems like a fog effect is placed on your vision based on your position, but the position that it takes into account is really small and finnicky.

This results in situations where you take one step left and effectively go blind, while anyone looking at you sees you with the same visibility as before you took that step.

Just to clarify a bit, this fog I'm referring to seems different from the weather fog that exists both in Perimeter and Dire Marsh. I've only seen it in Dire Marsh so far (I wasn't in the play tests so not sure on other maps), and it seems to be only visible as an effect on the client's screen from what I can tell.

Also as one final note, I have played with several other players that have different settings / etc that have the same issue, although it's a small sample size that I have asked.

 

Reproducing

I believe the effect is always present and just varies in whether its noticeable, but the following situation was what made it most noticeable to me. (This also assumes that the position in fog effect stays constant. If not just any high sniper spot should be noticeable really)

  • Map: Dire Marsh
  • Weather: Possibly Sunny or Foggy, just definitely wasn't rain
  • Location: Quarantine Main Building Rooftop, on the walkway near the eastern corner, facing the direction of the walkway that has a little jut out portion overlooking a possible supply drop spawn (supply drop would be to your right when facing away from the building standing on the jut out)
  • Action: Move around looking w/ a scoped non-thermal Longshot between the little jut out portion of the walk way and the corner to your left. (Assuming facing away from center building)
  • Expected Result/Issue: The fog on screen obscuring sight changes with small position changes quite drastically, while outside observers see the player based on their own respective positional fog experience and not the other players fog or combination of the two
  • Link to location marker image (is either area A or area B, I can't remember orientation): https://imgur.com/a/PFBpcgG

 

Game/Graphics Config

Link to cvars.xml - https://pastebin.com/fQTdzXtP
Raw section of cvars.xml (incase can't use pastebin) - ```

<namespace name="graphics">
<cvar name="force_auto_detect" value="0" />
<cvar name="force_enable_multi_threaded_render_submit" value="0" />
<cvar name="window_position_x" value="8" />
<cvar name="window_position_y" value="31" />
<cvar name="window_mode" value="2" />
<cvar name="anti_aliasing_mode" value="10" />
<cvar name="ssao_mode" value="0" />
<cvar name="ssao_async_mode" value="0" />
<cvar name="shadow_quality" value="2" />
<cvar name="environment_detail" value="1" />
<cvar name="character_detail" value="1" />
<cvar name="texture_quality" value="1" />
<cvar name="texture_anisotropy_level" value="3" />
<cvar name="foliage_detail" value="2" />
<cvar name="local_light_shadows" value="1" />
<cvar name="gamma_control" value="3" />
<cvar name="foliage_shadows_mode" value="2" />
<cvar name="hdr_output" value="1" />
<cvar name="atmosphere_lighting_detail" value="0" />
<cvar name="master" value="0" />
<cvar name="framerate_cap_enabled" value="0" />
<cvar name="low_latency_mode" value="1" />
<cvar name="lighting_resolution" value="2" />
<cvar name="render_resolution_scaling_mode" value="3" />
<cvar name="fullscreen_resolution_width" value="1920" />
<cvar name="fullscreen_resolution_height" value="1080" />
<cvar name="fullscreen_refresh_rate_numerator" value="60" />
<cvar name="fullscreen_refresh_rate_denominator" value="1" />
<cvar name="windowed_resolution_width" value="1280" />
<cvar name="windowed_resolution_height" value="720" />
<cvar name="render_resolution_percentage" value="100" />
<cvar name="framerate_cap" value="200" />
<cvar name="target_framerate" value="60" />
<cvar name="version" value="12" />
</namespace>
```
 

Thoughts/Ideas

I could see the cause of this ranging pretty drastically in difficulty to fix, so in the event that it ends up being a pain it may be worth considering the following work arounds / ways to ease the issue:
- If possible increase the movement required to alter perceived fog / the area of the debuff/effect, and possibly reduce the amount of the obscuring to account for the greater area. (Would help make the whole thing less jarring)
- Possibly have slight fluctuation in intensity over time to make the movement portion less jarring and more difficult to take advantage of
- Honestly just anything that makes the debuff not in player control and then a subsequent reduction in it would probably help. But hopefully just replace the effect with either increased general fog and remove the positional portion, or make it so the fog also obscures the player to the degree they have their vision obscured (or some ration to the degree)

 

System Info

Probably not relevant but just in case it matters

CPU: "Intel(R) Core(TM) i5-7600K CPU"
GPU: "NVIDIA GeForce RTX 2060 SUPER"
GPU Driver Version: "Game Ready Driver Version 580.88"

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