@@LlamaSurvives I think it needs to be vehicles and infantry somehow. An infantry team with an ATGM on foot needs to see vehicles within combat distance, which in the case of the TOW can be up to 5km. At the same time, vehicles should be able to spot those teams as well, otherwise they can be shot at, but can't return fire. Cobra Helicopters and such also need to fight from Standoff distances, if the game wants to be realistic.
its very cool they optimized the game for an actual “standard” engagement distance, especially because arma 3 would have you absolutely f*cked if you were trying to counter snipe someone in the 2000+m range and didnt have high settings for render distance or couldn’t run it
I don't think it's very intentional as it's done with a crude algorithm meant for improving frame rate, server owners can decide the furthest allowed render distance for networked entities so there isn't any point in making the game suck for everybody.
@@lukasschmidt2478 that is tru but i hosted this server and this was the furthest capable range, and your right tho they may not have been thinking about player balance (it is bohemia after all) it was mostly likely for game stability. but it is a happy benefit to know the guy with high end gear maxing his game out cant see me @ 2000 + meters even though i really enjoy getting the longest shot possible. but until its made available that we can all see 5000m in game i think its good we cant see past 1500
@@LlamaSurvives I don't think you would ever be able to see a player at 5km as they have become smaller than a pixel at that distance, unless they add telescopes with much greater amplification.
This is actually bad, I've had countless situations where i wanted to engage at very long distances and just couldn't because players weren't rendering. This is very annoying in such a realistic shooter. In arma 3 which is a 10+ year old game you can have tank battles at 3km or more but not in this...
must have been at that range, or a modded server possibly extends it. idk, but that pilot got hit by the blast and died. i cut the clip cause it took a long time but the heli just slowly fell haha.
in dedicated servers you can config the server max view distance and network view distance, so i think depends on the server config.... bit this takes on the server fps
i hosted this server and maxed out what was available to me without changing any game code. i know is dayz you can change code to get longer view distance.
maybe! i had spawned infantry as well to see if that helped but i actually couldnt see them. the only way i could see them was in the vehicle. but i didn't try that!
M21 & SVD effective ranges are 900m and 800m respectively. The view distance being greater I think has more to do with environmental lights than actual vehicles or players.. As we are meant to be getting a fully functional electrical grid in the future, I would think the long-distance visuals of structures would be more to see whether a section of the island is with or without power. I get that this is about testing long-range sniping but if you wanted more accurate results you should test from where the average sniper would actually be, in my experience those that climb radio towers are asking to be shot.. Perhaps further testing from Church tower windows would be beneficial.. to see whether 1450m is even worth having as most engagements happen within 800m anyway, even when you're in a BTR or LAV-25 you're not going to be shooting shit beyond 1000m usually..Can't get those up a tower. lol. Good clip anyway, I'll like & sub.. I usually find myself sniping with ironsights at 300m anyway now that suppressors are here I've no need for the longer range when i can be quieter from closer. 😁
If the server sets a network view distance of 1,000 meters, vehicles won’t render beyond that, even if your client-side settings are higher. but generally nothing will render over 1500 there is a 25km mod , with mods you can get 4000 meters Players and Vehicles: The render distance for players and vehicles is often set to a lower value, typically ranging from 1,000 to 2,000 meters, but this can be adjusted based on the server settings and game mode.
On custom servers or through mods, it’s possible to increase the render distance for both players and vehicles, but this is usually limited to around 3,000 to 4,000 meters for good performance.
Thanks for the sub! and yeah i thought about doing that, but i decided to keep it vanilla, if a person sees one mod they may think i tampered with range as well. just wanted to keep it transparent
You should try ranging infantry that aren't in a vehicle. I've noticed issues rendering in infantry around 500m. Somewhere between 500-600m you only see floating arms and past 600m you see nothing. I will note that I play on console so idk if that makes a difference.
I did try with infantry as well. They didn't pop in either. there was actually ifamtry down when i took the shot they just didnt pop in, i could only get them to pop in while in the vehicle. I did them in the truck cause I was testing the AP rounds. I wonder if players pop in further away
@@LlamaSurvives It's simply based on the size of the 3d mesh of the object, whether it's a tree, a fence, a player, or a vehicle. There is for every 3d mesh a multiplier in the engine to make them visible at distance as if they were up to ten times as large, but none of the models in the vanilla game use this feature as far as I am aware.
I believe the only setting that makes a difference is 'object draw distance' if that's available on console, however setting it to ultra barely makes it any better.
@@lukasschmidt2478 they work together, in the video i learned that. but yeah the object view distance is the main player and at ultra it looks like 1450m at least for ai in vehicles. but its the same for high and medium so yeah as long as your not set to low draw distance your seeing the same thing basically as the guy set to ultra view distance
I've tried long range sniping on PS5 and the draw distance is abysmal. At 800m+ IF you can see the the target at all. Its half rendered just boots backpack and helmet half the time. Or can be seen in binoculars but not in the rifle scope (svd) you can see your impacts sometimes but it's just basically impossible to correct missed shots because you constantly juggling binoculars to spot and then shooting at an invisible nothing in the scope. Then checking again with th binoculars to see if you hit. So yes draw distance does help but rarely.
@@mungaloidender that's good to know. That is definitely a disadvantage. I've hit several svd shots at 800+meters. It does take a while but watch extremely close and aim for metal to check your range so you see a spark. The svd zeros to 900m so you once your locked in you can hit them at that range. You just have to account for a good 1 second or so delay. So that target needs to stay still or you gotta have some good prediction skills
Vehicles for sure spawn in before ai. I had to place the ai in the vehicles to be able to see them haha. If you notice at the end of the video, there are actually ai walking around the vehicles. But I'm not able to see them in the scope. In fact I was only able to see the driver of the vehicle. I was able to get the range to 1400 m with a ai in a vehicle. I wonder if it does make a difference what vehicle. Like can you shoot down helis at 2000 plus? Cause it's larger than a car. Maybe it would pop on more. If it does go off of size of the 3d model.
@@londonontariodroneshots I'm using a 4070 ti The frames bounce around from 50 to 155 ish which is a wild gap. So I usually just lock it to 60 and call it day. My monitor is 140hz so it screen tears of If don't lock to 60
It is so freaking irretating ehen you hit the heli with rpg directly in tail router or the engine itself and it continues to fly visually undamaged like nothing happened. The heli you hit in the start should've fallen down, this is exactly what I'm talking about
Yeah it's odd that helis take a good three rockets before exploding. In this case I cut the clip but the heli like slowly fell out of the sky cause the pilot got hit haha
in arma 2 with all the realistic ballistics addon i made a shot from 3800metters on a guy who was WALKING 10 to 4 o clock! With adapted rifle, shooting Lapua Mag. I was like 150 m above but even with that when i shot i hadn't the target on sight, was aiming far above. ( I have the necessary IQ to remember excaclty where my last bullet lander and where was my sight when firing each of them )
Longer distances will become important for vehicle combat. Guiding ATGMs into the target, at 1200, this is rather a medium range.
i agree, i would thing pop in range would be further out for Ai, if i were in a vehicle do you think i would be able to see farther?
@@LlamaSurvives I think it needs to be vehicles and infantry somehow. An infantry team with an ATGM on foot needs to see vehicles within combat distance, which in the case of the TOW can be up to 5km. At the same time, vehicles should be able to spot those teams as well, otherwise they can be shot at, but can't return fire.
Cobra Helicopters and such also need to fight from Standoff distances, if the game wants to be realistic.
@@MrFusselig fully agree!
its very cool they optimized the game for an actual “standard” engagement distance, especially because arma 3 would have you absolutely f*cked if you were trying to counter snipe someone in the 2000+m range and didnt have high settings for render distance or couldn’t run it
@@fish_activity I agree it definitely levels the playing field. and makes its more fair, just make sure your draw distance is atleast medium or higher
I don't think it's very intentional as it's done with a crude algorithm meant for improving frame rate, server owners can decide the furthest allowed render distance for networked entities so there isn't any point in making the game suck for everybody.
@@lukasschmidt2478 that is tru but i hosted this server and this was the furthest capable range, and your right tho they may not have been thinking about player balance (it is bohemia after all) it was mostly likely for game stability. but it is a happy benefit to know the guy with high end gear maxing his game out cant see me @ 2000 + meters
even though i really enjoy getting the longest shot possible. but until its made available that we can all see 5000m in game i think its good we cant see past 1500
@@LlamaSurvives I don't think you would ever be able to see a player at 5km as they have become smaller than a pixel at that distance, unless they add telescopes with much greater amplification.
This is actually bad, I've had countless situations where i wanted to engage at very long distances and just couldn't because players weren't rendering. This is very annoying in such a realistic shooter. In arma 3 which is a 10+ year old game you can have tank battles at 3km or more but not in this...
rpg warheads self-destruct around 950 meters
must have been at that range, or a modded server possibly extends it. idk, but that pilot got hit by the blast and died. i cut the clip cause it took a long time but the heli just slowly fell haha.
would be crazy if it self destructed in front of the heli and the concussion is what got the pilot haha
@LlamaSurvives when it detonates it shoots a frag cone. So think of it more like a shotgun than just an explosion
in dedicated servers you can config the server max view distance and network view distance, so i think depends on the server config.... bit this takes on the server fps
i hosted this server and maxed out what was available to me without changing any game code. i know is dayz you can change code to get longer view distance.
Would be interesting if the distance will change if you sit in the LAV 25 as gunner? Maybe vehicle crew has difference, in HLL it works like that.
maybe! i had spawned infantry as well to see if that helped but i actually couldnt see them. the only way i could see them was in the vehicle. but i didn't try that!
M21 & SVD effective ranges are 900m and 800m respectively. The view distance being greater I think has more to do with environmental lights than actual vehicles or players.. As we are meant to be getting a fully functional electrical grid in the future, I would think the long-distance visuals of structures would be more to see whether a section of the island is with or without power. I get that this is about testing long-range sniping but if you wanted more accurate results you should test from where the average sniper would actually be, in my experience those that climb radio towers are asking to be shot.. Perhaps further testing from Church tower windows would be beneficial.. to see whether 1450m is even worth having as most engagements happen within 800m anyway, even when you're in a BTR or LAV-25 you're not going to be shooting shit beyond 1000m usually..Can't get those up a tower. lol.
Good clip anyway, I'll like & sub.. I usually find myself sniping with ironsights at 300m anyway now that suppressors are here I've no need for the longer range when i can be quieter from closer. 😁
Fair enough!
Thank you for the sub!! and I love the new suppressors too. But I'm addicted to seeing how far I can shoot haha
i met booze cruisers who could get it up a radio tower without trying to
If the server sets a network view distance of 1,000 meters, vehicles won’t render beyond that, even if your client-side settings are higher. but generally nothing will render over 1500 there is a 25km mod , with mods you can get 4000 meters Players and Vehicles: The render distance for players and vehicles is often set to a lower value, typically ranging from 1,000 to 2,000 meters, but this can be adjusted based on the server settings and game mode.
On custom servers or through mods, it’s possible to increase the render distance for both players and vehicles, but this is usually limited to around 3,000 to 4,000 meters for good performance.
I hosted this server for this test and maxed out what I could. I didnt add any mods cause I wanted to test the vanilla game. But that's good to know!
i subbed! also remember you can start up game master with mods so in the future you can just attach a range finder to a gun for experiments!
Thanks for the sub! and yeah i thought about doing that, but i decided to keep it vanilla, if a person sees one mod they may think i tampered with range as well. just wanted to keep it transparent
You should try ranging infantry that aren't in a vehicle. I've noticed issues rendering in infantry around 500m. Somewhere between 500-600m you only see floating arms and past 600m you see nothing. I will note that I play on console so idk if that makes a difference.
I did try with infantry as well. They didn't pop in either. there was actually ifamtry down when i took the shot they just didnt pop in, i could only get them to pop in while in the vehicle.
I did them in the truck cause I was testing the AP rounds.
I wonder if players pop in further away
@@LlamaSurvives It's simply based on the size of the 3d mesh of the object, whether it's a tree, a fence, a player, or a vehicle. There is for every 3d mesh a multiplier in the engine to make them visible at distance as if they were up to ten times as large, but none of the models in the vanilla game use this feature as far as I am aware.
@@lukasschmidt2478Ahh that's good info. Makes sense.
I believe the only setting that makes a difference is 'object draw distance' if that's available on console, however setting it to ultra barely makes it any better.
@@lukasschmidt2478 they work together, in the video i learned that. but yeah the object view distance is the main player and at ultra it looks like 1450m at least for ai in vehicles.
but its the same for high and medium so yeah as long as your not set to low draw distance your seeing the same thing basically as the guy set to ultra view distance
I've tried long range sniping on PS5 and the draw distance is abysmal. At 800m+ IF you can see the the target at all. Its half rendered just boots backpack and helmet half the time. Or can be seen in binoculars but not in the rifle scope (svd) you can see your impacts sometimes but it's just basically impossible to correct missed shots because you constantly juggling binoculars to spot and then shooting at an invisible nothing in the scope. Then checking again with th binoculars to see if you hit. So yes draw distance does help but rarely.
@@mungaloidender that's good to know. That is definitely a disadvantage. I've hit several svd shots at 800+meters. It does take a while but watch extremely close and aim for metal to check your range so you see a spark. The svd zeros to 900m so you once your locked in you can hit them at that range. You just have to account for a good 1 second or so delay. So that target needs to stay still or you gotta have some good prediction skills
@@mungaloidender plus once PS5 gets mods. Hopefully they do. You'll be able to use a range finder then.
JUst changed the graphical settings and you can se throuh walls and trees
The furthest I have seen on modded servers is only around 1600
helicopters have a further render distance
@@GUNBOAT-1 I'll have to test that as well.
Vehicles for sure spawn in before ai.
I had to place the ai in the vehicles to be able to see them haha. If you notice at the end of the video, there are actually ai walking around the vehicles. But I'm not able to see them in the scope. In fact I was only able to see the driver of the vehicle. I was able to get the range to 1400 m with a ai in a vehicle.
I wonder if it does make a difference what vehicle. Like can you shoot down helis at 2000 plus? Cause it's larger than a car. Maybe it would pop on more. If it does go off of size of the 3d model.
Hold Y to goto GM
I'm such a creature of habit. Ive been trying to tell myself to use that hot key. But I always remember after I've already hit escape lol
kinda reminds me of the old halo 3 mythbusters videos
haha used to watch those with my dad, thanks for that! fr
All ultra but shadows and I promise you will destroy all
What are your pc specs? 135 fps is awesome man!
@@londonontariodroneshots I'm using a 4070 ti
The frames bounce around from 50 to 155 ish which is a wild gap. So I usually just lock it to 60 and call it day. My monitor is 140hz so it screen tears of If don't lock to 60
My longest kill shot was on a modded server at 2600 meters using modded weapon and scope, players do render in farther than AI
The server might have tweaked the size multiplier of player models for the scenario.
Or a modded scope with a greater multiplier when zoomed in.
Or just a scope with greater magnification without touching the size multiplier, though I don't actually know how scopes are configured.
Good info to know! and congrats on the long kill, that crazy far!
It is so freaking irretating ehen you hit the heli with rpg directly in tail router or the engine itself and it continues to fly visually undamaged like nothing happened. The heli you hit in the start should've fallen down, this is exactly what I'm talking about
Yeah it's odd that helis take a good three rockets before exploding.
In this case I cut the clip but the heli like slowly fell out of the sky cause the pilot got hit haha
1200 meters with a dragonov
@@Villager1824 good stuff bro!
in arma 2 with all the realistic ballistics addon i made a shot from 3800metters on a guy who was WALKING 10 to 4 o clock! With adapted rifle, shooting Lapua Mag. I was like 150 m above but even with that when i shot i hadn't the target on sight, was aiming far above. ( I have the necessary IQ to remember excaclty where my last bullet lander and where was my sight when firing each of them )