[12.12.25] Please Stop Distance Culling


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So sad.Same situation! :frowning:

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Here I’ll show again how the streets looked in v0.4 (October update). In December update there are spawns just a couple of meters away (from 2 to 30) or deserted streets.

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Did it get even worse?

From a distance I can see the first cars in the column, when I get closer and turn the camera, they vanish -.-

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Yes, I mentioned on Discord that vehicles start disappearing at the edges of the screen, this is very rough and aggressive optimization. Basically, they give us one thing and take another away :sad_but_relieved_face:

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Exactly true and I will end my support for the game if they don’t disable or make optional the “distance culling” feature; it’s very annoying.

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Yes, me too. Enough mistreatment of their core day‑one player base.

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Many users pointed out that faraway NPCs and cars suddenly disappear or pop in due to distance culling, breaking immersion. As you know, this is tied to optimization. We’ll try adding improvements in this build.
We’ll also quickly work on a low-spec graphical mode while keeping current visuals for others.

So come on, guys, please fix it and add these graphical modes and options to disable / reduce screen edge and distance culling so it doesn’t get worse for us.

We’ll figure out ourselves how effective the performance will be for us. Waiting for response / fix / v.0.5.1.

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However, some players criticized the in-game distance culling feature, saying it harms immersion, and requested additional options for high-end PC users. Since this issue can be addressed, we will work on improving it.
Canvas Town is not yet fully included in this update, and there were many expectations and suggestions for rural-style maps and diverse terrains such as mountains, valleys, rivers, and forests. Canvas Town has already been expanded to twice its original size and is being developed with good optimization. We will continue building it while reflecting more of your feedback.

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I hope, they can do that.But ı m glad because he saw our request @GDfromRivendell

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You got half the chat to upvote, and then many more individually. How did they miss the elephant in the room?))

While making my comeback, I thought a lot about the best words and the most meaningful sentences to express myself in the best way. And I wrote it with all my heart. And naturally, the actors agreed with me. I received so many likes. I was surprised by this. And Kjun heard my voice - our voice - once again. @GDfromRivendell

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Well, unfortunately I don’t share the excitement, and I no longer trust them. Talking nicely in public is not the same as delivering. All major updates are delayed in favor of minor systems, multiplayer is still unexplained, 5.6 has no clear date, and instead of a roadmap there’s just some kind of list. Sadly, that’s not my approach to development.

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I understand you. To be honest, I’m not very hopeful. Because they had a lot of promises for the December update, but most of them weren’t fulfilled.:face_with_diagonal_mouth:

"Distance culling" I have a great idea for that. @GDfromRivendell @mxmun20 @LennyOgg @Scarlett

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Sliders for settings are only half the battle, no offense, Captain Obvious. I work on rendering distances every single workday. The real issue is how well the game logic is adapted to it. For example, an NPC spawner works within a certain radius. And removing distance culling on the GPU won’t help, because the CPU logic still won’t process them that far away. In most games, actual NPCs aren’t placed that far away, and the background is usually filled with crowds controlled by unified entities (MassEntity). That’s a different dev skill entirely, and clearly not for beginners.

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However the distance is quite small. it needs to be increased significantly. Most games have settings for this.

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Yes, but in most cases these are still not real NPCs and not real traffic. You can’t have too many of them on screen, otherwise any CPU will choke. Usually they’re just impostors the game pulls from an array and moves around like puppeteer, or pseudo‑3D traffic. And when they get close to the view distance, the game picks a matching model from the corresponding array and then spawns them as NPCs.

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