Cab View Mesh Culling

Discussion in 'Suggestions' started by Lokomotiv, Dec 4, 2024.

  1. Lokomotiv

    Lokomotiv Active Member

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    Tiny improvement suggestion here, maybe this would fit the public beta section better, but here goes: I think it would be nice if there were no mesh culling in the cab with wider field of view. I usually have the FOV slider set to about 75% and experience mesh culling. This naturally breaks the illusion of the object being solid and down goes the immersion.

    Out of curiosity in terms of the view frustum, is there any bad side effect with a short distance between the view point and the near plane, for example as short as 1 cm?

    Examples
    A drivers perspective showing the side wall mesh not rendering fully at max FOV:
    view-frustrum-fov-max.jpg

    This is how far you have to zoom in to avoid culling of the right side wall:
    view-frustrum-fov-lower-no-cull.jpg

    A case with a seat being really close to the camera. Would look much better if the seat rendered fully here:
    view-frustrum-fov-seat.jpg

    The slider has to be in the middle to avoid culling in this case:
    view-frustrum-fov-seat-fov-lower-no-cull.jpg
     
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  2. Spikee1975

    Spikee1975 Guest

    Not possible, near cull distance (or in IdTech speak: "r_zNear") is hardcoded in the RailWorks engine.

    Solution is to adjust the cab camera blueprints a little. In your first example, I'd subtract 0.02 or 0.03 from X which should do the trick, so you're not sitting too close to the side windows.

    I'm using a FOV of 77 (default is 65, twelve clicks right) which equals 90 degrees in most other games.
     
    Last edited by a moderator: Dec 10, 2024
  3. Lokomotiv

    Lokomotiv Active Member

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    My initial thought was maybe this is something they could update in the public beta, that is, if they're still actively working on it, set r_zNear = 0.01 then ship it.

    You have a good point, modifying the cab camera is indeed a workaround, however, it wont fix other tight areas while looking around in the cab like this one:
    cab-fov-culling.jpg
    Side note: Now I see where RSSLO hid the pantograph key... under the desk to the right

    Thanks for the reply Spikee
     
  4. Spikee1975

    Spikee1975 Guest

    Yeah but that FOV is ridiculously wide. How can you play without getting sick and still recognize signals that will be appearing much smaller and further away than irl :D ?
     
  5. Lokomotiv

    Lokomotiv Active Member

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    That view is ridiculously wide because the max FOV multiplier for that view in particular is 1.5 i.e. FOV = my FOV slider setting multiplied by 1.5

    Excerpt from the stock cab camera xml:
    Code:
    <MinFOV d:type="sFloat32" d:alt_encoding="000000A09999D93F" d:precision="string">0.4</MinFOV>
    <MaxFOV d:type="sFloat32" d:alt_encoding="000000000000F83F" d:precision="string">1.5</MaxFOV>
    In general I zoom in 1 notch while driving, but when I'm flipping switches in the cab I like wider field of view to see more of the controls on screen. To be fair most views have an FOV multiplier closer to 1.0 which makes them less ridiculous :D
     
  6. Spikee1975

    Spikee1975 Guest

    Oh yes, first thing I do with new stock is adjust the cabcams and set MaxFOV to 1.
     

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