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To prepare for a fight, I need to get to the right or to the left of them to have enough visible space. To see what's behind the very near horizon, I need the map. If they get into my view, I am already attacked. I cannot even get near nests vertically or horizontally. Don't calibrate the zoom on the horizontal resolution, instead calibrate it on the shorter of (horizontal, vertical). So I respectfully ask for an option to allow more zoom out in the vanilla game. If there is a performance penalty, it's perfectly fine to get a more powerful CPU if this is required to keep up performance with a bigger screen area. If I buy a monitor of this size, I expect to require higher system resources, and I also expect to benefit from the layout. I read the comment about the 100 tile rendering/processing distance, however in editor mode you are able to zoom farther away, and as far as I see there's no impact for me (Windows 10, i7-6700k with GTX 1070). Having bought a 32x9 monitor myself (it's like 2 2560x1440 monitors merged together) just recently, I was a quite disappointed to actually see less in Factorio instead of more with this fine monitor. PS: I would just prefer I didn't get less>.> Only time will tell then I suppose, either way it's far more pleasant to play with "a bit" cut off the top/bottom in 21:9 ratio than my other 16:9 monitors even if I get less on screen. Good solution for me would be to let player zoom-out so that 200 tiles are visible over the shorter side of the screen, and on the longer side fade tiles beyond "player's vision" to black fog of war. That might be much less of an issue after the rendering rewrite, but we have to really benchmark that before opening this Pandora's box. And since the game often struggels on 4K displays with one of the common aspect ratios, having to draw twice as many sprites might be really big performance problem. Another aspect is that the game has to render 2 or 3 screens worth of entities and sprites. ![]() So, the player normally doesn't see chunks being generated, non-factory things being frozen as they were deactivated, etc. The game works with a constraint that the player can see at maximum 100 tile radius from player's position (total 200 tiles over the longer side of the screen). Bad news is that it is not happening yet. That and the last influence on the small worm are the only differences of the autoplace between the worms, further enforcing that richness does not affect the worms.Good news is that this is more likely to be handled, than let's say 144Hz displays. See how tier_from_start is different for the different worms? That right there controls it. How is that controlled if not by richness? What about map generation? We don't see big worms sometimes in biter nests near the starting area. The purpose of the demo is to teach the very basic game mechanics and let the player decide whether they are interested in more. #0.16.51 factorio download full#It contains only a subset of what is available in the full game. #0.16.51 factorio download free#Demo - 0.16.51 This is a free publicly accessible demo. #0.16.51 factorio download full version#Once a spawner or worm is placed, it's there to stay until the player kills it. To download the full version of Factorio, you can purchase a key or log in if you already have an account.
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