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Graphics Enhancement: Extended draw distance, improved particle visibility, and PBR terrain shaders #7048

@bwiemz

Description

@bwiemz

Is your feature request related to a problem?

Supreme Commander: Forged Alliance's visual quality is capped by conservative LOD cutoffs, limited particle visibility ranges, and disabled advanced terrain shaders. On modern hardware, players can afford significantly higher draw distances and richer visual effects without performance concerns, but the current options don't expose this.

Specifically:

  • Draw distance: The "Extreme" LOD setting uses cam_SetLOD 0.70, which extends draw distance by only ~43% over "High". Units and props pop in/out visibly at moderate zoom levels.
  • Particle effects: Most emitters have LODCutoff values of 100-300, causing explosions and weapon effects to disappear at relatively close camera distances. 325 emitters are disabled on Low fidelity, hiding important gameplay feedback like weapon impacts and shield effects.
  • Terrain rendering: Advanced PBR terrain techniques (TerrainPBR, TerrainPBRNormals) with rotated texture sampling, height-based splatting, and triplanar cliff projection are fully implemented in terrain.fx but commented out and unavailable to mappers.
  • Shadows: Shadow render distance caps at 440 and resolution at 2048, both lower than modern hardware can comfortably handle.

Describe the solution you'd like

1. Extended Draw Distance

  • Add an "Ultra+" Level of Detail option with cam_SetLOD 0.50 (2x draw distance vs High, up from 1.43x for Extreme)
  • Increase unit LOD coefficient from 0.7 to 1.0 in blueprints-lod.lua (~43% unit draw distance increase)
  • Increase prop LOD multiplier from 180 to 260 and tree LOD caps from 640 to 900 in blueprints-props.lua
  • Increase shadow render distance slider max to 600 and shadow resolution max to 4096

2. Improved Particle Visibility

  • Batch-increase emitter LODCutoff values: 1.5x for values ≤150, 1.25x for values 151-500
  • Selectively enable important gameplay particles (explosions, weapon impacts, shields) on Low fidelity

3. PBR Terrain Shaders

  • Uncomment the TerrainPBR and TerrainPBRNormals techniques in terrain.fx, making them available to mappers via the terrain shader dropdown. No existing maps are affected — they keep their current technique.

Describe alternatives you've considered

  • Engine-level FIDELITY_ULTRA (0x03): Would require binary patches to support a 4th fidelity tier. Too invasive for the benefit; the existing High fidelity already uses full PBR for units.
  • Doubling all LODCutoff values uniformly: Too aggressive — breaks the relative priority hierarchy between small and large effects. The tiered multiplier approach (1.5x for close-range, 1.25x for mid-range, unchanged for long-range) preserves design intent.
  • Making all particles visible on Low fidelity: Would hurt performance on low-end hardware. Selective enablement for gameplay-critical effects is a better balance.

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