Striker, on 02 July 2026 - 04:56 AM, said:
Lots of game logic is tied directly to the draw distance. Can't extend it any further without really breaking the gameplay.
Another reason, is the cost to render the scene goes up EXPONENTIALLY with each increase of the draw distance. IE: If the draw distance is set to 32, which it is, it draws 64x64 tiles in both directions, that's 4096 tiles it needs to instance, set the matrices up for, and draw. If I bump it to 33, that's 66x66, bumping it to 4356 tiles it needs to draw, etc etc. It gets worse the higher it goes. A draw distance of 40 means I need to draw 6400 tiles, with barely any more visible benefit than a draw distance of 32. With the amount of CPU->GPU work that needs to be done for each tile, this gets expensive very quickly. Photex engine was never designed with modern GPU rendering philosophies in mind.
That said, in the next release I did push the fog boundary itself back, allowing more of what's already there to be seen, it should look like there's more draw distance when there really isn't, though at the risk of more obvious pop-in.
Also, about the mouse input, I don't get paid enough to argue. My decision is final. Also, the DOS game is indeed actually affected by the framerate issue I mentioned, it's just less obvious because Boosted Edition locks the framerate, and the DOS version runs at a ridiculous speed at all times on modern systems. I know this because I've had the code to both for almost 10 years and know how they work.
I just wanted to say a huge thanks for making this port to begin with! I've wanted higher resolutions and screen sizes for TV for a long time.
Also as someone also interested in mouse control, relative movement is fine (though I might want the option to disable the bounding box in the HUD like you showed in your video). Like you said, TV isn't a game where you can turn on a dime, so it makes sense.
My only wishlist would be to be able to eventually render it in VR or stereoscopic 3D, but I don't know how much extra work that would be either.