*sigh*Gundam GP01 said:If it's so trivially easy, then you should be able to name 5 games that use tech like this, can't you?Grumman said:It's not just possible, it's trivially easy. All you need to do is make the program increment a counter each time it renders a character, and stop rendering characters once it hits a cap or once it runs out of characters, whichever happens first. If there are a thousand people within LOS, just render the closest 200 and stop there. If there are 5, since 5 < 200, render them no matter how far away they are.
If you think this is not possible, you clearly have not the slightest clue about programming.
The entire point of using such a technique is to ensure your optimisation methods are hidden from the end user while remaining efficient. Low draw distance fails to hide its corner-cutting, which is why it is possible to point to a game and say "Yes, that one uses low draw distance to reduce the amount of rendering it needs to do". An end user should not be capable of pointing at your game and saying "See? They're cutting corners there!" because if they can see it to complain about it, you aren't doing your job right.