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Ghosts Chance
Inf4m0us
87
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Posted - 2013.11.05 15:13:00 -
[1] - Quote
Chromo Railtanker reporting in
Railgun turret rendering STILL garbage and STILL worse then even previous uprising builds.
i can see SOME improvements, but those improvements are all psychological, in other words they just attempted to hide the problems rather then fix them, by tuning their numbers to make things more consistant rather then better.
turrets wont disapear by shooting at them anymore, but they still arnt showing up any further away.
infnatry isnt disapearing at random anymore BUT your less likely to see them farther away in the first place AND no more likely to see them closer in then before.
the fog of war touch to the rendering is a step in the right direction for reducing the load but i have a feeling you guys have no clue in hell how to make that work for you becuase its in the game but isnt actually improving anything.
its not just for cosmetics guys, its meant to make it so you can load super low res textures closer to the player without them noticeing enabling you to show them things futher away but in less detail without ruining the "graphics" you decided were worth braking gameplay for.
in short, gameplay wise there are ZERO improvements to railguns and they still have an effective range of 100m with some exceptions enabling unreliable long range combat in an infrequant and unreliable way.
if this isnt fixed by 1.7 your not going to be able to properly tune the changes your making to tanks. as range and sight are key factors in the gameplay and pure numbers cant show you how it effects play.
long live blaster mudrugars i suppose. |
Takahiro Kashuken
Red Star. EoN.
1609
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Posted - 2013.11.05 15:15:00 -
[2] - Quote
Not suprised |
SteelDark Knight
138
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Posted - 2013.11.05 15:24:00 -
[3] - Quote
I was always of the opinion that this was more intentional than unintentional and an attempt to hinder the ability to red-line Rail snipe. The reason I felt this way is because for the most part, if you switch positions in the tank or step out you can suddenly see the non-rendered objects. |
Ghosts Chance
Inf4m0us
87
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Posted - 2013.11.05 15:25:00 -
[4] - Quote
scratch that, turrets still disapear when you shoot them, it just requires slightly more range for it to happen, so the sweet spot for it to happen is about 20 ms worth just before the 180m mark they are invisable |
Ghosts Chance
Inf4m0us
87
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Posted - 2013.11.05 15:25:00 -
[5] - Quote
SteelDark Knight wrote:I was always of the opinion that this was more intentional than unintentional and an attempt to hinder the ability to red-line Rail snipe. The reason I felt this way is because for the most part, if you switch positions in the tank or step out you can suddenly see the non-rendered objects.
if it was intentional... they would of lowered its range in practice rather then theory |
gbghg
L.O.T.I.S. Public Disorder.
4039
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Posted - 2013.11.05 15:47:00 -
[6] - Quote
I have the feeling that the rendering issue is a by product of a fix they applied some time ago, i remember their being framerate issues back around 1.0, and CCP deploying a fix for it, render issues popped up after it.
Lv 4 forum warrior
Bringer of Bacon
Knight of AMV's
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SteelDark Knight
138
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Posted - 2013.11.05 15:57:00 -
[7] - Quote
Ghosts you are probably right. However, with that said here is why I had my concerns that it might be on purpose.
1) If my memory is correct they stated that rendering distance is based on the weapon. Other weapons render these targets at long range
2) In general tanks, drop ships, other installation types will render fine at much longer ranges and can be targeted. Infantry and turrets are the major issue.
3) Last I checked there was no blue tag responce regarding this on any of the many passionate threads about this issue.
4) Just prior to this "bug" there were many, many, posts complaining about red-line rail sniping.
Again, you are probably right and I'm going of in the tin-foil hat direction. However, I could not help but wonder if what we were seeing was a poorly done attempt to control behavior via visibility. |
Ghosts Chance
Inf4m0us
87
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Posted - 2013.11.05 15:58:00 -
[8] - Quote
gbghg wrote:I have the feeling that the rendering issue is a by product of a fix they applied some time ago, i remember their being framerate issues back around 1.0, and CCP deploying a fix for it, render issues popped up after it.
they exsisted on the day of release for 1.0, and only got worse from there. so you may be right but whatever problem that was diddnt cause the rendering issues so much as just made them even worse.
the rendering issues are because they wanted to add "god rays", higher res textures, and grass growing in a 10m radius around you. |
Ghosts Chance
Inf4m0us
87
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Posted - 2013.11.05 16:07:00 -
[9] - Quote
SteelDark Knight wrote:Ghosts you are probably right. However, with that said here is why I had my concerns that it might be on purpose.
1) If my memory is correct they stated that rendering distance is based on the weapon. Other weapons render these targets at long range
its based on the weapon under the context of "a guy with a shotgun doesnt need to see as far as a guy with a sniper rifle", an aproximate quote from the early uprising statements reguarding rendering when they tryed to justify nobody being able to see each other.
SteelDark Knight wrote: 2) In general tanks, drop ships, other installation types will render fine at much longer ranges and can be targeted. Infantry and turrets are the major issue.
magical vanishing tanks were actually a thing untill about 2 builds ago, you couldnt see them either, no instalation was visable until 50 meters wich was amazingly worse then blaster turrets.
oh an infantry can if done correctly stay invisable to tanks as close as 20 meters away. wich as far as i can guess cant possably be on purpose.
SteelDark Knight wrote: 3) Last I checked there was no blue tag responce regarding this on any of the many passionate threads about this issue.
theres quite a few responces actually, they are jsut laden with wishy washy double talk that niether accepts it as a problem nor presents it as a feature. they have a habbit of talking around the subject. see but report forums and search "railgun rendering" for any thread 3+ months old
SteelDark Knight wrote: 4) Just prior to this "bug" there were many, many, posts complaining about red-line rail sniping./quote]
Again, you are probably right and I'm going of in the tin-foil hat direction. However, I could not help but wonder if what we were seeing was a poorly done attempt to control behavior via visibility.
IF it was on purpose that would mean it would be tunable, as in they would have SOME measure of control, but givin railguns essentially a 50m reliable range (lower then blaster turrets for some reason) for 6 MONTHS seems like overkill, if it was that much of a problem that you had to reduce things that much then its actually easyer to remove the weapon then to specifically write code to make it unuseabe then never tune the numbers.
people STILL complain about redline sniping when its been reduced to shooting blindly at things that might have people at them. |
Flix Keptick
Red Star. EoN.
1153
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Posted - 2013.11.05 18:15:00 -
[10] - Quote
Takahiro Kashuken wrote:Not suprised Neither am I. I suspect the "rendering problems" are in place to counter redline tanks. For some odd reason I feel as if I have better rendering when using blasters or missiles.
"Please don't"
GÿåForum warrior lvl.1Gÿå
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Ghosts Chance
Inf4m0us
87
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Posted - 2013.11.05 19:10:00 -
[11] - Quote
Flix Keptick wrote:Takahiro Kashuken wrote:Not suprised Neither am I. I suspect the "rendering problems" are in place to counter redline tanks. For some odd reason I feel as if I have better rendering when using blasters or missiles.
that theory has ALOT of holes.
its more plausible that they purposely sacrificed render distance in exchange for graphics in order to not feel as dated when compared to the next gen shooters in an attempt to improve new player retention.
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