|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Bradende
Algintal Core Gallente Federation
2
|
Posted - 2013.07.03 08:59:00 -
[1] - Quote
New in Uprising 1.2: When looking at the little ants to squish through a sniper scope from a slightly elevated position from as little as 200 meters, players are partially or completely obscured by the floors of many structures. It frequently appears as though players are waist deep in floor. While I'm getting valuable practice in shooting the appropriate height below the red (and sometimes blue.. shoot blues -> tell Vile Rat, RIP Vile Rat) marker chevron, it looks stupid and makes the job a bit harder. |
Bradende
Algintal Core Gallente Federation
2
|
Posted - 2013.07.09 15:38:00 -
[2] - Quote
While that's certainly true, the severity of the issue with 1.2 went from kind of tolerable to extremely impairing. In fact, just about any outpost with a floor cannot be attacked from above. |
Bradende
Algintal Core Gallente Federation
2
|
Posted - 2013.07.09 22:52:00 -
[3] - Quote
Yup, stairs, floor - basically any structure. I've noticed it with terrain only rarely, but sometimes even terrain, too.
It's distinct from the render distance issue - there are certainly enough threads on that, and it effects more than just snipers, and is irritating in its own right.
What we have here is a rendering issue that was only slightly problematic (hardly even worthy of mention, imperfect, sure, but not really impairing) before, but is now crazy bad. In certain structures that have alternating floor patters (like, solid, then transparent grille, the solid) I can actually watch someone pop in and out of existence as the run through.
Uprising 1.2 had more performance improvements - and credit where it's due, performance has indeed improved markedly, but the some surfaces are being drawn over players. Many PC game players who have been gaming for a good long while will recognize the issue. Many video card drivers and game engines even had tunables (Unreal Engine being no exception) for Z drawing precision. To gain some extra performance, Z precision was sacrificed.
I don't take personal offense, but it does need fixing. I don't think it's some sort of "attack on snipers", it's just optimization that a went a little too far. |
Bradende
Algintal Core Gallente Federation
2
|
Posted - 2013.07.10 15:04:00 -
[4] - Quote
Well, I was trying to be polite about it before, since CCP blogged about how it's awesome and whatnot.
The SSAO optimizations that were implemented in UPR1.2 deal specifically with depth calculation. I've seen LAVs hide in walls, too - from railguns, no less. There's not shortage of cases where, if the target does not have the caret marker, and is sitting in an effected area, he or she is effectively invisible. This is a bit worse than that draw distance issue, in that you can be completely exposed to individuals who are completely invisible, yet well inside the draw distance. |
|
|
|