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Posted (edited)

I know this is per design, but after the latest shroud tweaks there are some unwanted serious visual side effects. I agree that after the change, all the transparent elements show logically correct behaviour regarding the shroud, but...

There's just few ugly exceptions where the "correct" logic looks terribly wrong. And that's the animated transparent props like fire and smoke. They look so janky some of my friends thought the game broke somehow. I know why it looks like that as I've seen the progression through the years and know the long standing issues with abduction tubes etc being displayed under the shroud. But this is not the way IMO.

I don't know how feasible it is to fix this, but I sure as heck hope there is a way as this looks cursed! 

Potential fixes: (me knowing 0 about gfx coding)

  • Use the old method of transparency rendering just for the smoke/fire
  • Do not rended smoke outside of the FoV
  • Revert the whole thing back to how it was (it was the lesser evil)
  • Something else you clever people can think of!  

image.png.2218e63025b722e5057272586524bd4b.png image.png.7a3433a76fb708ad0a7552cacfbaf9e3.pngimage.png.35503ff298a4e6425d4a101e86aaf470.png

Edited by Skitso
Posted
9 hours ago, Skitso said:

I know this is per design, but after the latest shroud tweaks there are some unwanted serious visual side effects. I agree that after the change, all the transparent elements show logically correct behaviour regarding the shroud, but...

There's just few ugly exceptions where the "correct" logic looks terribly wrong. And that's the animated transparent props like fire and smoke. They look so janky some of my friends thought the game broke somehow. I know why it looks like that as I've seen the progression through the years and know the long standing issues with abduction tubes etc being displayed under the shroud. But this is not the way IMO.

I don't know how feasible it is to fix this, but I sure as heck hope there is a way as this looks cursed! 

Potential fixes: (me knowing 0 about gfx coding)

  • Use the old method of transparency rendering just for the smoke/fire
  • Do not rended smoke outside of the FoV
  • Revert the whole thing back to how it was (it was the lesser evil)
  • Something else you clever people can think of!  

image.png.2218e63025b722e5057272586524bd4b.png image.png.7a3433a76fb708ad0a7552cacfbaf9e3.pngimage.png.35503ff298a4e6425d4a101e86aaf470.png

I'll forward this to the rest of the team so we can discuss it after the weekend. Thanks for the feedback!

  • Thanks 1

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