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Old 2012-04-28, 09:16 PM   [Ignore Me] #31
Yutty
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Re: TRay and VS Iron Sights


hope we can change the color of the target thing. Aqua teal or whatever that is is ugly and difficult to see.
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Old 2012-04-28, 09:33 PM   [Ignore Me] #32
termhn
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Re: TRay and VS Iron Sights


I'm not sure most people understand... It's not Forgelight that just magically makes everything look amazing, a model in forgelight will look the same in a 3d modeller as in the game (minus lighting and whatnot), so the graphics are dependent on the models that the art team makes, not the engine. Now, that's not to say the engine doesnt matter, it does, but it's not as critical as some people make it seem. The engine might have a more efficient rendering algorithm than another, which means that it will be able to render more polygons on the screen without as much frame drop.
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Old 2012-04-28, 09:40 PM   [Ignore Me] #33
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Re: TRay and VS Iron Sights


I'm sort of confused by the picture. That teal bit is some kind of projection on the back of the gun? But it's on the front of the beamer in the second pic...those aren't the same gun?
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Old 2012-04-28, 09:54 PM   [Ignore Me] #34
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Re: TRay and VS Iron Sights


Originally Posted by Rbstr View Post
I'm sort of confused by the picture. That teal bit is some kind of projection on the back of the gun? But it's on the front of the beamer in the second pic...those aren't the same gun?
If the developers have done this then it could be the sight automatically adjusts itself depending on how far you are aiming to help in long range engagements, but i highly doubt that is the case, it would be pretty cool but people could see that as an aim assist and would probably detract from game play.
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Old 2012-04-28, 10:32 PM   [Ignore Me] #35
cellinaire
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Re: TRay and VS Iron Sights


Honestly, that first shot with 'depth of field' effect reminds me a lot of Crysis3 and Skyrim on Extreme texture pack.

And the sun will hurt your eyes T-ray lol stop staring. =)






"Depth of field, ugh. What's so great about making everything all blurry? "
Skyrim now has it, too(and people use it a lot, I mean a lot when they take pics. seriously)

Last edited by cellinaire; 2012-04-28 at 10:35 PM.
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Old 2012-04-28, 11:26 PM   [Ignore Me] #36
Methonius
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Re: TRay and VS Iron Sights


Those iron sights look awesome. Goes perfect with the Tech feel for vanu.
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Old 2012-04-29, 01:27 AM   [Ignore Me] #37
Stew
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Re: TRay and VS Iron Sights


Look awesome
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Old 2012-04-29, 01:31 AM   [Ignore Me] #38
Naz The Eternal
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Re: TRay and VS Iron Sights


Very cool, now to test how practical it is...LETS GO BETA!
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Old 2012-04-29, 01:43 AM   [Ignore Me] #39
RNFB
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Re: TRay and VS Iron Sights


How useful will ADS even be for the VS if we have no bullet drop?
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Old 2012-04-29, 01:48 AM   [Ignore Me] #40
Kran De Loy
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Re: TRay and VS Iron Sights


Originally Posted by RNFB View Post
How useful will ADS even be for the VS if we have no bullet drop?
ADS isn't about the bulletdrop, bullet drop is just something that's been included in ADS training.

Now if we were shooting blobs of white phosphorous I would like. Also penis jokes.
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Old 2012-04-29, 01:49 AM   [Ignore Me] #41
Patek
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Re: TRay and VS Iron Sights


Originally Posted by RNFB View Post
How useful will ADS even be for the VS if we have no bullet drop?
point and shoot? ;p
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Old 2012-04-29, 04:12 AM   [Ignore Me] #42
Gandhi
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Re: TRay and VS Iron Sights


Originally Posted by termhn View Post
It's not Forgelight that just magically makes everything look amazing, a model in forgelight will look the same in a 3d modeller as in the game (minus lighting and whatnot), so the graphics are dependent on the models that the art team makes, not the engine.
But lighting is a huge part of why Forgelight looks so good. The end result depends on both things obviously, but the engine is every bit as important as the models. It's the lighting and shading and post processing where the real magic happens, and the real trick is squeezing all those realistic effects into a render pass that can be done in real time over hundreds of models. Of course you can get a better look in Maya or something using ray tracing for example, but you may be waiting several minutes for just one frame.

The engine looks freaking amazing to be honest.

Last edited by Gandhi; 2012-04-29 at 04:15 AM.
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Old 2012-04-29, 10:11 AM   [Ignore Me] #43
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The Pulsar needs to be a smidge narrower
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Old 2012-04-29, 11:10 AM   [Ignore Me] #44
CutterJohn
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Re: TRay and VS Iron Sights


Oh man I hope we have toggleable depth of field. Sorry devs, it looks nice and all, but you don't know what I want to focus on.

Sweet pics though. Still amazed at the lighting in this game.

Last edited by CutterJohn; 2012-04-29 at 11:12 AM.
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Old 2012-04-29, 11:53 AM   [Ignore Me] #45
headcrab13
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Re: TRay and VS Iron Sights


Originally Posted by CutterJohn View Post
Oh man I hope we have toggleable depth of field. Sorry devs, it looks nice and all, but you don't know what I want to focus on.
Yeah I agree that a toggle for depth of field is the best plan. I love the effect and it looks great in screenshots, but during gameplay it's a bit odd.

The main issue is that IRL you can look down the sights of your gun and let your eyes quickly dart from target to target, instantly focusing on any of them. There is no head movement or weapon sight movement.

In a game, conversely, you actually have to move your crosshair towards a target at a different distance in order to acquire it. This takes longer and you may even waste time scanning friendlies while looking for your target enemy, whereas IRL it would take a fraction of the time.
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Last edited by headcrab13; 2012-04-29 at 11:54 AM.
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