peregrine7 Posted September 21, 2018 Posted September 21, 2018 G'day! Some small issues with the game that have started bugging me, they should be (relatively) easy fixes. Motion blur (when cinematic mode is ticked) is no longer present in "first person" camera views. F1, Ctrl+F1, Alt+F2 views When I'm recording for youtube I like to have the motion blur turned on as it masks the subtle stutter and makes the game look better. It'd be much appreciate if you could look into reverting this. [Camera options] Separate camera shake in 3rd person (F2) from motion blur [Replay] Blackout effects present in F1 view (zoomed first person), not present in Ctrl+F1 (Correct FOV first person). Blood is glitchy in both (seems clipped? Maybe increase the distance from camera) [Graphics options] Create options for texture quality, reflection quality, object LOD range, Atmospheric effects(?) rather than the presets. The Rift can run high quality textures just fine, but the increased draw calls from increased LOD with higher presets means the game stutters to a halt and the increased reflections / Global Illumination also hurts framerate. Would be nice to have high quality textures without turning everything else up. I know that's a fair few things, but stutter is also still a big issue, as is MP performance and netcode (Hit effects are synchronised with very little latency, but aircraft position & orientation aren't - seems the wrong way around to me). You've stated you're working on the latter and I really hope it does something. Looking at frame timing 1 in every 4 frames is duplicated in motion (but still rendered separately) in 3rd person camera views. Go frame by frame and you'll see it. The stutter also appears in first person and is particularly disorientating in VR. Objects appear to be to blame, as the game hitches every time a new object enters the camera frame or switches LOD / comes within render distance. It seems the game instantly renders objects once they fulfill the conditions rather than adding them to a queue and rendering them in when performance allows (as other engines often do, especially with high object counts. See Rockstar's Advanced Game Engine and Unreal Engine for object and texture streaming for performance examples). Allowing a perf-queue for object rendering would trade poor performance for slightly more noticeable pop-in. Thanks for all your hard work, appreciate the good times you've given me! ~Peregrine7
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