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Doraz_

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Posts posted by Doraz_

  1. This is just the first video i found to show how Anthem does it.

     

    I know very little, but i would assume it's possible to implement a single shader pass with all characteristics we need ( base tecture, metallic, reflectiveness, ecc) and let the Tennos either:

    - Select from Presets ( like anthem)

    or better

    - Give a slider for every setting of the shader! ( This please if possible)

     

    It would open a world of FashionFrame in my opinion ... which most likely will mean everyone will be going around covered in super shiny and reflective gold xD

     

    Another feature that you can see in the video is that "Neon Effect" or "Emissive Texture" ( is that what it's called?), that is currently used for lights if i'm not mistaken

     

    A very simple implementation woud just a "Metallic/Reflective" slider in the color selector when you are in the arsenal.

     

    The problem that i see is WF saving all "texture Areas" in the same texture file.

    To avoid all of them being affected, we would need a slider for each "TInt Area" of the warframe, that's why i think putting metallic slider inside the color tab is the best option.

     

  2. 9Zvk6Mr.jpg

    The light is correctly lighting the fog but around the circle there is a black "box", then fog continues as normal.

     

    I remember seeing this where the alpha channel of the light texture affected the fog anyway, instead of being ignored.

     

    But damn WF volumetric effects look so good ;-;

     

  3. 3 hours ago, Doraz_ said:

    OMG

     

    i farmed for 2 hours those damn fragments on railjack

    got them

    wrote down the things where to go

     

    and i think i fell off the platform becuse the collider glitched OUT !!!!

    not i have to farm it all over again ... what the hek

     

    no no .... i'd rather go back to work than doing this

    angry magic the gathering GIF

    Ok finally did it

     

    i switched to mot void survival, with hydroid so much more fun ❤️

     

    [Speculation] So we got a sorta Vigilante  on our hands ... maybe he will inevitably make a mistake because of his anger, vengeful for a wrongdoing committed to him,

     

    looks food, good job, very unique 😄

     

    i suggested it before doing it butYou already randomized the puzzles for every tenno, forces the tenno to AT LEAST grab a piece of paper xD

    The best would be if future crime scenes had a puzzle even to find the clues.

     

  4. 18 hours ago, Doraz_ said:

    Damn, it was going so good

     

    Why in the name of Konzu's earliest lunch those fragments couldn't be got by solving puzzles in the first person mode 😞 ???

     

    If you don't want to do them you can watch solutions, or DE could have add a RNG aspect to it so that you can only know the method beforehand ...

    OMG

     

    i farmed for 2 hours those damn fragments on railjack

    got them

    wrote down the things where to go

     

    and i think i fell off the platform becuse the collider glitched OUT !!!!

    not i have to farm it all over again ... what the hek

     

    no no .... i'd rather go back to work than doing this

    angry magic the gathering GIF

    • Like 1
  5. So lovely to see Railjack slowly taking shape ...

    unfortunately i really have no incentive to play it xD

     

    how about a kuva railjack Mission and A Relic Railjack mission?

     

    Relic missions Expecially can be linked with void anomalies

     

    Plus, just imagine, us ( the community) becomes comfortable opening and closing void rifts in space but when duviri drops suddently the void breach we opened sends us to duviri ( linked to libo's quest maybe)

    • Like 1
  6. Similr to Glaives that can be used with onehanded pistols,

    what about this:

    if one handed secondary and Shield is equipped, the shield opens up and provide (albeit veruly limited) protection from the front.

    Like that character from Apex legends.

     

    Sigma and octantis is one of my favorite weapons and it would be a pretty neat mechanic, playing even more on that " safety is number one priority" of a tenno that leaves home the Jat kitaag and takes a shield instead.

    • Like 3
  7. As soft-Rng , these exaples come to mind:

    -ESO: if a drop with 1/10 chance is not given the 10th time, its chance is increased with every successive try

     

    -Hunter Munitions:

    A) if hunter munition is not procced after the 3rd shot, the successive shot have more chance

    OR

    B) hunter munitions procs "IN ORDER", meaning every 3rd hit will always proc slash, instead of it being random.

     

    ... and similar with other pieces of content, like arcanes and sorties drops.

     

    This would work the same way in reverse (although a bit "meh"-feeling, u'll understand when yoi read it) as id the player procs the effect more than it should the chance is reduced.

     

    Basically, in formula form, it would be

     

    Final_Probability = Success_Rate * Original_Probability

     

    I wondered if it was already a thing in tge game, as i remember someone saying it about the drops from Sorties.

    • Like 1
  8. 2 hours ago, GPrime96 said:

    I know there’s a way to make her Claws invisible for Clients while being in Relay related Areas and a Toggle for her Cloth Parts would be fine. There’s times where i’ve been in glitched parts of Dojos and her main Body only shows (no Dangling Cloth or Claws) and haven’t put that much of a impact on her Fashion IMO. It probably going to be like Mesa Prime’s Chaps Situation where it would be a hit or miss on if DE want to add it as a Feature or not.

    "The" Feature that i would actually ask for is a more involved one, but i don't know if the core programming department of DE is free to tackle it or not.

     

    In short:

    a system that

    1) takes as input the areas occupied from objects (warframe, weapons, cloth, ecc.

     

    2)has a priority of what is more "heavy"/"more stiff"/"what is bendable", for example warframe has first priority, weapons second(with primary or melee first) and syandanas for last.

     

    3) modify the position of the objects as to prevent clipping. With stiff objects (weapons) they are moved "with" the object with higher priority if colliding, with cloth the vertices are pushed away from the model and move with it, smooth-ing the surrounding vertices as well.

     

     

    That way, frames wouldn't need to have their details DE spent time creating getting removed, and the dreadfull CLIPPING is resolved in the entire game ❤️

     

    Best case scenario, a really smart intern or veteran of the industry is bored enough to make it in a single day and the Origin system is suddently a better place for it xD

     

    As a cool addition, objects that would stop intersecting keep the momentum from the object they were following for a little bit. 

     

    Cloth having what i call now "General Physical Presence", and not just "Selective" and limited to certain interactions would be amazing to watch.

     

    That said, the current system (clipping hell aside) is very well done.

     

    Maybe with DX12 something can be done? 

     

    I remember DX11 bringing tessellation and "batch draw calls" (can't remember the name) with huge boost to performance if implemented right.

  9. Essentially like Umbra?

    4bfXZy4.jpg

    It shouldn't take "THAT" much, as they are attatchments to a single part of her body AND are not bound by the Rig of the frame.

     

    I love her more by the day ( man aweblade4 is right on this one xD ), expecially after i finally got the fashion that works for me BUT those dangly bits keep clipping on most of the syandanas.

    • Like 3
  10. 56 minutes ago, LSG501 said:

    No need for dynamic resolution or anything in my case... 

    Honestly this isn't a warframe issue imo.

    ok, that's very kind of you all to write this actually ❤️

     

    the other option is HardDrive to CPU read rate that CAN be the issue.

     

    i am using an ssd, but it's old, but that has nothing to do with frost transparent textures slowing fps! xD

     

    i'll keep looking.

  11.  

    12 minutes ago, LSG501 said:

     

    WTF...

    I'm running an i7 (admittedly a 4790k) with a 1060 6GB and I have NO issues running this game at 1080P at pretty much highest settings (I've turned a few things down/off for personal preference).... my cpu doesn't even get worked hard in this game so no idea why you're having issues.  Now I might be vsync'd to 60fps but it NEVER drops below that in any mode. 

    yeah, me too IF i lock my fps AND Dynamic resolution is enabled ( and even there you can still notice it tho sometimes).

     

    i' d love if WF ( and all the things i use, made by me or others) to run at their best performance, not just barely hitting 60 and call it a win

  12. 1 minute ago, Savire510 said:

    You can achieve 160fps and yet a simple bubble (which isnt all that demanding) nukes your fps? Something is off.

    What are your specs?

    Yeah xD pretty proud of that after years of potato.

     

    Card is a 1060 gtx and cpu (although that becomes relevant with particles) is an i7 at 2.60 hz at normal, can increase clock when needed.

     

    The "tanking of fps" if we can call it that ( it's still 100+ fps) is because some effects are more demanding or less optimized than others.

     

    It used to happen a lot with volumetric effects too but i don't recall having issues with them in a while.

  13. One recurring example would be Frost's Bubble.

     

    Adding just one of those drops FPS by 30 ( from 160+ uncapped) and by 50 if the camera looks close to the surface of the sphere.

     

    Maybe instead someone can figure out a way to render at lower resolutions (sparse/checkerboard) only areas of the screen with transparent textures, while those are being drawn, not the other faces being drawn afterwards of course.

     

    To me it's black magic, but if that worked that'd be pretty neat.

  14. If Possible.

    Hopefully different sets of the same effects can also NOT be created, just spawn the same ones with different parameters if the player wants it.

    Like, as the texture spawns, the cut-out factor is given by a slider in the menu to all textures, so no editing of every single one is required.

    The player is free to change it to his/her liking.

     

    It's very attractive for several reasons:

    - Higher FPS for hose that focus on that alone

    - People might even like the look of it ( i do if done correctly )

    - Reduces stress on GPU if FPS are locked ( i play at 60 fps) ... expecially in Summer i really NEED my pc to produce as little heat as possible,  oof

     

    Or WF is already optimized for that, and this is the best we can do ... in that case i'll try using dynamic resolution ... but i wouldn't like go under 720p xD

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