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ACESTHETIC

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Posts posted by ACESTHETIC

  1. Image shown below. Problem occurs when changing Primary colors, which simultaneously affects the Accents channel but only for the lower body region. Arms and shoulder wings have the correct and intended color.

    • Bug started since: Update 35.5 Dante Unbound, still persists as of patch 35.5.2
    • Reproducible: Yes, by applying any color to Primary channel
    • Affected: Zephyr Harrier skin

    X4pTv1C.png

    • Like 1
  2. Since DE has confirmed on Devstream that they will be removing Classic engine when the "Whispers In The Walls" update drops this December, it would be good to remind them that Enhanced lighting still needs a lot more polish before it can properly replace Classic, particularly with one long lingering issue since its launch 3 years ago: the broken Orbiter Arsenal lighting.

    Since its debut in 2020, the Enhanced engine has had a problem with colors being depicted as undersaturated or bleached compared to Classic - specifically in the Orbiter Arsenal. Shadows are also lighter and look flatter behind & around the frame. Below are some of the worst offenders:

    Spoiler
    o6ca9zF.png
    Blood red looks less crisp - turns to maroon-ish brown instead
     
    KhztTpN.png
    Oranges turn to tan/brown, colors meant to be distinct start blurring together
     
    aXszjAV.png
    Tennogen are affected too - browns become almost indistinguishable from grey/black
     
    PVD0GF7.png
    Octavia Iridos skin, released in 2022, also see suffer from the difference in lighting - gold becomes less vibrant and more greenish
     
    More examples found here, with more to be added over time.
     
    (Examples above are taken using the exact same graphics settings without any Reshade or color changes. Changing Brightness/Contrast does not improve the color saturation on Enhanced whatsoever.)
     
     
    This is just a few examples of many that have been affected by the Enhanced lighting change, and not every skin/material is negatively affected (mainly newer ones). At first I thought it makes sense because materials created for the older content is based on the Classic engine, however...
     
    I specifically noted that this problem is only on the Orbiter Arsenal; every other part of the ship and other areas in the game - even dojo Arsenal - looks fine. In fact, in some other areas, Enhanced actually looks more vibrant than Classic:
     
    Spoiler
    xDL1Pub.png
    Yes, the images aren't flipped around - note the stronger shadows around the crevices on Classic. Enhanced looks flatter and has less shadows

    This might seem like a small issue, especially since it's confined to a small area. Heck, if they didn't drop Classic engine at all, this wouldn't be much of a problem, but they've already stated their reasons and I can understand wanting to improve their tech and having to move on instead of spending time and resources maintaining two different engines.

    But this game also has PAID color palettes and still very limited options at that. Most, if not, all players use the arsenal to fashion their Warframes and spend a long time tweaking and fine tuning their color choices using the Orbiter Arsenal lighting as reference.

    Having the colors you paid for and took time to fine tune suddenly no longer looking like what it used to? Yeah I imagine I won't be the only one upset when this change goes live in December if this issue persists. I've already tried time and again to bring up this issue for the past 3 years so now is a good time to let DE know that they still have time to fix it, before they have to deal with a bunch of new posts complaining about this issue at the end of the year.

    • Like 2
  3. Yep looks like Profit Taker stages are broken again...

    List of things broken this time:

    • After shields are down and all 4 legs have been disabled, sometimes it bugs and you can't shoot the main body, resetting the health of all 4 legs to full again
    • No timer during last shield phase
    • Conversations from Biz/Little Duck/Eudico not triggering properly mid-fight and during changes in phases
    • Bounty rewards not given after successfully killing Profit-Taker (Profit-Taker still drops credits/toroids/bonds after dying however)

    Will add more as I find more, or until it's fixed at least

    • Like 4
  4. Thanks for bringing this up in Feedback. I just found out about Vauban too, which disappoints me even more since I'm currently running his Base helmet with his Immortal skin, which doesn't look like it was retouched, and now there's a clear disparity between the two materials (shown below)

    Spoiler

    voban-why.png

    Hope they address this soon. Trying to accurately color anything with dark colors is a nightmare with this new material. 

  5. Spoiler

    230410_20200611122601_1.png

    Pictured above for reference.

    I'm guessing they finally updated his PBR, but these white spots look very messy, distracting, and somewhat pixelated, so I'm guessing this isn't purely intentional. As you can see, the frame is almost all black in all color channels yet these white spots really stick out. Please look into it. 

    Edit: This also applies to the Immortal skin as well, the Immortal pattern is ruined because of these white spots.

  6. Inputs for the following actions don't seem to be responding:

    - Tilt Left (Q) (Tilt Right with E still works)
    - Ascend (Space)
    Descend (Left Ctrl)

    Other actions in Captura seem to be working fine. Tried restarting game and computer, both didn't work.

    Keyboard buttons still work fine for non-Captura actions (Space can still jump, LCtrl can still crouch, Q can still open gear wheel) so very likely not a hardware issue. 

    No idea what caused it. No idea if it's possible to rebind the Captura controls either to check using other keys. Please help. 

    • Like 1
  7. Apparently I heard they fixed it, but running Profit Taker several times during double cred weekend proved that wasn't the case. Please fix this.

    It's really annoying having called your Archgun only for the shield to be brought up by a tiny osprey that you have to find in a sea of mobs while also frantically trying to dodge attacks from the Orb Mother, then you have to switch out your Archgun to kill it and then wait for a Terra Manker to spawn or wait out your Archgun's 5 minute cooldown to finish before you can use it, especially considering there are 3 archgun stages in this fight, the last one being on a 5 minute timer. 

  8. Just joined this thread. Anyone else suffering from this drastic color change on their Warframes? 

    sHbxj7d.png

    feMCZ3o.png

    SKwu2pT.png

    I can't tell if this is intentional or not, so I don't know if I can submit this as a bug. If it looks fine on your end (and nothing like these), please let me know what your display settings are and which DirectX you're using in your launcher settings.

     

    • Like 2
  9. Garuda feels significantly weaker now, I don't know if this is a byproduct of the 100%+ status changes.

    Her Seeking Talons is consistenly doing 75 Slash (on full health, 151 on 2 health) per tick on any enemy, regardless of how many slash procs there are. Duration feels alot shorter too.

    And the damage of her Slash ticks no longer get boosted by outside damage sources like it was originally intended to be. Neither weapons or her Dread Mirror bomb can boost her Seeking Talons bleed damage after the Revised update.

    If this is an intended change, please review and buff Garuda to bring her in line with the rest of DPS frames. She was already falling behind compared to most AoE dps such as Saryn, Equinox, and Ember, and the new Status changes are making her much worse. 

    • Like 1
  10. 19 hours ago, SnowWarFr said:

    I believe they used these animations because veterans were upset about the lack of punishment there is in the game. I am not sure if they tackled the problem correctly.

    As it is right now dying from a Lich doesn't have any real consequences other than you having to push 'Revive' button, so no I don't think they did.

    DE used the Lich's finisher animations to show that the Liches are unkillable no matter how many times you stab your Parazon into their gut and will keep killing you if you get the mods wrong, which doesn't really fit the whole 'Lich' definition. The idea of calling them a 'Lich' should be because of the fact we kill them over and over but they keep coming back. I figured it would make much more sense for DE to just use the Lich's finisher animations on their highest rank, as some sort of punishment for us failing to kill them properly in time. 

  11. Reposting my suggestion from Reddit with some tweaks:

    One of the biggest gripes the community has with the Kuva Lich system is how the 'Lich' part of the name makes absolutely no sense in its current state. The original idea was to make us kill the Liches over and over until we find a way to kill them permanently, yet DE decides to pull a switcheroo at the last moment and make the Liches kill us over and over (which technically makes us the liches). So it got me thinking of a potentially easy solution to this whole system:

    just switch the finisher animations around lol

    Why not just switch it around and make it so that our Liches die if we get our Requiem mods wrong, and they level up and get stronger with each death (maybe learning new resistances and slowly dropping old ones to encourage a change of tactic?) and only at their highest rank would the tables be turned and they would be able to kill us (if we still get our Requiem mods wrong of course), since they're at their peak and there is no way for them to level up anymore?

    It would make much more sense both from a conceptual and gameplay standpoint, as it's a progressive system where the Lich grows stronger by learning, and not just a juggernaut right from the get-go. It probably doesn't take a complete technical overhaul too as DE just needs to flip it and use the Tenno's finisher animations for the first 4 ranks of the Lich, and they can still use those badass Lich 'Bane-spine-snap' animations on the highest rank, so they won't have to dump those assets they've worked so hard on. Everybody wins (?)

    "But what if I don't want to kill my Lich and level them up? What if I just run away and not fight them, like a lot of players are already doing with the current system?" Well, remember how in Shadow of Mordor, the Uruk captains remember and taunt you if you run away from them in a previous fight?

    While I would like to see Liches taunting us for running away, I'd also like to see more risk involved: spread the Lich's influence farther across the System if the Tenno runs away from a Lich. That way, it seems as if the Lich is spreading the news to others that the Tenno are cowards, thus persuading more people join the Lich's ranks. It's one way to solve the problem of people not fighting their Liches, especially in pubs which can become really disruptive if a Lich is left alive for too long. Frankly, with the current system punishing Tenno running away by leveling up their Lich is just not enough of a deterrent.

    With the announcement of Murmur progress on unsuccessful Lich attacks, this new system could be a sort of parallel progress between the Tenno and the Lich; a race to see which one can defeat their opponent before their opponent beats them. Will the Tenno reveal all the Murmurs and find the right Requiem order before the Lich becomes too strong? Or will the Liches finally reach their final form and break the Tenno? Find out on the next episode of Tennoball Z It would make for a fresh new perspective on the Kuva Lich system while not being too much of a complicated rework (merely swapping the animations between the Tenno and the Lich finishers, but that's just a terrible oversimplification.)

    Edit: Formatting

    • Like 2
  12. In an attempt to fix the overly bright metallics brought about by the Saint of Altra patch, Hotfix 25.7.4's metallic fix came with some unintended side effects. Materials that are supposed to be matte/non-metallic now reflect alot more light than they should. I'll review some examples below.

    (All 'Before' pictures were taken prior to Saint of Altra update, using the exact same graphics settings for both images. No ReShade/SweetFX/ENB graphic injections were used, everything is purely vanilla. Colors used for frames also remain unchanged in both pictures.)

    Let's start with Volt and his Amethyst skin, which is mostly based on his default skin. This material in particular (mainly for his legs) is actually supposed to be glossy, but the shader change in the Hotfix somehow distorted the reflections and made it rougher and more intense.

    Spoiler

    Note how the light reflections seems more diffused and smoother in the leg area for Before despite being glossy, and the Current picture has alot of jagged edges in the reflections., as if covered in plastic wrap. Due to the lighting system, it is also no longer possible to distinguish the dark blue on this frame.

    9ya93rwww2l31.png

    Mesa Prime had a distinctively leather-like material for her Prime skin, however after the Hotfix it made it look alot more oily with the new reflections showing.

    Spoiler

    Look closely at how the light is reflected around the stomach area; a similar problem to Volt's with reflections being somewhat distorted and jagged around the edges in Current patch.

    ddc4k5rwy2l31.png

    Tennogens and armor pieces are also affected, with skins such Ivara Astrea and the Saturn Six Armor losing their matte finish. Ivara Astrea's torso and lower body area (colored black) was supposed to have a brushed and the shoulder region (colored purple) was supposed to have a rubbery-matte finish. Her head is the only thing not dramatically changed.

    Spoiler

    Light is scattered more widely across Ivara Astrea's body and shows a more grainy reflection in Current patch, especially near the lower torso. Take note of the neck & shoulder area and see how light shines on both pictures. Saturn Six armor which is supposed to show a really soft and diffused light on its matte texture now reflects light more intensely near its center as well.

    zdkkc0an63l31.png

    Despite the metallic fixes, it seems some metallics still remain really bright as well. Tennogens like Mag Ferro and Oberon Blade of the Lotus (not shown here) still have quite bright metallics, in addition to a more reflective torso despite it supposed to being a rubber-cloth-like material. (Also you might notice everything seems alot brighter in the Current patch, despite both pictures having Adaptive Exposure turned on and Brightness/Contrast at 50/50. Starting to see a pattern here?)

    Spoiler

    Quite faint, but notice how the reflections around the breast and stomach areas of both pictures convey the feeling of two very different materials. Note that I did use a lighter and less saturated gold for the metallics in the current pic, but notice the contrast between the dark and bright regions.

    9ogsx2led3l31.png

    And these examples are just the tip of the iceberg. Almost every frame I look at have their specularity dialed up to 11, and it is especially noticeable for Gauss because he looks very chrome now, as opposed to his original brushed metallic look. Pictures of Gauss and a few more frames can be found here.

    I would believe that these alterations are intentional if it was only on a very select few frames, but this is nearly everywhere. Default, Prime, Deluxe, Tennogen skins are affected, with similar levels of specularity among them. My guess is that the problem is not so much with the textures and the specular maps of the frames itself, but rather caused by the new lighting system in combination with the added shader change in the Hotfix, which is very overexposed and causes alot of problems with the Adaptive Exposure graphics settings.

    Notice how in Volt's comparison pictures, the background colors are quite different? That is actually the exact same background color used in Color Key Scene, and both pictures had Adaptive Exposure settings off as Color Key Scene is too dark with it on. The new lighting also slightly changes the tint to be a bit greenish in these scenes, despite Color Correction being on in both pictures. I might cover more about the interaction between the new lighting & rendering tech and the Adaptive Exposure settings in another post, should this problem persist in the future.

    I won't lie, some metallic surfaces actually see some improvement and it seems that the landing craft Prisma skins had their original looks restored, if not made better. But it does come at the cost of other materials that each have their own unique character and flavor given to them by their roughness. I appreciate Steve and his team's efforts to continually improve the rendering technology of Warframe, but unless a better solution can be achieved that returns the original materials' look, I think it would be better to postpone this upgrade and resort to the older rendering tech for the meantime. 

  13. I always thought the placement of the Nightwave banner was pretty awkward with it taking up the place of where resource drones are and having to switch between it felt pretty inconvenient. Perhaps putting it in the World State window where Alerts used to be (just under Arbitrations) would help to tidy it up a bit, and considering Nightwave has replaced Alerts it would make much more sense.

  14. Really need better visibility for Unairu Wisp since it is just a pain trying to find such a small thing in an explosion of colors in a Trido hunt. Make it glowing, shoot up a flare and wave flags or automatically add it to inventory or something idk. But it shouldn't be an excruciating easter egg hunt in the middle of a Trido where time is of the essence.

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