Effects

Post your feedback on the current Project Reality release (including SinglePlayer).
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: Effects

Post by Arab »

Are point sprites used for the effects?
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Effects

Post by ComradeHX »

Are the optimized effects for lower settings or is it for all settings?
camo
PR:BF2 Developer
Posts: 3165
Joined: 2013-01-26 09:00

Re: Effects

Post by camo »

It seems the smoke has fixed itself.
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tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Effects

Post by tankninja1 »

camo_jnr_jnr wrote:It seems the smoke has fixed itself.
I still get lag when people throw massive amounts of smoke (5+ smoke grenades)
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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Effects

Post by Roque_THE_GAMER »

talking about smoke, tanks and apcs smokes shells are quite "silly" don't you guys think? they texture are black like a 2D CS 1.6 smoke on lower quality and to smaller.
[align=center]Sorry i cant into English...
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tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Effects

Post by tankninja1 »

Roque_THE_GAMER wrote:talking about smoke, tanks and apcs smokes shells are quite "silly" don't you guys think? they texture are black like a 2D CS 1.6 smoke on lower quality and to smaller.
Agree. Smoke screen smoke is also a bit of a misnomer as it really doesn't provide a screen of smoke anymore.
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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Effects

Post by Roque_THE_GAMER »

tankninja1 wrote:Agree. Smoke screen smoke is also a bit of a misnomer as it really doesn't provide a screen of smoke anymore.
quite laughable really. the most reaction some one say is: "that suppose to cover us?".
[align=center]Sorry i cant into English...
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Brunitogg
Retired PR Developer
Posts: 381
Joined: 2007-11-19 12:18

Re: Effects

Post by Brunitogg »

tankninja1 wrote:Don't know what other people's experiences are but the effects post 1.0 cause terrible client side lag. When I use high rate of fire vehicles like a zpu or bmp-2 its hard to aim because FPS drops off to very nearly zero.

Also the effects are somewhat inaccurate, not in detail but in size. When you play with effects on low the explosions are deceptively small. If a mortar explodes and you can see the whole mortar effect you take a sizable amount of damage. I would expect a little from being 20-30m away from the center of the apparent blast but it take 1/2 your life away.

Hello there!

I am Bruno the VFX artist.

Man i wish i could come and give all of this a fix but my laptop got stolen in late april and i still havent been able to get another one.

The ZPU is a bug that started around the time of my robbery and i could never fix it. I have to check it in the editor myself to see what the problem is but yes it will be fixable count on that.

The 'low' setting effects i definitely have to revise and rework in order to not neglect the shittier pcs. So i will also be doing that when i can get a new pc.
-= Project Reality Visual FX Artist =-


[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
Brunitogg
Retired PR Developer
Posts: 381
Joined: 2007-11-19 12:18

Re: Effects

Post by Brunitogg »

___SANGUE-RUIM___ wrote:I wish they'd bring back the new effects (the ones when 1.0 was released)

they were awesome!

I had problems too with lag, but after an upgrade on my rig I solved all of them!
Please elaborate.

1.0 didnt had many of the features and performance 1.2 had. I worked har on reducing many fps droppers and actually improved lots of quality and realism issues.
-= Project Reality Visual FX Artist =-


[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
Brunitogg
Retired PR Developer
Posts: 381
Joined: 2007-11-19 12:18

Re: Effects

Post by Brunitogg »

___SANGUE-RUIM___ wrote:flames and smoke effects were changed, for instance

just compare burning vehicles smoke now with beta/1.0
Besteira filho :)

the beta dint even have proper flame textures.

also, i,m sorry but please keep in mind that for example i had to reduce many of the emitters that i had in the beta for better performance, quiality, and less emitters.

Its a bunch of technical issues that pop by in this engine and i have to find a sneaky way around

Que bom olhar jogadores do Brasil!

Bom bacana :)

Cheers
-= Project Reality Visual FX Artist =-


[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
Brunitogg
Retired PR Developer
Posts: 381
Joined: 2007-11-19 12:18

Re: Effects

Post by Brunitogg »

[R-DEV]Mineral wrote:Quite a lot of smoke and fire effects were changed after 1.0 to get some better performance. Like the big oil fire smokes as an example. It's hard to improve performance with them and keep same quality I presume. But I doubt anders and bruno are done with the effects ;) You can expect updates and improvement in the future as well.
No we are not

i am not indeed and dont think ill drop the hobby either

Thing is....




no pc

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-= Project Reality Visual FX Artist =-


[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
Brunitogg
Retired PR Developer
Posts: 381
Joined: 2007-11-19 12:18

Re: Effects

Post by Brunitogg »

camo_jnr_jnr wrote:Could we get the old smoke back? The new smoke effects from smoke grenades looks really bad with all the black smudged through them.
Lads i am so sorry about this but i dont know who changed the smoke grenade effects.

There was a change way after my pc got stolen and i had no control over it.

I agree it looks **** now, but i can fix it quick and make it look good and have better performance aswell.

Thing is its my mistake since i never worked on the smoke curtain effects :/ , neglecting them while they are freekingly important :/

As soon as i get a new pc i will fix this quick.

For example i can hella reduce the millions of little smoke sprites coming from infantry smoke grenades that you can barely see.

Will use less and better textures and create a more effective and beleivable smoke mass.

All in due time

Lets hope i can get this new bloody laptop again :(
-= Project Reality Visual FX Artist =-


[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
Brunitogg
Retired PR Developer
Posts: 381
Joined: 2007-11-19 12:18

Re: Effects

Post by Brunitogg »

Roque_THE_GAMER wrote:talking about smoke, tanks and apcs smokes shells are quite "silly" don't you guys think? they texture are black like a 2D CS 1.6 smoke on lower quality and to smaller.
Saudos Roque!

olhei seus videos, muito bacana

Yeah lol there was a silly change there somehow, wasnt at my hands.

Those textures are retarded for that effect since that is a 64x64 pixel texture used to low res ambient smokes, the black grading has to be used only to one side so it gives the impression of shade and volume when placed next to other ones. Its an illusion with sprites, but on that effect it looks ****. I will fix it as soon as i get a new pc!

...meu roubaram unos bastardos aqui na Africa do Sul....que droga :(

Saudos, espero ve-lo online um dia eh! :)
-= Project Reality Visual FX Artist =-


[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
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