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Showing results for tags 'rendering'.
Found 7 results
Hawx04 posted a topic in Software SupportHello, I noticed problem with the grass of the fields and trees textures, just got a new PC and the game is pretty much on "epic" settings and runs perfect but have tried to fix this with all types of graphic combinations, nvidia control panel settings etc and cant fix it, not sure if is it me, the game or everyone else have this issue too, here is a video (the yellow grass fields if I respawn or go far and come back is loaded but still annoying to see that pixels the first time I approach it). If anyone knows anything I can try please tell me. https://www.youtube.com/watch?v=xUMZqgmH3_A&feature=youtu.be My specs: I5-4460 3,2Ghz Gtx 1060 6Gb DDR5 RAM: 16Gb OS: Windows 10 Home
Hello, Does anyone have tips for making vids and rendering them? Many of the Squad vids suffer from blurriness and are pretty awful to look at. Including my own. I started to remove Interlacing, motion blur and Frame Blending. Makes it a lot better. Any more tips? Recording in 80Bitrate and render the same. Use Sony Vegas Pro 12. Glhf. PS: Just began with this video stuff. Yes, I'm a noob at it.
I've seen some topics around talking about grass, but I wanted to mainly give some feedback about landscape and I hope devs will take it better than in other cases .. Right now the landscape/terrain doesn't look that interesting , I noticed it's mostly just 1 layer especially in the older levels. Since You have 20 developers and some budget I take it that there is someone responsible for the art side of the game I imagine performance plays a big role and it's propably best to avoid using more layers/texture samples that are not really needed, but it would be nice to either rework base materials or just put in some macro texture to break down the dull surface. As visible above , the terrain materials are pretty dull together , cliff material isn't too good either. About the grass it looks like they don't have proper vertex normals (will help with grass blending, won't stand out that much) and it's not just colour issue (just a guess). You can also make use of material instances for the grass colour with close to no performance impact and have them matching the terrain with more control. My overall suggestion is , it would be nice to have terrain materials reworked , make use of PBR and power of material editor within UE4. Give substance designer a try, it will allow you to make quick procedural PBR materials Also good work and congratulations on making a working base game , I am really looking forward to updates. I hope someone will read it. Regards, Michal
Hi So the new v8 is out, halle-****ing-luja! i was soooo psyched to play again, since I stopped due to low fps on my tribal-stoneage-pc of a laptop. It looks better and runs a little better, sure. I was playing with very low rendering before though (70% maybe), but now i can't find the bar anymore in graphics options to choose how much i want... why is this removed? i'd rather see a little less and have higher fps. i'm not much for graphics, im all about the smoothness.
I want to bring is great suggestion originally made for arma 3 to squad devs. http://forums.bistudio.com/showthread.php?148861-Rendering-grass-at-long-distances-My-thoughts-about-it First off I'm not the same guy who originally made the suggestion I'm just relaying it here. I think this could be a way to make possible to hide in a grass without rendering it too far. I would really like to hear what squad devs think about this.
Now, I don't know if this is a dumb question, but does SQUAD use any form of physical based rendering/shading system at present? After a friend of mine who I was playing SQUAD with on the weekend pointed out that the plants look slightly plastic/shiny at the moment, whereupon I started talking about physical based rendering and how it addresses the uniform 'plastic' reflective lighting that a lot of objects in games tend to have. This generally addresses the different reflectivity properties of physical materials ingame so that they have approximations to real life levels of light permeability, opacity and reflectivity. To my highly unskilled observation I didn't THINK such a system is being used in SQUAD at the moment (correct me if I'm wrong please!!). After reading up I discovered that UE4 is definitely now listing physically based rendering/shading as a feature, and if it's not implemented at present is it something the developers are thinking about?
I'm not a programmer or anything so forgive me for my ignorance,but...would it be possible to give players different options when it comes to rendering 3d scopes? I mean if a player has a high end GPU,instead of rendering the scene twice,a technique using supersampling (rendering the scene at a higher resolution than the monitor can display) and magnifiying the center of the screen could be used. Giving players the options of using old methods as you'd see in goldeneye,battlefield 2/3/4,and pretty much every other fps with a sniper scope would be nice too.