As someone that has worked on the gear rendering system for many years, I appreciate the feedback on the subject and have personally seen this given many times — I browse this subreddit daily like many of my coworkers.
I can't say that it is always, but very often these areas are the result of current technical limitations, artist time to handle more time-involved workarounds of said limitations, and concepted designs that continue to push into new territory to give you all exciting new offerings.
There are some fairly challenging technical hurdles to overcome the combinatorial complexity that Gear tends to carry that has made it harder than it may appear to do this. We're tackling *a lot* of things this year as you're all now starting to see, this means that it can be harder to dedicate resources towards things like this until we're safely on the other side of some of these investments.
I don't intend that to come off as an excuse, but rather a transpar...
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