Original Post — Direct link

So I've seen a few threads pop up about this, so thought I would suggest a reason, potential solution.

 

I'm assuming the overshield effect is actually a 'shell model' of the gun with a fancy shader applied. This means the effect is actually duplicating the weapon model when used ( correct me if I'm wrong ) AND adding a potentially expensive shader on it. The newer weapons added to the game are much, much higher detail model wise, so this effect is going to be considerably more costly on them.

 

My suggestion is, do we actually need the effect on the weapons models at all? Technology lore wise, wouldn't the shield just envelop the wearer itself and not what they are holding? The effect would still be visible on the arms and a cheap, subtle screen edge effect could be put in place so it's still noticeable when aiming. This would also remove the need for gradient blending of out the effect on ADS and any other associated costs.

External link →
almost 5 years ago - /u/Wrel - Direct link

Various shaders are bugged with the introduction of DX11, and some bugged prior to that. Example being that some infantry weapons and cosmetics use the vehicle shader, these weapons don't play nicely with the cloak shader. Currently, the same is going for the shield shader when it's applied to some of your weapons.

At any rate, the bug is in the process of being fixed (both the shield and cloak shaders have tasks in for them.)

I do agree in general though. If we had more shader options, and more flexible options for screen effects, we could message a lot of the first person effects better.






Recent Planetside Posts

about 1 month ago - Mithril