Rc lvl?
86
It should be noted that the arachnophobia option is very specifically intended only to address real arachnophobia, because the replacement models are not less frightening or horrifying, they're just less spider-like. Disembodied glitching cat-heads is still pretty f**king terrifying.
this ^
there is literally someone in the office who -cannot- play the game with the spiders. couldnt even walk past the artists'/animator's desk as they worked on the spiders without freaking out.
Read moreGlass is deceptively complex for game rendering. Here is an extremely simplified overview of game rendering: Normal objects made of solid shapes are relatively easy to render. Take some geometry, the location of the object, and the location of the camera, you do some linear algebra. Now you know how the object lays on the screen. Last you color each screen pixel based on which part of each object is closest. But how do you color a window or other object with transparency? There are a few ways to handle transparency but I believe Unreal draws the scene without transparency, then it draws the window on top. But what if there is a window on top of that? And on top of that?
Most games avoid this. In most FPS games, for example, only have one window into or out of a room. They avoid level design where layers of glass might overlap on larger portions of the screen because each layer means that part of the screen with have to be redrawn one more time.
However, Satisfactory...
^^^^^^^^^^^^ it isn't straight forward
You can paraphrase this for lights.
A light or window isn't too much to render on most gaming computers. But as the number increases, the complexity increases exponentially.
If the dev has full control of the scene, then they can add bits of complexity. If the player can add anything and everything, they can add far too much complexity.
Game engines can do some rather impressive stuff with modern GPUs. GPUs and rendering engines still can do far better when the target is the complexity and quality of each frame rather than speed and quantity of frames.
^^^^^^^^^^^^ it isn't straight forward
u/JaceAtCoffeeStain I was at the belief the vehicles did record a rough speed based on the distance covered within the time period allotted (I believe roughly one second) between waypoints when recording a path.
I have actually recorded multiple paths within a central elevated factory building where when recording I drive at no more that 20 KMH (KPH) on entry and accelerate to full speed on exit, when testing the path on autopilot it does actually slow down when entering the building and accelerate to full speed on exit.
The Building has a large concrete floor with an entry and exit and about 8 truck stops aligned one after the other with a two concrete floor separators between them (to prevent undesired unloading), The vehicle follows a single width concrete floor path and when arriving at it's destination veers left into the desired truck stop one concrete block to the left of the main path.
the vehicles will slow down/speed up in order to reach their waypoint. sometimes that means to slow down, or reverse (eg. when missing the waypoint, or colliding and coming to standstill).
Thats what I figured from watching their behavior. So trying to have it jump over ravines or climb steep cliffs would not work.
NOT WITH THAT ATTITUDE at least :P