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Author |
Thread Statistics | Show CCP posts - 13 post(s) |

Velarra
233
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Posted - 2013.06.07 01:33:00 -
[1] - Quote
The worst thing about watching and helping a new player run some of the rookie content for a few hours... ? *sharing* the porcelain alter as you both lose your lunches. |

Velarra
234
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Posted - 2013.06.08 14:15:00 -
[2] - Quote
CCP Sisyphus wrote:Wading into a can of worms I'm sure, but here goes.
We ARE looking at this and considering what we can do. The back end system used by the client has changed which makes a "turn off" not a real proposition. We are looking at ways to reduce the nausea reaction some players are experiencing through other means.
It would be helpful if we got feedback about what in particular during the jump sequence is causing the most difficulty
I am sorry for those adversely affected,.
It's the forced camera panning & constant zooming inward movement that focuses on the stargate center, as the gate is activated.
Please stop zooming the camera in & forcefully panning / 'tracking" toward the stargate.
It's not the stargate-warp tunnel. It's not landing on the other side, it's the forced camera movement BEFORE the gate activates, while it's starting up, before the gate opens up the tunnel.
Note: the entire animation is cool the first time. Yet by the 60th jump it's sheer biological torture. |

Velarra
240
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Posted - 2013.06.16 15:51:00 -
[3] - Quote
Bug Report #162614 filed. |

Velarra
240
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Posted - 2013.06.17 01:04:00 -
[4] - Quote
Kaarous Aldurald wrote:Yeah, the tunnel isn't really the issue here, the gate swing is.
It's the "gate swing" / camera pan that centers on the gate just before jump. It needs to be optional or removed, just as the "C" key or tracking camera option can be switched on & off, for use when you land on the other side of the gate. Everything else is fine. |

Velarra
240
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Posted - 2013.06.17 01:28:00 -
[5] - Quote
Kaarous Aldurald wrote:Velarra wrote:Kaarous Aldurald wrote:Yeah, the tunnel isn't really the issue here, the gate swing is. It's the "gate swing" / camera pan that centers on the gate just before jump. It needs to be optional or removed, just as the "C" key or tracking camera option can be switched on & off, for use when you land on the other side of the gate. Everything else is fine. It can't be. Like I said, my suggestion is to slow it down a good amount, so it's not so disorienting. But seeing as the game has a literally linear model of direction in regards to where the gate is spitting you out at, it isn't really feasible imo to ask for it to be removed. Another thought would be to scale it back by a whole lot, so the swing isn't so large relative to being focused on the gate model itself. Seeing the swing of a much smaller object relative to your perspective could be an improvement as well.
Have you clone jumped? Used SiSi's moveme? Jumped a gate while a map screen obscures your ability to see grid and the positions of other ships on grid? If you're amusingly (un)lucky you can (could?) end up in 2 systems at once. (Logging out fixes it)
Tracking is an on & off option. Camera Shake is an on/off option. Forced 'immersionary' camera movements need to be optional on gates. Much like using CQ or the hanger is optional, rendering station environments is optional.
CQ was forced. Old hangers supposedly impossible to return to.
Yet today we do have hangers. We have ship spinning, even a counter for number of spins. |

Velarra
240
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Posted - 2013.06.17 02:55:00 -
[6] - Quote
There's an awful lot of noise in the forum logs when trying to focus on a precise signal concerning anything posted focused on incarna during the time of its release given the rage it triggered. Does the below say anything's impossible? No. No it doesn't. It does imho ring with a certain flavor that's eerily similar to the current response that the gate jump camera-pan is hardwired.
Quote:Unknown Submitter> A large number of EVE players do not like to leave their ship every time they dock. Some have computer hardware issues running several clients, some find it extremely immersion breaking and completely against EVE lore, and some would just rather abstain from Incarna alltogether. The return of the old ship hanger or some version of it with a disembark button would make all those people happy. When does CCP plan to do it? Response> No, we don't have any plans for that. Incarna is essentially an addition that is central to the future of EVE. http://eve-search.com/thread/1572353-0/page/1#1
(There's a bit more concerning the absolutely non-negotiable nature of CQ if you go looking, yet it is quoted from petition contents of the time period).
Ultimately the issue is more that like CQ was released initially, the camera pan/gate swing is being forced on people as opposed to being made optional. Idealism & 'immersion' while making people nauseous.
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Velarra
240
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Posted - 2013.06.17 03:45:00 -
[7] - Quote
Kaarous Aldurald wrote:Quote:CQ was forced. Old hangers supposedly impossible to return to. "Don't plan on it", isn't the same as "nope, it's gone, impossible'. A slight nuance, but still an important one.
When endeavoring to force a user experience with one you can be pressed back, the other not so much. Particularly if one doesn't want to. Which leads to the incredible value of options and optional features. Overall, the artistic work invested in the new gates IS wonderful. Love it. Really. Just not one tiny element of it after 30+ jumps
In any event i'll maintain optimism that CCP will sort this out positively in due measured course, even if the present situation is ever so frustrating. |

Velarra
248
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Posted - 2013.06.26 22:31:00 -
[8] - Quote
CCP Sisyphus wrote:Just a thought - why am I not getting requests to turn off the warp tunnel? It has EXACTLY the same reasoning behind it, and should we ever achieve our dream of multi node handling for a single system, it would probably serve the exact same purpose.
Yes the jump tunnel is sub-par, so we are working on improving it.
The tunnel is absolutely fine. Any movement of the camera that is not strictly & specifically user controlled, triggers nausea. This doesn't show up as an issue on the 1st or 2nd jump. But go 10, 20, 30+ and the issue/effect adds up, becoming impossible to biologically adapt to (at least if you value regularly flying in space, jumping from system to system with a spaceship, in New Eden). Of course if you're a huge fan of CQ and can't get enough of it, or station trading, you're set. |

Velarra
263
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Posted - 2013.08.10 13:15:00 -
[9] - Quote
Constant and regular use of F10 / map breaks the eve client. |

Velarra
271
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Posted - 2013.09.26 23:48:00 -
[10] - Quote
Sisi version 8.33.616019 continues to generate nausea due to jumpgate transition.
Please provide option to halt animation/movement of camera during gate jump transition. |
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Velarra
272
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Posted - 2013.10.17 20:24:00 -
[11] - Quote
Please stop forcibly moving & panning the camera directly following gate activation.
The "c" option to disable camera tracking of selected objects does not halt the panning of the camera during the stargate jump activation sequence, following the use of the jump button. |

Velarra
293
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Posted - 2013.12.29 18:50:00 -
[12] - Quote
This is hardly only an Eve / CCP issue, with the difference being most professional developers provide options and methods to turn off extraneous effects due to usability concerns. Particularly when developing for a mass quantity of product users. Even notoriously fruity and eccentric developers managed to address the same issue within 3 point releases spaced a few weeks apart, following a recent OS update.
https://encrypted.google.com/search?q=3D+sickness&rlz=1C1GGGE_enCA449CA449&oq=3D+sickness&sourceid=chrome&espv=210&es_sm=122&ie=UTF-8
https://encrypted.google.com/search?q=3D+sickness&rlz=1C1GGGE_enCA449CA449&oq=3D+sickness&sourceid=chrome&espv=210&es_sm=122&ie=UTF-8#es_sm=122&espv=210&q=3d%20motion%20sickness%20wiki
In the same breath it's hardly only a software issue, anything involving cameras and movement where the audience is stationary may invoke this sort of issue. If singular in occurrence or rare, it can be used for dramatic effect as per the
https://encrypted.google.com/search?q=180+rule&rlz=1C1GGGE_enCA449CA449&oq=180+rule&sourceid=chrome&espv=210&es_sm=122&ie=UTF-8
&
https://encrypted.google.com/search?q=30+degree+rule&rlz=1C1GGGE_enCA449CA449&oq=30+degree+rule&sourceid=chrome&espv=210&es_sm=122&ie=UTF-8
Unfortunately, while the first or second time the effect is employed it's novel and only vaguely (purposefully) jarring, a UI with forced camera usage that features it prominently can trigger 'Blair Witch' genre issues in a fair percentage of the population. |

Velarra
294
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Posted - 2014.02.08 16:23:00 -
[13] - Quote
Abla Tive wrote:I am still adversely affected by the animation.
It would be convenient if I did not have to invoke the map screen when jumping.
Good luck when reloading a busy grid and the map--->grid-load fails on the other side of the gate forcing a client quit. If you're pointed or bubbled..... lol ! |

Velarra
294
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Posted - 2014.03.12 15:03:00 -
[14] - Quote
re: http://community.eveonline.com/news/patch-notes/patch-notes-for-rubicon-1.3
"Modified the jumpgate transition to eliminate distorted fisheye camera effects after jumpgate travel."
Is an insufficient change / fix.
3D nausia continues as a result of faulty UX design.
Please discontinue the implementation of forced camera movements that can not be turned on or off. |

Velarra
294
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Posted - 2014.03.12 15:30:00 -
[15] - Quote
As the camera movement is a purely hardware-driven client-side animation, no, this isn't something that occurs due to cliche antiquated hardware & abysmal framerates.
Current primary client DxDiag extract: Processor: Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz (8 CPUs), ~3.4GHz Memory: 32768MB RAM Chip type: GeForce GTX 760 Display Memory: 4095 MB Current Mode: 1920 x 1080 (32 bit) (60Hz)
This occurs with Eve in DX 9 or 11 with all quality settings to maximum, with preference, "camera shake" off. FPS rarely going under 60.
Issue persists with:
NV's adaptive VSync on or off. Alternately, Eve graphical fidelity settings turned cartoonishly low on modern hardware On aforementioned modern hardware as well as antiquated systems running low yet stable ~25 FPS.
Issue can be triggered in regular celestial flight, in a solar system IF camera tracking is turned on. Fortunately, mundane camera tracking can be turned off. |

Velarra
294
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Posted - 2014.04.07 15:15:00 -
[16] - Quote
Machagon wrote:f10. jump. f10.
Perform the above sequence one too many times and the grid fails to load entirely on the other side of the gate. You end up seeing a collection of pastel colors vaguely representative of the texture(s) that make up the system color. Other ships in your vicinity do not render and directional manual-flight clicks do not register.
The only method to resolve grid load/render fail in this situation is a client quit & reload. |

Velarra
297
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Posted - 2014.04.20 17:17:00 -
[17] - Quote
Installing the entire client to a pure 16 gig ram disk (ImDisk) does not alleviate the forced camera swing nausea. |

Velarra
297
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Posted - 2014.06.08 20:50:00 -
[18] - Quote
As per Kronos Patch notes, - http://community.eveonline.com/news/patch-notes/patch-notes-for-kronos
"FIXES
Graphics:
Graphical adjustments to Jump Tunnel effect, less rotation and distortion intensity in tunnel."
~1yr later & 100 jumps inside of only a few minutes (Leopard is a great joy-ride ship)....
I think you've fixed it.
Thank you, devs & ccp.
Regards,
Vel |
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