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Thread Statistics | Show CCP posts - 10 post(s) |
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CCP Sledgehammer
C C P C C P Alliance
249
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Posted - 2014.09.03 17:45:00 -
[1] - Quote
Hi everyone!
Oceanus, in it's infant stages, is now live on Singularity. As some of you have already discovered, we have some tasty new graphical effects for you!
- New cloaking effect! This is currently a variable effect depending on your shader settings, but on High you will see an awesome, hex-based cloaking field spreading from a random point on your ship until you are fully engulfed, and invisible to third parties.
- New wormhole effects! In addition to the classic nebulae visualisations that you could use to predict roughly in which region the wormhole exited, wormholes will now feature new visual clues as to the upper limit of mass that they can transmit as well as new distortion and ribbon effects.
- A new LOD system! Instead of seeing ships pop-in at the appropriate detail level, they will be loaded with Low level of detail, then stream up to the appropriate level. This is very pertinent to the next point.
- The Space Object Factory! This is a radical reworking of the way in which the client loads and handles objects in space, and is currently only in use for ships. More info to come in a Devblog soon.
What this means for you: If the Space Object Factory is working correctly, then you should see no aesthetic difference in any of the ships you fly. We have had to do some minor updates to certain ships, but this system will create uniformity in general across factions and significantly increase flexibility for adding anything that affects ships aesthetically.
If you see any green Apocalypses or red Brutixes then the system is not working correctly, so I'd like to ask people to be mindful of this and please submit a bug report.
The same goes for the other changes I've mentioned.
Hope you enjoy all this amazing new eye candy! We're really looking forwards to your feedback!
Sledge. Graphical QA Analyst | EVE Quality Assurance | Team TriLambda |
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CCP Sledgehammer
C C P C C P Alliance
264
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Posted - 2014.09.04 10:15:00 -
[2] - Quote
Clavo wrote:Some ships on test server are transparent while docked. After undocking and redocking they are OK until you make active another ship.n++ Ships
Yeah we're looking into this now, cheers! Graphical QA Analyst | EVE Quality Assurance | Team TriLambda |
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CCP Sledgehammer
C C P C C P Alliance
264
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Posted - 2014.09.04 10:16:00 -
[3] - Quote
Valterra Craven wrote:I know that this isn't directly related to the OP, but you your title wasn't very specific. One thing I've noticed since the improved lighting was introd a few patches back (around the January time frame I think?) is that jaggies have become a lot worse. Almost every ship I've tried this on looks horrible in the new system. I have a GTX 670 running everything at max, so the likely hood of it being my system is not very high, but do you have any thoughts as to why things look so bad?
As it stands, our AA works on the geometry of the model only, rather than the textures as well. The linear lighting introduced better lighting, which has shown this up a bit more. Graphical QA Analyst | EVE Quality Assurance | Team TriLambda |
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CCP Sledgehammer
C C P C C P Alliance
264
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Posted - 2014.09.04 10:18:00 -
[4] - Quote
Thead Enco wrote:CCP Sledgehammer wrote:Hi everyone! Oceanus, in it's infant stages, is now live on Singularity. As some of you have already discovered, we have some tasty new graphical effects for you!
- New cloaking effect! This is currently a variable effect depending on your shader settings, but on High you will see an awesome, hex-based cloaking field spreading from a random point on your ship until you are fully engulfed, and invisible to third parties.
- New wormhole effects! In addition to the classic nebulae visualisations that you could use to predict roughly in which region the wormhole exited, wormholes will now feature new visual clues as to the upper limit of mass that they can transmit as well as new distortion and ribbon effects.
- A new LOD system! Instead of seeing ships pop-in at the appropriate detail level, they will be loaded with Low level of detail, then stream up to the appropriate level. This is very pertinent to the next point.
- The Space Object Factory! This is a radical reworking of the way in which the client loads and handles objects in space, and is currently only in use for ships. More info to come in a Devblog soon.
What this means for you: If the Space Object Factory is working correctly, then you should see no aesthetic difference in any of the ships you fly. We have had to do some minor updates to certain ships, but this system will create uniformity in general across factions and significantly increase flexibility for adding anything that affects ships aesthetically.
If you see any green Apocalypses or red Brutixes then the system is not working correctly, so I'd like to ask people to be mindful of this and please submit a bug report. The same goes for the other changes I've mentioned. Hope you enjoy all this amazing new eye candy! We're really looking forwards to your feedback! Sledge. Nice, But Sov Revamp?
That would be something for Game Design teams, not the Graphics team. Graphical QA Analyst | EVE Quality Assurance | Team TriLambda |
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CCP Sledgehammer
C C P C C P Alliance
264
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Posted - 2014.09.04 11:19:00 -
[5] - Quote
Alvatore DiMarco wrote:CCP Sledgehammer wrote:Thead Enco wrote:Nice, But Sov Revamp? That would be something for Game Design teams, not the Graphics team. I for one am curious to see what sort of revamp would happen if Team TriLambda & Friends were to be turned loose with pens and paper (or markers and whiteboards) and allowed to design a whole new sov mechanic based on just whatever they wanted. To be more on-topic though, am I correct to assume that the new concentric circles are the mass indicator and that larger amounts/sizes of circles would correspond to higher mass limits?
Ach I don't want to spoil the sense of discovery for you guys! Graphical QA Analyst | EVE Quality Assurance | Team TriLambda |
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CCP Sledgehammer
C C P C C P Alliance
269
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Posted - 2014.09.04 14:27:00 -
[6] - Quote
Max Kolonko wrote:Will we be able to tell all of them appart on lowest details level?
Yes. Graphical QA Analyst | EVE Quality Assurance | Team TriLambda |
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CCP Sledgehammer
C C P C C P Alliance
272
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Posted - 2014.09.04 15:04:00 -
[7] - Quote
Valterra Craven wrote:CCP Sledgehammer wrote:Valterra Craven wrote:I know that this isn't directly related to the OP, but you your title wasn't very specific. One thing I've noticed since the improved lighting was introd a few patches back (around the January time frame I think?) is that jaggies have become a lot worse. Almost every ship I've tried this on looks horrible in the new system. I have a GTX 670 running everything at max, so the likely hood of it being my system is not very high, but do you have any thoughts as to why things look so bad? As it stands, our AA works on the geometry of the model only, rather than the textures as well. The linear lighting introduced better lighting, which has shown this up a bit more. Ah, good to know. Are there any plans in the roadmap (ie next six months) to improve AA?
Can neither confirm nor deny. Graphical QA Analyst | EVE Quality Assurance | Team TriLambda |
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CCP Antiquarian
C C P C C P Alliance
89
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Posted - 2014.09.05 15:38:00 -
[8] - Quote
Darkblad wrote:The new iteration of the cloak effect (sisi build 824028) disabled the underlying texture. Showing only the hexagons makes it hard to find the ship with high settings, nearly impossible with medium/low. Not intended, I guess? But the updated transition graphics look nice!
Yeah, I flipped out, threw my coffee, shouted at a bunch of people and began to weep in counterpoint to my teeth gnashing/shirt ripping/hair pulling episodes. Then someone mentioned that this isn't final and changes are still being made to the effect which will increase low and medium shader setting visibility and adjust the high settings version as well.
But I would be remiss if I didn't take this opportunity to thank you for your continued observations and calm reactions.
Also bonus credit to anyone pleasantly noting that this is not a functionality change for the cloaking mechanic, just a graphic one for the cloaking effect.
Quiet thoughts. Deep breaths.
10... 9... 8... |
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CCP Antiquarian
C C P C C P Alliance
93
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Posted - 2014.09.10 15:48:00 -
[9] - Quote
Alvatore DiMarco wrote:Dave kazkade wrote:CCP Sledgehammer wrote: If you see any green Apocalypses or red Brutixes then the system is not working correctly, so I'd like to ask people to be mindful of this and please submit a bug report.
Sledge.
So I noticed with all creodron ships ishkur helios ishtar Eos Sin That instead of that dark blue, it is a more greenish colour on all the ships areas were blue is, I take it this is a bug yes? That bug happened before as well, when they first implemented DX11.
Funny Story (More Funny Oh and not so much Funny Ha Ha):
This is not actually a bug so to speak.
The CreoDron Corp and color scheme have always been green in concept (note the hue of the logo...approved by old Ceul Darieux himself, no doubt), but have crept toward blue bit by bit over time with lighting changes and alterations in our processes. With the new SOF feature, we are finally displaying them as the designers originally intended.
So, one: Thank you! That is exactly the kind of thing we're looking for.
And two: This is not that thing. |
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CCP Myrkur
C C P C C P Alliance
7
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Posted - 2014.09.24 09:28:00 -
[10] - Quote
Alstevar Eastern wrote: Each + or - 45 seconds with cloak, the triangles visual appears for 3 seconds, look like the ship starting to uncloak. Is this intentional ?
Yes, that is intentional, the cloak "recalibrates" at regular intervals. CCP Myrkur | Senior 3D Artist-á| Team TriLambda |
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