Yeah engine is not cutting-edge to put it in a polite words Since it’s a screenshot thread- Brits on Arabia, max ingame zoom in three recent installments: Why not an option for smaller? Bigger cursor, why not smaller? Big icons, why not an option for smaller ones? Microsoft cares about accessibility options, but everything is one way only Bigger fonts. I’d love to be able to scale down HUD like in other games to 75-80%, at least 90%. I don’t dwell on this issue anymore because there’s no point- Devs improved things and hinted there are and might be even bigger issues with engine, it’s performance etc.Īlso personally I have good eyesight and just love big camera zoom, big FOVs, compact and scaled-down GUI etc. Nothing game breaking, it affects both players, for me it’s just slight slowdown here and there and these things stack up. In 2DE and 3DE it’s working as intended, but in IV I’m still catching myself doing that too fast and because of camera zoom and view on playable area making that box is causing camera to pan, because I have to move the cursor much closer to the edge of the screen. Sometimes it’s causing small problems- for example I’m used to maxing quick and fast drag box selections of my army that is slightly scattered in certain area, or just gathering units after production from multiple building. Part of that is of course habits, as we say here- ‘habit is second nature of a human’. Things certainly got better, but still I’m way too spoiled by older games. Plus a lot of assets in terms of model and texture detail are kinda weak, I wouldn’t want to see them upscaled, no sir. Not AoE.īuilding and their size, shape and footprint have serious implications, it’s not meaningless, it’s part of the broader game balance and pillar of game feel, but it’s easy to mess things up in a way that leads to subpar player experience. Or at best out of place, and fitting more in other subgenres of strategy/rpg games. It’s improved versus the beta build, but that’s not saying a lot- in there camera felt almost like a joke or a bug. Zoom is still underwhelming for my taste. Or the subject of obscuring vision and making it harder to find and order units, both eco and military. Making it even bigger would limit the placable area even further. Even now terrain due to obstacles like natural resources makes placing buildings tricky because of their size-footprint. That’s on top of other things, like the need to rebuild a lot of maps. Changes like that would make playing this game in the long run very very tedious and moment-to-moment gameplay very cumbersome. But this is all very rare.Maybe not alone, but I’d guess you’d be in a very small minority. Cubic interpolations are possible with standard texture units by using multiple linear filters. However these would need to be implemented most likely on programmable shaders. Windowed sinc functions such as Lanczos, etc. Various cubic filters such as Mitchell-Netravali or Catmull Rom. Better interpolations will weight the contribution of texels so that the energy is more emphasised on the final pixel, which will appear less washed outīetter interpolations are possible are possible in games. Linear filtering does this in a very unsophisticated way, so while texel transitions are smoothed, the result has a lower contrast. Technically, filtering/blurring (both are essentially the same thing) does not 'remove detail', it spreads the energy across multiple pixels. The main issue with 'bilinear' and 'trilinear' filtering in games, which has been ubiquitous since early GPUs had dedicated texture filtering units (this being one of the few fixed function hardwares still present on GPUs), is that linear filter has two problems blur, and aliasing. sharpness being related to high frequency content, not edge contrast this effect increases *acutance*, but not detail or sharpness. lateral inhibition effect in the eye produces ringing at sharp transitions of intensity, as a box filter response in the frequency domain is a sinc response in the spatial domain. To be more specific, a lack of filtering may 'appear' sharper or more detailed, but this is due to mach bands. Originally posted by PsyWarVeteran:While turning the filtering off gives more detailed textures
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