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    Miscellaneous irks : Graphics glitches, quality, rendering and an old camera control oversight

    If there is official word on anything herein, please advise.


    Camera pan and turn control via mouse

    Currently the layout is as follows:

    First person
    Left Mouse while standing still = pan camera
    Left Mouse while in motion = turn character
    Right Mouse while standing still or in motion = turn character

    Third person
    Left Mouse while standing still or in motion = pan camera
    Right Mouse while standing still or in motion = turn character


    The main points of contention are that it's A) stopping us from panning in first person view while in motion B) it's inconsistent across the two different buttons and whether you're moving or not.
    Other games do it properly, Warcraft, FFXIV, FE etc and would be easily snuck in on a hotfix/upcoming patch.




    Field of View and Zoom

    Currently when you adjust the camera to third person, the field of view is set to what looks like around 60 degrees, I suspect this is considered default. When switching to first person, the view is increased, providing more 'real estate' on screen.
    I've yet to find anywhere that it's discussed on why they chose to do this, however my suspicion is that they decided what FOV they wanted as standard which is what you see in third person view. Then afterwards, considered that in order to make it easier to navigate while in first person, they would increase the view and give you the ability to see more on screen.
    While this if true, is a good idea and a welcome tactic, it doesn't answer the questions of why they've not made it equal in each view mode as an OPTION and why they do not allow that field of view to be adjusted(within reasonable parameters of course).


    Distant Imposters

    When I returned to the game I immediately noticed that the trees in the MID-RANGE distance were of particularly horrible resolution and quality to the point where that are clearly pixelated.
    I do not remember this being the case in the past.

    While it may be not noticeable on far distance trees, it certainly is in the mid range.

    A set of higher quality imposters for the nearer distance is sorely needed.


    DX10 landscape lighting

    With this enabled, the near to mid range textures are drawn similar to the long range and LOD. Additionally, all ground shadows (non DX10 shadows) are removed or reduced to being negligible.
    In these pictures we see the following:

    Red picture outline is the long range/LOD
    Green picture outline is the mid range

    Picture 1 (DX10 landscape lighting OFF) :

    Larger green circle highlights the style of rock texture and formation
    Larger red circle highlights the style of rock texture and formation LOD
    Small Red circle is a portion of the long range/lod grass texture that sits just inside the picture outline
    Small Green circle is a portion of the mid range grass texture


    Picture 2 (DX10 landscape lighting ON) :

    Larger green circle highlights the style of rock texture and formation
    Larger red circle highlights the style of rock texture and formation LOD
    Small Red circle is a portion of the long range/lod grass texture that sits just inside the picture outline
    Small Green circle is a portion of the mid range grass texture



    Notice in picture two, the rock formation texture has changed and now matches that of the one above it in the long range area of the landscape.
    Similarly, the grass texture highlighted in the smaller circles has also changed.


    I am unaware of whether this was a bug or as intended but it seems that using the DX10 lighting increases the detail of long range, yet then blankets the whole landscape, giving everything the LOD texture which is not ideal.
    Last edited by Ranebow; Nov 16 2013 at 06:21 AM.

 

 

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