Posts by Veegie

Hi there! I'm the person you can blame for letting these issues leave our walls and get into the wild.

The current items I'm aware of that I would like to address:

  • SDR brightness setting affects the HDR image, requiring you to sanitize it to neutral before using HDR
  • The HDR black point is setting is functionally unusable and should be left to its default setting, ignoring the calibration
  • Certain combinations of white/black point values can cause subtle colour inversions in the very dark range of values

Some of the above problems tend to be triangular dependencies, making them less than trivial to address.
I am still hopeful we can find a way to responsibly allocate the technical resources towards these efforts, it's just a matter of finding the right timing so that we don't starve other critical efforts of the same required resources.

In the meantime we have begun to standardize our minimum level of brightness in gameplay areas, so that we can more consistently author areas that...

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I love this. Thank you.

Metatermin8r

Question: why Answering Chord particularly? Is it because of the color? The model? Personal preference?

I think I changed it a few years ago when we were implementing PBR between D1 and D2 because it had some nice curvy surfaces to showcase reflections and improved normal quantization.

Comrade_Ayase

That's the answering chord from TTK. It's what they always use as the placeholder weapon in development scenes like that.

You know what's up.

xdownpourx

I hate that NVidia stopped doing those kinds of guides. I loved those and would sit there tinkering with each setting to get the best performance. The most helpful thing was their pictures comparing the different options of a setting so you could see its visual effect and determine how important it was to you.

They definitely take a while, especially when trying to find best representative comparisons that are fully deterministic between captures and settings changes, but also don't show any spoiler content.

I think I spent a week compiling all those shots (and technical info with approachable phrasing), ensuring that they were as close to pixel perfect as possible.

It was borne of a frustration I had reading various guides where it would be totally different lighting conditions between a comparison of something like antialiasing options.

Glad you enjoy! They're a labor of love.

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Neat! What would your expectations be for colorblind support on this differentiating aspect?

BigBooce

Fixed a bug where the Titan Exotic leg armor Peregrine Greaves glowed 130x too bright when wearers were at maximum velocity

Now I have to use my ghost for my flashlight.

One wrong parenthesis caused quite a bit of damage. Thanks for letting me know!

That would be cool! Currently that isn't on the trivial side of things to implement due to aspects1 of the way the shader system works. I think right now if we were to cut that deep in the code we would prioritize some of the bigger fish to fry But I honestly do appreciate hearing your feedback (I think I saw someone else post this the other day, too) about things you'd like to see for your Guardian some day.

Thank you!

1 Technical background since a few people requested it in my last post:

Shaders currently blend into the base gear shader pixel shader using an array of float4s and two RGBA textures. Because of this shaders must be fixed function and cannot change the way they blend into the base without introducing potentially costly (performance-wise) dynamic branches in the pixel shader. On current platforms this branch would probably be pretty coherent so the cost may not be too bad. Until then they are restricted to CPU bytecode time-based animations of parameters (panning...

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As someone that has worked on the gear rendering system for many years, I appreciate the feedback on the subject and have personally seen this given many times — I browse this subreddit daily like many of my coworkers.

I can't say that it is always, but very often these areas are the result of current technical limitations, artist time to handle more time-involved workarounds of said limitations, and concepted designs that continue to push into new territory to give you all exciting new offerings.

There are some fairly challenging technical hurdles to overcome the combinatorial complexity that Gear tends to carry that has made it harder than it may appear to do this. We're tackling *a lot* of things this year as you're all now starting to see, this means that it can be harder to dedicate resources towards things like this until we're safely on the other side of some of these investments.

I don't intend that to come off as an excuse, but rather a transparent explanation — becaus...

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Thanks for the report! I'll investigate this.

su1ac0

I wonder if they are waterfall, agile? 2 pizza rule?

We talked about some of our development strategies here if you are interested.

EDIT: Looks like GDC website is having some problems. You can view a Google cached version here

Or just watch the video version that GPK_Ethan linked below!