#Volumetric smoke
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Might be too performance taxing but idk
stop recommending weird shit. I dont want to play the game at 40fps
valve's volumetric smoke is very very efficient and well documentated online. it shouldnt cost a lot of resources to compute and render it. its just voxel grids.
Counter strike is also a game with 10 players per match and very small maps… not sure if this would translate well to 2 square km with 250 players in it
And also I’m just not sure volumetric smoke would fit the low graphic art style
im not worrid about 250 players and 2 square km maps. u can implement good volumetric smoke by adding similiar LOD system (further away the smoke the lower voxel grids) and occlusion culling
i think it would fit very very well with the overhaul update
This is true
But why do we need it
I don’t think it fits the artstyle
I also just don’t like the overhaul art style
I want them to stick with the current one
theres issue with smoke passing through walls
the overhaul and remastered art style i would say is pretty much almost the same, except overhaul has more details and more post processing effects
please let us disable sharpening & chromatic abberation effects
Overhaul is full of bloom and stuff
And fog
And I don’t like the voicelines
Voicelines gotta go
And I also don’t like the new recoil animations
I think it should just stay like it is now graphics wise
Except add the overheating barrels that’s cool
Everything else in this update:
It's overhaul might as well overhaul smokes
we dont want another playtest incident lmao
we just need smoke to be server based instead of client. That's it
how is the smoke client based?
smoke contains of many 2d images, they are rotating based on your camera rotation, so every player sees the smoke differently
thats the part im confused. the server should not process the smoke's visual, WE have to do that processing. it would save a lot of computing power if we do that processing. this is why the smoke's visual needs an overhaul. not make the server do all the hard work.
if we are talking about client calculates the smoke's velocity, position and aim direction then yes that should be server sided. visuals should be client sided.
tbh I haven't worked with the multiplayer games so don't know much about it. What I mean is that every player should see the smoke identically, so it will be fair for everyone
he's talking about that
The smoke gets bugged or something and on 2 different clients it can look drastically different
