Peter Balish
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Thanks for the response! I initially had the same thought as in your other post that the glitches were a result of issues with the large world conversion, or that they were a ‘sign’ they had fudged some of the implementation, and therefore it would be a tough thing to mask with graphical fixes – especially the jittering of the player character which seemed to get progressively worse as the ‘time in game’ went on.
I will keep watching videos (or streams are probably best to catch it as it happens) – but do you think it should get worse based on distance from a ‘game object’ like a station or planet? By my understanding, they could have set planet/station locations, and then the player location would be relative to that. If they have made a full conversion to 64 bit, I hope an industry mag or blog is able to get a close look at how they did it!
I was curious to see if anyone had any more information on the ‘Z fighting’ or jittering mentioned earlier in the month. I am very curious about the tech behind the large world and how it was pulled together, and was curious if anything else turned up that corroborated the 32*2 thoughts, or possible some other kind of work around. I was watching a video earlier today: https://www.youtube.com/watch?v=VyWijRL9VfA of the most recent patch (c? d?) and I can’t tell if they have done something clever with the shaders and shadowmaps to mask the issues, or if I just am not noticing the problems.
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