Vissox wrote: » Mag7spy wrote: » Clearly you are just being a toxic troll at this point. You don't care about how development is done you just want to say crap on the forum and attack the game not backed by actual criticism. There is a reason why they are developers are you are here trying to start some crap for no reason with your inability to have a discussion or come to an understanding of the process. Pointing out a flaw in the visuals=trolling. Ok buddy. I might not be a game developer, but I do know a thing or two about "how development is done." I spend 6 hours a day mixing audio. That's also a simultaneous process. If my mix sounds shitty, I don't go "oh well it's not done yet so I shouldn't bother fixing this obvious problem" I fix it. Then another thing pops up, and I fix that too. Not to mention that that's just me. By myself. Not a crew of developers. I think the person who doesn't know what the development process is. Is the person sitting here telling me that the lighting in the game doesn't need to be fixed because it looks good for a few frames in a showcase that dynamically changes from that moment. But hey! If you think the lighting is totally done and it doesn't need anything changed about it, that's fine. I can just sum you up as another rose tinted goggle. Andy, who can't handle when other people bring up actual issues that need to be addressed.
Mag7spy wrote: » Clearly you are just being a toxic troll at this point. You don't care about how development is done you just want to say crap on the forum and attack the game not backed by actual criticism. There is a reason why they are developers are you are here trying to start some crap for no reason with your inability to have a discussion or come to an understanding of the process.
Vissox wrote: » Tell me this looks good. I'll wait.
"Mag7spy wrote: » What do you know about game development and the lighting process....I'll wait.
NiKr wrote: » People really are out here in 2023 not knowing about video compression on twitch/youtube and keep thinking that their 3pixel screen shot of "a shitton of effects going on" is a proper representation of how smth looks on your own screen when you're playing. Smh my god damn head.
Vissox wrote: » "Mag7spy wrote: » What do you know about game development and the lighting process....I'll wait. Nothing. How about you, what's your experience? Or are you just talking out of your ass?
Mag7spy wrote: » So again if you don't know how things work, why are you assuming they can just do it, why are you assuming their prios, why are you assuming this will be the final look of the game when they again are in development? I would like a answer to this question.
Neurath wrote: » Nah, that definitely doesn't look good. I can't tell why there are so many weird colours in blocks. Light doesn't do blocks like that. Even the front when hit from behind, and the behind when hit from the front. Its a shocking representation.
Vissox wrote: » You can go look at the video yourself bro, it's free. There's only so much you can blame on compression, this lighting looks bad man. Can we just stop kidding ourselves please...
NiKr wrote: » Neurath wrote: » Nah, that definitely doesn't look good. I can't tell why there are so many weird colours in blocks. Light doesn't do blocks like that. Even the front when hit from behind, and the behind when hit from the front. Its a shocking representation. Vissox wrote: » You can go look at the video yourself bro, it's free. There's only so much you can blame on compression, this lighting looks bad man. Can we just stop kidding ourselves please... The first few images on google search for "lens flare" show those exact hexagonal shapes in the light. Does "lens flare" match the fantasy world of Ashes? That question has a subjective answer. To me it falls under the "stylistic choice". I also prefer that they have a much more dull lighting rather than fucking "burn your eyes out at each spell" kind of lighting. This to me looks way better than an alternative of "the whole room is now blue" As for the Cyclops showcase, I think Mag is right, they currently have a problem with how snow interacts with spell effects. Instead of being super reflective to light, it just doesn't really change that much, which comes off as unrealistic because we're used to snow being hella bright. But, Intrepid, take this as a piece of feedback from me - I prefer it this way. I don't want to decrease my screen's brightness every time I enter a snow biome (AND I PLAN TO FUCKING LIVE IN ONE), so I'd rather lose some realism than burn my eyes out for 10h every day. Also, I would assume that lumen would be responsible for that kind of thing and I'd imagine that Intrepid haven't fully optimized its work yet, so they decided to not fully utilize it for this particular showcase (it having 16 people and all). And this comes back to what Mag was saying. "Fix the lighting" is not as easy as just pressing a button or checking a setting in UE. It impacts way more stuff in the overall developmental process. And when the question is "do we show 10fps pretty gameplay or a 50fps a bit less pretty gameplay", I'd imagine, for a proper studio the answer is always the latter, because to gamers it comes off as a much better representation of what the game can do. Though I guess I'm completely wrong on that, considering how fucking many people fall in love with a completely fake cgi teaser instead of waiting for proper gameplay.
Vissox wrote: » Mag7spy wrote: » So again if you don't know how things work, why are you assuming they can just do it, why are you assuming their prios, why are you assuming this will be the final look of the game when they again are in development? I would like a answer to this question. Nah, what movies. Name one. You talk mad trash let's see what backs it up. And while you're at it, quote me where I said the lighting was in a finished state. Why am I assuming they can do it? Because it's their fucking job.
"Lighting is an easy right now fix,"
There's no need to intentionally stage the development process so things look shitty in alpha because it's alpha
NiKr wrote: » [ But, Intrepid, take this as a piece of feedback from me - I prefer it this way. I don't want to decrease my screen's brightness every time I enter a snow biome (AND I PLAN TO FUCKING LIVE IN ONE), so I'd rather lose some realism than burn my eyes out for 10h every day.
Neurath wrote: » The mage showcase has the same issue. Blocked lighting and direct contrast between light and dark aspects. Cloth doesn't glow and metal reflects. We see neither reflection in good detail or cloth in proper cohesion. It runs deep and should be highlighted because the game engine has inbuilt functions and ai which does a better job than the current iteration. I feel if the game hadn't come from ue4 we would have less issues overall. We still have ue4 elements in a ue5 engine which causes the disparities.
Vissox wrote: » When I say lighting I'm not talking about how bright it is. I'm talking about where it goes, where it doesn't go, and just overall how natural it looks. The lighting and ashes does not consistently look natural. That's what I want, consistency.
Neurath wrote: » Lumens only do indirect lighting and actually increase performance from my knowledge of UE5. I'm discussing direct lighting and more importantly, interaction between the elements and the lighting. Its like the elements are just jumbled together and have no cohesion. Like stuff is made in isolation which it is. I realise these things can be remedied later on but we are having a discussion between what looks good and what looks bad and from my standpoint it just looks bad right now.
Vissox wrote: » Noaani wrote: » Or do you disagree with that? Yeah I do. Do things right the first time, don't half ass things, fix problems as they arise. The lighting is a problem, it needs to be fixed. There's no need to intentionally stage the development process so things look shitty in alpha because it's alpha. That's the stupidest, most bureaucratic thing I have ever heard.
Noaani wrote: » Or do you disagree with that?
Noaani wrote: » Vissox wrote: » Noaani wrote: » Or do you disagree with that? Yeah I do. Do things right the first time, don't half ass things, fix problems as they arise. The lighting is a problem, it needs to be fixed. There's no need to intentionally stage the development process so things look shitty in alpha because it's alpha. That's the stupidest, most bureaucratic thing I have ever heard. And how would that work, exactly? If you were to do lighting in one take, you would have to wait until every model and texture is in the game, at the very least. That would.mean we would have literally no lighting effects right now.
Vissox wrote: » Mag7spy wrote: » Saying what exact movie isn't going to change anything at this point, it is just leading for you asking more question eventually. If I can assume you have seen it just take it as a big movie is all. [/b] Nah, I think I just caught you on some bullshit, you were so ready to say how you know everything about how every little process works. But as soon as I ask you for proof you back up. You know fuckall about game lighting, which I would excuse, except your out here giving me grief for not knowing the minutia of how games are developed. The lighting as it stands right now sucks, it doesn't take fucking inside information on game development to see that it could be better than how it is right now before alpha 2. I'm tired of the people in this community shutting down every valid critique because the game is still under development. I understand this, I also understand this is a forum for FEEDBACK and so I'm going to give some mother fucking feedback, because the last thing that I want is to wait three more years for a game only for the lighting to suck because I didn't speak up when it mattered. Do not at me in a DM again, I don't want to talk to you anymore.
Mag7spy wrote: » Saying what exact movie isn't going to change anything at this point, it is just leading for you asking more question eventually. If I can assume you have seen it just take it as a big movie is all. [/b]
NiKr wrote: » Neurath wrote: » Lumens only do indirect lighting and actually increase performance from my knowledge of UE5. I'm discussing direct lighting and more importantly, interaction between the elements and the lighting. Its like the elements are just jumbled together and have no cohesion. Like stuff is made in isolation which it is. I realise these things can be remedied later on but we are having a discussion between what looks good and what looks bad and from my standpoint it just looks bad right now. Do you have an example from a game for what you're talking about? Cause I think I understand, but I'm not sure.