Jump to content

More Sfx Wanted!


10 replies to this topic

#1 Magos Titanicus

    Member

  • PipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 282 posts
  • LocationSagittarius A

Posted 30 January 2014 - 06:10 AM

I really like the particle sparkling when a PPC hits its target. It would be nice if there would be a lot more of that stuff. I mean no gaudy effects but a little more pew pew and pam pam of everything.

Like more:
- spectacular chipping of bodyparts
- ac muzzle flares and more visuals on impact (debris)
- laser hit sparkling and lightning effects
- rocket smoke and fire effects. To see those LRM flying, looks pretty unlovingly to me.

Destructable Objects (not to say environment ;) ) would be fun too.

At least it would be simply aaawesome to see a little mushroom if a mech gets cored, kinda like that:

Posted Image

ok, maybe not that big, but you get the clou ;)

Edited by Magos Titanicus, 30 January 2014 - 06:51 AM.


#2 SaltBeef

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,081 posts
  • LocationOmni-mech cockpit.

Posted 30 January 2014 - 12:26 PM

A mini thunder clap when PPC gets fired instead of the swoosh! Farther away sounds different like lightening with sound delay farther you get from the source. THUNDER // FLASH!!

Edited by SaltBeef, 30 January 2014 - 12:52 PM.


#3 HammerSwarm

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 754 posts

Posted 30 January 2014 - 12:39 PM

I want sounds when walking on the grates in terra therma. It's stupid that my mech is silent while I smash around on metal in a volcano

#4 SaltBeef

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,081 posts
  • LocationOmni-mech cockpit.

Posted 02 February 2014 - 01:09 PM

View PostHammerSwarm, on 30 January 2014 - 12:39 PM, said:

I want sounds when walking on the grates in terra therma. It's stupid that my mech is silent while I smash around on metal in a volcano


Sometimes a volcanic upward spew stream of lava or lava bubble burst sticking to mech OR at least Heat ripples in the air also that distort vision across the caldera. The intense heat would distort vision for sure. Mirage effect. Making it hard to target fight across the caldera.

#5 Iqfish

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,488 posts
  • Google+: Link
  • LocationGermany, CGN

Posted 02 February 2014 - 04:18 PM

SFX -> Sound Effects
GFX -> Graphical Effects
VFX -> Video Effects

SFX is commonly misused as Special Effects, but its not.

#6 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 02 February 2014 - 04:24 PM

How about DX11 and the abilty for less robust systems to run the game better?

That'd be better yet.

If that happens Tuesday, I'll be filled with squee and take back 15% of the terrible things I've said.

#7 Durant Carlyle

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,877 posts
  • LocationClose enough to poke you with a stick.

Posted 02 February 2014 - 06:17 PM

View PostKjudoon, on 02 February 2014 - 04:24 PM, said:

How about DX11 and the abilty for less robust systems to run the game better?

That'd be better yet.

If that happens Tuesday, I'll be filled with squee and take back 15% of the terrible things I've said.

Not likely to happen. DirectX 11 is not a miracle worker. If your system performs poorly in DirectX 9 mode, it will likely perform poorly in DirectX 11 mode. They have already acknowledged that DX11 gives worse performance on at least some of the systems that got tested, which is why we will have the option of which mode to run the game in. The systems that performed worse were likely the 'less robust' ones.

DirectX 11 mode will be available in March.

Edited by Durant Carlyle, 02 February 2014 - 06:18 PM.


#8 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 02 February 2014 - 07:34 PM

View PostDurant Carlyle, on 02 February 2014 - 06:17 PM, said:

Not likely to happen. DirectX 11 is not a miracle worker. If your system performs poorly in DirectX 9 mode, it will likely perform poorly in DirectX 11 mode. They have already acknowledged that DX11 gives worse performance on at least some of the systems that got tested, which is why we will have the option of which mode to run the game in. The systems that performed worse were likely the 'less robust' ones.

DirectX 11 mode will be available in March.

Yes, I have heard that for non Windows H8 systems. I have heard much better performance from those using Windows H8. Windows 7 I've heard reacts the worst. And H8.1 is just garbage all the way around.

Edited by Kjudoon, 02 February 2014 - 07:34 PM.


#9 SaltBeef

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 2,081 posts
  • LocationOmni-mech cockpit.

Posted 02 February 2014 - 10:55 PM

Which is why I have not done the free H8.1 upgrade.

#10 9erRed

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • 1,566 posts
  • LocationCanada

Posted 03 February 2014 - 04:53 AM

Greetings all,

Adding in additional code to the current maps and terrain to implement destructible elements is not an easy "check off this or that box" in the engine. Each element would need additional and new "states" designed, or some form or connection points to break at. The engine can handle the methods that each item will break or deform to, but prior work needs to be completed for some conditions with each instance.
Selecting the balance to what can be rendered and how much it effects the FPS is not an easy thing to apply. The top of the line machines with the best cards and cooling could run along smoothly, the lower end systems may not be playable at all. Where do you find the balance?

With the new engine updates and the lower resources required by UI2.0 we are seeing better graphics. When DX11 arrives it will allow for more visual fidelity, but again at a cost. As additional elements are enabled so goes down your FPS, tessellation and bump mapping of terrain and Mechs should look so much better, but only if it's coded into the features. Additions with DX11 transparency and better volumetric smoke effects could allow for new artwork to be designed. (again the trade-off of performance) Getting the Mech's to actually step into the terrain instead of floating on the surface should be one of the first area's PGI needs to work on. (silly to see a Mech balancing on one foot on a slope.) And this design alone requires quite a bit of coding to set leg placement, Mech stance, physical terrain angle, effects of aiming, projectile ballistics, limits on Mech torso tilt.

Having the settings built in so players can turn down/off specific items would seem like the route to go, but could bring up the lower setting cheat for clear terrain and no fog or smoke. Again where do you draw the line. I personally just look forward to having "what we have now" rendered better and optimized to the GPU's and not the CPU. If PGI adds new and additional states to elements all the better, just make sure that everything is checked for function within the environment.

9erRed

#11 Jacob Side

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 390 posts

Posted 03 February 2014 - 05:00 AM

Sounds when walking on the grates in terra therma & a visual indicator of an ammo explosion. I want to see a flash and bang and hear rounds cooking off





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users