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Motion vision should be closer to parity #447

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Agiel opened this issue Jun 30, 2024 · 0 comments
Open
1 of 2 tasks

Motion vision should be closer to parity #447

Agiel opened this issue Jun 30, 2024 · 0 comments
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bug Something isn't working Gameplay Stuff that isn't gamemode or weapon specific, such as spectating, audio, configs.
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@Agiel
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Agiel commented Jun 30, 2024

Build Info

20240629_321f139

Description

I have doubts that the quest for a more "realistic" motion vision are going to work out, and anyway we should aim for parity first. The "diffing" shader is cool in theory, but since it's fps based it gets too heavy at low fps, and barely noticeable (yet headache inducing) at high fps.

To Reproduce

Activate motion vision and move the mouse around. Observe moving players.

Expected behavior

When activating motion vision the picture color and brightness should match OG NT.
When moving the mouse around there should be no smearing.
Players should have a white texture, but not fullbright! The same goes for any guns/attachments.

Actual behavior

The screen is too bright.
Smearing occurs when moving the mouse around.
Players are white silhouettes.
Guns/attachments are not white like the player they're attached to.

Operating System

  • Windows
  • Linux

Version/Distro

Windors 10

Machine's CPU

No response

Machine's GPU

No response

GPU's driver

No response

Build's compiler

No response

Additional context and Screenshots

No response

@Agiel Agiel added the bug Something isn't working label Jun 30, 2024
@blaberry blaberry added this to the Parity milestone Aug 1, 2024
@blaberry blaberry added the Gameplay Stuff that isn't gamemode or weapon specific, such as spectating, audio, configs. label Aug 6, 2024
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Labels
bug Something isn't working Gameplay Stuff that isn't gamemode or weapon specific, such as spectating, audio, configs.
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2 participants