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Post by sbdjazz on Mar 14, 2017 17:18:57 GMT
It lags like hell while screen capturing (no matter what ever game), and if I capture it on my cell phone camera I not sure if you guys would be able to see the dynamic reflection clearly.
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Post by GH Games on Mar 14, 2017 17:23:23 GMT
What are your PC specs like?
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Post by indiedev on Mar 15, 2017 3:02:55 GMT
i wouldn't believe it if i saw it in a video anyway, but a small project with a fish reflecting onto the water plane and moving the reflect position and focus at will by pressing a button, would be enough to make me eat my own words.
even if making static reflects dynamic that way works it will still have the same problem native dynamic reflects have: no matter what speed you set it, you get either fast flickering or slow jumping. smooth dynamic reflects is just another of rad's limitations, but they look great when static, its all about compromise, so a semi-static/semi-dynamic method like that may be useful in some situations.
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Post by sbdjazz on Mar 15, 2017 5:58:51 GMT
You are right indie dev, the dynamic reflection is very choppy. But it should work better on a better computer. I am trying to improve the compatibility of this game so i will put two different env map refresh rates for different configs.
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Post by indiedev on Mar 16, 2017 3:33:35 GMT
it won't run any better elsewhere if you are already getting 60fps like i am -it's still choppy.
so i think i finally understand what you where trying to do and why, so sorry for trying to discourage you, but what i said was based on that 1st video, and you certainly don't need any focus script for that, as the cam is only a few metres from the car, so close enough.
but if say, you move the cam 100m or so away for a overhead helicam/replay cam etc, the focus would be noticably off and maybe that's why your fish was so big. that's the only time i can see a need for dynamic re-focusing, so i'm glad you found a solution, but it should only be used when really needed as adding more code to the refresh may add a bit more lag.
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