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  1. #11
    Its on its way sounds alot like... Soon
    Platform: PC
    Region: EU
    Character: Garu
    Ego: 2200+

  2. #12
    I'm pretty stoked that they've decided to move ahead with the PC version of the game and enhance the options we have.

    Being shackled because of lame consoles would have.... well, really irked me.

    I still say the game would have been even better to begin with if they had developed it for the PC only, but this is a sure step in the right direction.

    Can't wait!
    IGNs: Merrin Nightbringer, Merrin Nightblade
    Platform: PC
    Region: NA
    Those who fear the darkness have never seen what the light can do.

  3. #13
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    Great News.

    Draw Distance and FOV is a must!.

  4. #14
    Member Arsenic_Touch's Avatar
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    Hopefully we don't have to wait months to see things that should've been in the game from the start.

    Is it better to out-monster the monster or to be quietly devoured?
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    Beta Tester -/- NA PC Player -/- CORE Leader -/- Ego Level 5,xxx - Clan Level 3,100 - Winterborn - Now playing ESO & Firefall

  5. #15
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    Quote Originally Posted by MahChew View Post
    Great News.

    Draw Distance and FOV is a must!.
    Draw distance is pretty bad in this game on PC. I am pretty shocked that they did not have this from the get go like most games. One of the reasons I am not playing it too much. I hate walking into an area and see the bullet streaks of gun-fire, but invisible enemies and such.

  6. #16
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    Quote Originally Posted by Conflux View Post
    very excited for this.
    Me too. Hopefully they beef up the UI and chat too.

  7. #17
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    So far this has been one of few games that I do not see the need for further graphic's options.


    Currently, the game engine itself isn't bad. The distant draw and local draw (such as flora, grass etc) is not very noticeable. There are certainly worse games for 'pop-in' issues.
    Additionally, most online games do not let you adjust such features to any extreme levels and no matter what amount you input, objects will always stream to some degree.

    Features such as anti-aliasing and anisotropic filtering can be controlled via your graphics driver level or simple to use injectors like SweetFX - which by the way does a better job of handling anti-aliasing, while removing blur and allowing for additional sharpening/filtering of an image, without the same performance cost that most game engines do.

    Post process features like blur, bloom and shadows could do with a distance and quality slider, however given the pace of the game, I doubt one more increase in shadow shading is going to be that noticeable.

    Ultimately the game looks fine with on 'high' with the use of SweetFX and allowing more options may only add problems that are not worth risking.

    Now things like player and npc fade in/out are more of an engine rendering issue (Planetside 2 had a bad time with this a few months ago), that will never be adjustable by the local side client in a game like this. We simply have to trust Trion will figure it out and fix it.

    Lastly, I doubt FOV will be an option - it's already a controversial issue when it comes to competitive or online gaming. Furthering that, the game adjusts your FOV with the weapon zoom. They did this intentionally. If you can alter your FOV, then it defeats the purpose of them setting a predefined one for weapon zoom.

  8. #18
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    About time... the "custom" option in the graphics settings has been mocking me for weeks!

  9. #19
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    I hope they give us HD texture packs. The textures are very washed up.

  10. #20
    I used custom setting in my catalyst control center and got a heck of a lot better textures and effects. I rarely use the in game graphic controls anymore.

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