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New Warp Effect

First post
Author
CCP Vertex
C C P
C C P Alliance
#81 - 2011-11-17 19:05:55 UTC
Oberine Noriepa wrote:
Yasha Aya wrote:
Yes, the dopler shift is back.

Ah, so it is! Here's hoping we'll get dispersion back as well.


We should have this effect in-game with tomorrows Singularity update.

**CCP Vertex  |  Senior Development Manager ** | @CCP_Vertex

CCP Vertex
C C P
C C P Alliance
#82 - 2011-11-17 19:08:22 UTC  |  Edited by: CCP Vertex
Xenial Jesse Taalo wrote:
Seconded seconded seconded. The rippling effect is the best part, but when I warp I barely see it. In fact, look at this video of someone using the new warp:

http://www.youtube.com/watch?v=L35ZkxJSNAA

It looks great. When I do it on my machine the watery rippling is nowhere near that. It is in fact almost non-existent and the only reason I don't say completely non-existent is because if I watch really carefully I can see a ripple once in a while. That's how un-pronounced it is.

Why??? How come my warp tunnels barely ripple at all, while in that video above it looks awesome; like it's tearing that planet into a beautiful mess. It's the sickest effect in Eve and I don't get it. :( Can anyone explain?


Whatever people are saying about the dispersion effect, CCP, please consider that too. Just for the sake of there at least being one of these long-awaited effects returned that doesn't come with a little disappointment for once. I feel like for every super-overdue un-nerf we get in the presentation department, there is always some key element that's a little worse or missing. So I feel for the people missing this part of warp tunnels.


But yeah any ideas on why my warps barely ripple? Is it possible to amp that up somehow?



The 'rippling' or distortion effect is scaled based on the ships warp speed. The faster your ships warp speed the more intense the effect.

**CCP Vertex  |  Senior Development Manager ** | @CCP_Vertex

Oberine Noriepa
#83 - 2011-11-17 19:12:16 UTC
CCP Vertex wrote:
Oberine Noriepa wrote:
Yasha Aya wrote:
Yes, the dopler shift is back.

Ah, so it is! Here's hoping we'll get dispersion back as well.


We should have this effect in-game with tomorrows Singularity update.

Awesome! Big smile

C DeLeon
Ministry of War
Amarr Empire
#84 - 2011-11-17 19:28:03 UTC  |  Edited by: C DeLeon
CCP Vertex wrote:
Xenial Jesse Taalo wrote:
stuff



The 'rippling' or distortion effect is scaled based on the ships warp speed. The faster your ships warp speed the more intense the effect.


I tried it again with a warp rigged prorator (13 AU/s) and the intensity of the effect was the same as on my linked video.
CCP Vertex
C C P
C C P Alliance
#85 - 2011-11-17 19:34:22 UTC  |  Edited by: CCP Vertex
C DeLeon wrote:
CCP Vertex wrote:
Xenial Jesse Taalo wrote:
stuff



The 'rippling' or distortion effect is scaled based on the ships warp speed. The faster your ships warp speed the more intense the effect.


I tried it again with a warp rigged prorator (13 AU/s) and the intensity of the effect was the same as on my linked video.


There is a maximum limit of the distortion and strength, also the distance of the warp comes into play. Try a long distance warp so your ship reaches its maximum warp speed but keep in mind there is a limit to the strength.

**CCP Vertex  |  Senior Development Manager ** | @CCP_Vertex

Daedalus Arcova
The Scope
#86 - 2011-11-17 19:38:46 UTC
CCP Vertex wrote:
There is a maximum limit of the distortion and strength.


Can you illuminate us to what that limit is?
CCP Vertex
C C P
C C P Alliance
#87 - 2011-11-17 19:42:43 UTC  |  Edited by: CCP Vertex
Daedalus Arcova wrote:
CCP Vertex wrote:
There is a maximum limit of the distortion and strength.


Can you illuminate us to what that limit is?



Sorry I've probably done a bad job at explaining the system so I'll try again.

The distortion strength is based on your ships maximum warp speed so a ship that travels at 3 AU/s and a ship that travels at 13 AU/s will both get 100% distortion when their ship hits maximum speed in the warp tunnel.

So another way to put this is, a ship that goes 13 AU/s wont get any more distortion than a ship that travels at 3 AU/s when they both hit maximum speed.

**CCP Vertex  |  Senior Development Manager ** | @CCP_Vertex

C DeLeon
Ministry of War
Amarr Empire
#88 - 2011-11-17 20:12:34 UTC
CCP Vertex wrote:
Daedalus Arcova wrote:
CCP Vertex wrote:
There is a maximum limit of the distortion and strength.


Can you illuminate us to what that limit is?



Sorry I've probably done a bad job at explaining the system so I'll try again.

The distortion strength is based on your ships maximum warp speed so a ship that travels at 3 AU/s and a ship that travels at 13 AU/s will both get 100% distortion when their ship hits maximum speed in the warp tunnel.

So another way to put this is, a ship that goes 13 AU/s wont get any more distortion than a ship that travels at 3 AU/s when they both hit maximum speed.


I misunderstood this but still something is wrong :)
Just see this:
http://www.youtube.com/watch?v=6k8Y2lSorl8

No distortion on the planets and on the starfield at all. Only on the nebulae but not even close to this:
http://www.youtube.com/watch?v=L35ZkxJSNAA
Sash Miram
Iron Fold
#89 - 2011-11-17 20:24:10 UTC  |  Edited by: Sash Miram
CCP Vertex wrote:
Xenial Jesse Taalo wrote:
Seconded seconded seconded. The rippling effect is the best part, but when I warp I barely see it. In fact, look at this video of someone using the new warp:

http://www.youtube.com/watch?v=L35ZkxJSNAA

It looks great. When I do it on my machine the watery rippling is nowhere near that. It is in fact almost non-existent and the only reason I don't say completely non-existent is because if I watch really carefully I can see a ripple once in a while. That's how un-pronounced it is.

Why??? How come my warp tunnels barely ripple at all, while in that video above it looks awesome; like it's tearing that planet into a beautiful mess. It's the sickest effect in Eve and I don't get it. :( Can anyone explain?


Whatever people are saying about the dispersion effect, CCP, please consider that too. Just for the sake of there at least being one of these long-awaited effects returned that doesn't come with a little disappointment for once. I feel like for every super-overdue un-nerf we get in the presentation department, there is always some key element that's a little worse or missing. So I feel for the people missing this part of warp tunnels.


But yeah any ideas on why my warps barely ripple? Is it possible to amp that up somehow?



The 'rippling' or distortion effect is scaled based on the ships warp speed. The faster your ships warp speed the more intense the effect.


Heh thats my video up there. Big smile My ship is a Helios and it has been rigged for maximum warp speed since I was exploring all the nebulae on the server.

So my warp speed was 21.1 AU/s. Can warp speed >13 look like that? And anything over that tear the very fabric of spacetime? =P

I do like the idea that the faster you go the more effect it has.


EDIT: By no means take this as ' omfg I hate the warp effect ', I absolutely love it!
CCP Vertex
C C P
C C P Alliance
#90 - 2011-11-17 20:30:30 UTC
C DeLeon wrote:
CCP Vertex wrote:
Daedalus Arcova wrote:
CCP Vertex wrote:
There is a maximum limit of the distortion and strength.


Can you illuminate us to what that limit is?



Sorry I've probably done a bad job at explaining the system so I'll try again.

The distortion strength is based on your ships maximum warp speed so a ship that travels at 3 AU/s and a ship that travels at 13 AU/s will both get 100% distortion when their ship hits maximum speed in the warp tunnel.

So another way to put this is, a ship that goes 13 AU/s wont get any more distortion than a ship that travels at 3 AU/s when they both hit maximum speed.


I misunderstood this but still something is wrong :)
Just see this:
http://www.youtube.com/watch?v=6k8Y2lSorl8

No distortion on the planets and on the starfield at all. Only on the nebulae but not even close to this:
http://www.youtube.com/watch?v=L35ZkxJSNAA


Looking at your video I can tell that you are getting the medium shader settings (we disable distortion on Medium and Low quality). We resolved a defect today where graphics cards that couldnt support the features in the High shader option still allowed you to select that option.

Tomorrow after the Singularity update please reply here and tell me if you still have the 'High' shader quality option. I suspect your GPU doesn’t support INTZ and thus the distortion and depth effects won’t work.

**CCP Vertex  |  Senior Development Manager ** | @CCP_Vertex

C DeLeon
Ministry of War
Amarr Empire
#91 - 2011-11-17 21:02:01 UTC  |  Edited by: C DeLeon
Yeah I checked and looks like that's the problem. My gpu was in the last series what doesn't support directx 10.1 and shader model 4.1. I wanted to upgrade my config a while. Now i have a good reason Smile
Bienator II
madmen of the skies
#92 - 2011-11-17 22:04:55 UTC
btw. now that the warp looks awesome from the inside please consider making it look awesome for observers too ;)

punch it!

related bug:
117147: wrong initial ship orientation
(also known as side-wards warpins)

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Liu Ellens
Sebiestor Tribe
Minmatar Republic
#93 - 2011-11-17 22:23:34 UTC  |  Edited by: Liu Ellens
CCP Vertex wrote:
... I suspect your GPU doesn’t support INTZ and thus the distortion and depth effects won’t work.


Shocked That means I need a new card as well!
Dang, and I am again out of touch what's state of the art today - my GTS 250 is sooo 2009.
I take it a GeForce 5xx is to be had? Which one to take around 230 EUR? (There goes my idea to invest in PLEX...)

Well, they oughta know what to do with them hogs out there for shure.

Oberine Noriepa
#94 - 2011-11-17 22:33:01 UTC
Bienator II wrote:
btw. now that the warp looks awesome from the inside please consider making it look awesome for observers too ;)

Like this? We need that effect in the game. Smile

Daedalus Arcova
The Scope
#95 - 2011-11-17 23:17:38 UTC
CCP Vertex wrote:
The distortion strength is based on your ships maximum warp speed so a ship that travels at 3 AU/s and a ship that travels at 13 AU/s will both get 100% distortion when their ship hits maximum speed in the warp tunnel.

So another way to put this is, a ship that goes 13 AU/s wont get any more distortion than a ship that travels at 3 AU/s when they both hit maximum speed.


That's a shame.

Is there any chance that the distortion could scale with actual warp speed in a future iteration? Big smile

20AU/s in a rigged interceptor shouldn't feel the same as 0.75AU/s in a freighter.
Bienator II
madmen of the skies
#96 - 2011-11-17 23:25:56 UTC
Oberine Noriepa wrote:
Bienator II wrote:
btw. now that the warp looks awesome from the inside please consider making it look awesome for observers too ;)

Like this? We need that effect in the game. Smile

either this or that :)

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Xenial Jesse Taalo
The Scope
Gallente Federation
#97 - 2011-11-17 23:34:25 UTC  |  Edited by: Xenial Jesse Taalo
Ohhhhh *cry*.

Yes my options kept reverting to medium shader settings when I looked back sometimes, and changing them to high had no pause for loading or anything, so that would be it. My machine doesn't do it. :( :( :(


Thank you Ce Deleon for the video that produced the clarification, and devs for clarifying.


Huge cry here.
non judgement
Without Fear
Flying Burning Ships Alliance
#98 - 2011-11-18 03:19:45 UTC
Should the ship effects like armor hardeners, sebo and armor reppers get affected by the warp tunnel? I can sorta understand why the sebo effect might be effected by the warp but the armor hardener and repper effect? It's not a big deal, I can live with it, cause it looks nice. It just doesn't seem right, If you know what I mean.
Noillia Durmot
Marginally Sinister
#99 - 2011-11-18 09:04:27 UTC
Looks fantastic. Good work.

...but while we are on the subject of the look of ships entering warp can something be done with the look of ships coming out of warp.

It's a long running graphic issue now that if you watch a ship arriving at a gate or coming out of a station that it isn't pointing in the right direction as it arrives on grid but rotates to the correct direction afterwards.

There's probably a technical reason for this but I've always thought it looks a bit ****.

Any chance of this being fixed?
SMT008
Deep Core Mining Inc.
Caldari State
#100 - 2011-11-18 09:42:39 UTC
Since CCP seems to be monitoring this thread, I'll add something I noticed during the masstest.

At some point, CCP Affinity did a fleet warp. And it comes much more noticable in a fleet warp :

The warping tunnel is only around you. The distortions and all affect other ships, despite them warping with you, if you see what I mean.

The distortion effect shouldn't affect ships you're warping with, in my humble opinion.

Also, keep the engine trails on when warping. When you come out of a fleet warp, all engine trails suddently appear.

Not only does this slow down your PC (+200 effects appearing at the same time), but it also look wrong What?