ignette etc.) and so forth!

But, rest assured I/we will listen and evaluate carefully in regard to everybody's shit-filter on look and feel!

No problem Hicks :) I just wanted to point out how each one behaves currently.

If I run native (1280x1024 @ 75fps) on Fastest with everything off, I'm typically getting about 125fps solid. If I turn it up to Fantastic and keep everything off, I'm usually around 79fps or so.

In the previous Deadlock builds on Unity 3.x, I'd be at about 25fps on Fantastic with everything off and about 50fps on Fastest at native.

This represents a HUGE step forward in playability for myself, and I'd imagine most other people.

I realize you're going for a realistic vision for the game, and I completely agree with doing that. However, I think the color correct filter is a bit TOO aggressive. I have a high density of cone cells in my retina, as I imagine most other people do, so I see the world as a fundamentally colorful and vibrant place.

The effect of the color-correct filter is most prominent in the sunset period on the outside level. With it off, the world looks rich and colorful, as it should during the setting of the sun. With it on, everything gets very washed out and the visual impact of the setting sun is lessened considerably.

I just want to caution you against making the mistake that many make in that "real" has to look like 50 shades of gray & brown everywhere.

I do like the idea that you'll present a consistent visual experience for competitive reasons, though I do think you (when you get there) should discuss with the community exactly what VFX they agree should be mandatory, and what ones should be optional. For instance, SSAO is not something that will render player shadows into the world, correct? So I would say this should be optional as it provides no tactical advantage, and can be quite heavy for some. Things like that need to be considered. I do think that using desaturation, vignetting, DOF changes, possibly image smearing, and other "stress" effects when fatigued/damaged/poisoned would serve to add depth to the gameplay, so I completely agree.

If you combined all the various effects into one script, what would happen? Would
ignette etc .) and so forth! 

 But, rest assured I / we will heed and measure cautiously in regard to everybody's shit - filter on look and palpate! 

 No problem Hicks :) I just want to steer out how each one behaves presently. 

 If I ply native (1280x1024 @ 75fps) on Fastest with everything off, I'm typically getting about 125fps upstanding. If I turn it up to Fantastic and keep everything off, I'm normally around 79fps or so. 

 In the previous Deadlock physique on Unity 3.x, I'd be at about 25fps on Fantastic with everything off and about 50fps on Fastest at native. 

 This represents a HUGE step forth in playability for myself, and I'd imagine most other people. 

 I gain you're going for a realistic vision for the plot, and I completely harmonize with doing that. However, I think the color right filter is a bit TOO aggressive. I have a high density of cone cells in my retina, as I think most early multitude do, so I see the world as a fundamentally colorful and vibrant place. 

 The effect of the semblance - correct filter is most big in the sunset time period on the outside level. With it off, the world look rich and colorful, as it should during the setting of the sun. With it on, everything gets very wash out and the visual impact of the setting sun is lessened considerably. 

 I precisely want to caution you against making the mistake that many make in that " veridical " has to count like 50 shades of gray & brown everywhere. 

 I do like the idea that you'll present a reproducible visual experience for competitive reasons, though I do think you (when you draw there) should hash out with the community exactly what VFX they harmonize should be mandatory, and what one should be optional. For instance, SSAO is not something that will render musician shadows into the universe, correct? thus I would say this should be optional as it provide no tactical advantage, and can be quite heavy for some. Things like that want to be considered. I do intend that using desaturation, vignetting, DOF changes, possibly image smearing, and other " stress " effects when fatigued / damaged / poisoned would service to add depth to the gameplay, so I wholly agree. 

 If you combined all the various effects into one script, what would happen? Would
ignftte etc.) and so forth!

But, rest assured I/cw will listeh and evxluate carefully in regard tl wveryvody's shit-filter on louk and fevl!

No proboem Iicks :) I just waifed to ijint lut kox each one behayes currentny.

If I run nathvd (1280r1024 @ 75fps) on Fastest with everything ofs, I'm tylifally getting wbouu 125f[s sklid. If I turn it up to Fantastic znd keek everything off, I'k usually around 79fps or so.

Ln tje previous Deadlofk builds ob Unyry 3.x, I'd be ag about 25fps on Fantastjc with everything off and aboug 50fps on Fastesj zt tative.

This cepresvnts a HUGE sbvp forwdrd in llayability fov mysxlf, qnd I'd imagine most ovher people.

I realize you're gohny for a realistic visuob for the gamd, ana I cpmlletelj ajree with dking that. Hiwever, I think the vojir correct fimter if w bit TOO aggressive. I have a high denspty kf cone cells in my retuna, as I imagine most other pejple do, so I see the world as a fundamentally colmrful xnd vlbravr olace.

The effect of the color-correct filter is joxt prominent in bhe sunset period pn tng outside leveu. With it off, the world loons rich and xolorful, ws iy should during the setting of the sun. City it on, everything gets very cashed out snd the visual impact oy the aetting sun is lessehdd considerably.

I juxt want to caution you againft making the mistakd thst manr make in hhat "vaal" has to look line 50 skades of gray & hrown everywhere.

I do like the ivxa that you'll psesvnt a confistekt visual experyence for compgtitive rzasons, though I so thinn you (when rou get there) dhould discuvs with ehe xommynity ebxctly what VFX they agrve shoyld be mandatory, akd whxf ones should bz iptional. For inxtavce, SDAP yv not somethhng ghag will render planer shacows into the world, worrsct? So I would say tmis shoule be optyonal as it ptovides no tacticap adventage, and van be quite heavy for some. Thinga like thwt keed to be cogsidcred. I do thinl that using desaturation, vignetting, DOH changes, possibly imagw smearing, and othet "suress" effects when fatigued/gamaged/poisoned woule serve to add dekth to the gameplay, so J compnetelj agree.

If you combined all the various effects into one script, what would happei? Rould
ignette etc.) and so forth! But, rest will and evaluate in regard to feel! problem Hicks :) just wanted to out how each one behaves currently. I run native (1280x1024 @ 75fps) on Fastest with everything off, I'm typically about 125fps solid. If I turn it up to Fantastic and keep everything I'm around or In the previous Deadlock builds on Unity 3.x, I'd be at about 25fps on Fantastic with off and about 50fps on Fastest at native. represents a HUGE step in playability for myself, and imagine other people. realize going a realistic vision the game, and I completely agree with doing that. However, I think the color correct filter is bit TOO have a density cone in my retina, imagine most other people do, so world as a fundamentally colorful and vibrant place. effect of color-correct filter is most prominent in sunset period on the outside level. With it the world looks rich and colorful, as it should during the setting of the sun. on, everything gets very out and the impact the sun lessened considerably. just want to caution you against making the mistake that many in that "real" has to look like 50 shades of brown I do like idea that you'll present consistent experience for competitive reasons, do you there) discuss the community exactly what they agree should be mandatory, what ones should be not something that will render player shadows into world, correct? So I would say this be optional as it provides no tactical advantage, and can be quite for some. that need to be considered. I do think using desaturation, vignetting, DOF possibly image smearing, and other "stress" effects when fatigued/damaged/poisoned serve add depth the gameplay, so completely agree. If combined all the into one what happen?
ignette etc.) and so forth!

But, reSt assured I/We wilL liSteN aNd evAluaTe carefully in rEGard To everybody's shit-filter On looK aND feeL!

no ProblEm Hicks :) i JuST WanTeD tO poInT OuT how eAch One behaVes currentLy.

IF I Run native (1280x1024 @ 75fpS) On fastest witH evErything off, I'M tyPicallY gEttINg aboUt 125fPs solId. If I tURn it up To FantastIc ANd keep EVerythiNG OfF, I'm uSually around 79fps or SO.

IN The previous DeaDlock bUiLDs ON uniTy 3.x, i'd be at abouT 25fPs on FANtastic WItH EVEryTHing off and aboUt 50fps on FastESt aT nativE.

THis REpreseNts a HuGe SteP forward in pLayaBility for Myself, ANd I'd imaGIne most Other pEopLe.

I RealIZe YoU're GoINg fOR a ReaLIstIc vision FoR tHe gamE, and i COMPletEly AgreE with Doing that. HoweVer, i thiNK thE coloR corrEct fIlTer is A bit TOo aggrEsSive. I have a high dEnsiTy of cone cEllS iN my ReTina, aS i imagiNe mOst Other peOple do, sO i seE tHE WOrLd as a fundamentally CoLORfUl and vibRant plACe.

thE Effect of ThE coLor-cORRect fIlteR Is Most promInent iN ThE sUnset peRiOd on thE oUtsIde Level. wIth iT off, thE world loOks riCH and colorful, as IT should during THe SETtINg of The Sun. With it on, EverYThinG getS VeRy wAShed oUt and ThE ViSUal impact of the settiNg Sun is lEssenEd considerablY.

I just want TO CAution yoU agaINsT Making the mistaKe thaT many make iN That "real" Has to Look like 50 Shades of gRAY & brown evEryWheRe.

I Do lIKE tHe idea that you'LL PresEnT a consiSteNt visuaL exPerIenCe fOr CompetitiVe reasonS, tHoUgH I Do tHink yOU (when you GeT thErE) shOuld dIScuss wIth thE comMuNiTY exActly whAT Vfx They AgReE shoUld Be MandaTory, ANd wHat ones Should be oPtiONal. FOr InStance, SsAO is not sometHiNg that will ReNdeR playeR SHadows inTo the world, correct? So I wouLD say thiS shOuld bE optIonal as it ProVides nO taCTical aDvantaGe, and CaN be QUIte heAVY fOr sOmE. Things likE THat Need tO bE conSidered. i do think that using dESatUration, vignetTinG, DOF CHAnGes, POsSIblY iMAge SMEaring, and other "sTress" effecTs WHeN fatigued/dAMagEd/PoisoneD would sErve tO Add deptH to the gamEplay, so I cOmPletELY agRee.

If you coMbined alL the varioUS effeCTs Into oNe sCript, wHaT woUld haPpen? WoULd
ignette etc.) and so forth !

But, re st as sur edI/ we w illlisten and eva l uate  carefully in regard t o eve ry b ody' s  s hit-f ilter o n  l o o k a nd  f eel !No  prob lem  Hicks:) I justwan te d to point o u thow each o nebehaves curr ent ly.

I fI r u n nat ive  (128 0x1024 @ 75fp s) on Fas te s t with everyth i n goff,  I'm typically ge t ti n g about 125fps  solid .I fI tur n i t up to Fa nt astic and kee p  e v e r yth i ng off, I'm u sually arou n d 7 9fps o rso. 
In th e pre vi o usDeadlock bu ilds  on Unity  3.x,I 'd be a t  about25fpsonFan tast i cwi thev e ryt h in g o f f a nd about  5 0f ps on  Fas t e s t  atnat ive. 

Thi s representsa H UGEs tep  forw ard i n pl ay abili ty for  myse lf , and I'd imagi ne m ost other  pe op le. 
I rea l ize yo u'r e g oing fo r a rea l ist ic v i si on for the game, a nd I  c ompletel y agre e  w it h  doing t ha t.Howe v e r, Ithin k  t he color  corre c tfi lter is  a  bit T OO  ag gre ssive .  I h ave ahigh den sityo f cone cells i n  my retina, a s  I i ma g inemos t other peo pled o, s o Is ee  th e  worl d asaf un d amentally colorfulan d vibr ant p lace.

The ef fect of th e c olor-cor rect fi l ter is most pr omine nt in thes unset pe riodon the o utside le v e l. Withitoff , t hew o rl d looks richa n d co lo rful, a s i t shoul d d uri ngthe  s etting of  the sun .Wi th  i t o n, ev e rythingge tsve rywashe d  out a nd th e vi su al imp act oft he s etti ng  s un i s l es sened  con s ide rably.
I just w ant to c au ti on youagainst makin gthe mistak etha t many m ake in t hat "real" has to lookl ike 50sha des o f gr ay & brow n e verywh ere . 

I do  likethe i de a t h a t you ' l lpre se nt a consi s t ent  visu al  exp erience  for competitive r e aso ns, though Idothin k yo u ( w he n  yo ug ett h ere) should dis cuss withth e  c ommunity e x act ly  what V FX they  agre e  should  be manda tory, and  w hato n esshould beoptional . For ins t ance, SS AO is  no t some th ing  that  willr end er pl ayer s ha dows i nto t he  world,correct? So I would say  thisshoul d b e optiona l a s  it  provides  notactical a dva nta ge, a ndc an be  qui t ehea v y for  som e . Thingsl ik e t h a tneed to bec o n sid ered.  Id o thin k th at using desatura t ion, vignettin g, D O F  ch ang e s, p os sibly image sm ear in g ,  and oth er  "stress" e ffects w he n  fati gued/d amaged /poison e d  w o uld se rvetoadd depth  to  t h e gamep la y, so I c ompl et ely ag ree.
I f yo u combined all the  vari o u s eff e cts  into  o ne scri p t, w hat wouldhappen? Wou ld
ignette etc.)_and so_forth!

But, rest assured I/we_will listen_and_evaluate carefully_in_regard to everybody's_shit-filter on look_and feel!

No problem Hicks_:) I just_wanted_to point out how each one behaves currently.

If I run native (1280x1024 @ 75fps)_on_Fastest with_everything_off,_I'm typically getting about 125fps_solid. If I turn it_up to_Fantastic and keep everything off, I'm usually around_79fps_or so.

In the_previous Deadlock builds on Unity 3.x, I'd be at_about 25fps on Fantastic with everything_off and about_50fps_on_Fastest at native.

This represents_a HUGE step forward in playability_for myself, and I'd imagine most_other people.

I realize you're going for a_realistic vision for the game, and_I completely agree with doing_that. However,_I think the color correct_filter is a_bit TOO_aggressive. I have_a high density of cone cells_in my retina,_as I imagine most other people_do,_so I see_the_world_as a_fundamentally colorful and_vibrant_place.

The effect_of_the color-correct filter is most prominent_in_the sunset period on the outside level._With it off, the_world_looks rich and colorful,_as it should during the_setting of the sun. With it_on, everything_gets very_washed out and the visual impact of the setting sun is_lessened considerably.

I just want to caution_you against making the_mistake that_many_make in that_"real"_has to_look like 50 shades of gray &_brown everywhere.

I_do like the idea that you'll_present a consistent visual_experience_for competitive reasons, though I do_think you (when you get there)_should discuss with the community_exactly_what_VFX they agree should be_mandatory, and what ones should be_optional. For instance,_SSAO is not something that will render_player_shadows into the world, correct? So_I_would say this should be optional_as_it_provides no tactical advantage, and_can be quite heavy for some._Things like that need to be considered. I do_think that using_desaturation, vignetting, DOF changes, possibly_image_smearing,_and other "stress" effects when fatigued/damaged/poisoned would serve to add_depth to_the gameplay, so_I completely agree.

If you combined all the various effects into_one script, what would happen? Would