Don't get me wrong , the gases now looks incredible , it looks how it should have from the start. It looks good because the gases spread and you don't see that glowing aura stacked on each other , it makes it look more alive, but the liquids should be reversed.
Liquids do not glow , not the ones we have in PT that is. A good idea it would be to leave the glow for Gases at it makes them more "alive" it makes them seem like smoke and fire , the flow not just move around. But reverse the liquids , they really don't need the glow as they are subject to PT gravity , it does not make it look cool , just VERY Hard to make the difference between the Liquid Particle and its glow.
As for Radioactive particles , well it looks cool but make it so that when it touches a surface ( when you place it on something) it stops glowing on that direction. Atm the glow gets above metals and other solids , it passes through it and makes it look ugly and unreal. Also the Lag it causes is kinda spoiling the fun.
It seems to do an extreme amount of processing compared to the other effects for some reason. How did we not notice this in development? We didn't even notice in the forums when the preview was posted with 10fps haha
It seems to do an extreme amount of processing compared to the other effects for some reason. How did no one notice this in development? We didn't even notice in the forums when the preview was posted with 10fps
He was running with scale:2, low fps is common with scaling.
He was running with scale:2, low fps is common with scaling.
When I run scaling I get between 0-1 less FPS with the screen full (16fps), the nearest neighbor scaling that is done when scale:2 is active takes nothing in percentage compared to the game, which in percentage is only a 5% difference from no scaling ಠ_ಠ. I could just have a weird computer though...