Dear engine developers, please reconsider the way VRage3 handles post processing/AA/shaders
First of all, SE1 is my top-3 most played game on Steam, and I freaking love SE. So please understand I'm coming from a place of love for the game and sincere wish to see it thrive and be the best it can be. And I understand that new engine iteration is still under development (so, best time for feedback, isn't it?).
I'm not simply passing by, I care. So, I am writing this.
I honestly don't think I've ever seen the motion clarity/compression as horrible at in SE2 in any other game. The grain, the compression, the blur, the object trails, the "gray mush" vaseline effect - IMO, this cannot stand.
The post processing/shaders/AA in this version are simply unacceptable. Half the time I can't even tell what I'm looking at, just blobs of black/gray mush. Seeing how they are reliant on FSR, disabling AA makes the problem much worse, adding aliasing to the mix. It's like first iteration of DLSS at "Ultra Performance" settings.
What is the actual rendering resolution of this game? Feels like it's heavily upscaled 640p with tons of artifacts.
I hope Keen's gfx standards are higher than this, and surely this is just an early build of VRage3, right?
Motion clarity screenshots (1440p/Ultra gfx settings on RTX 4080Super):
At this point of alpha, SE1 gfx are far cleaner and more crisp, although nothing's perfect, obviously.
Then, there's the second issue back from SE1 days - the game doesn't actually run at anything above 60fps. 60fps and 175fps look exactly the same, I'm not sure how exactly, frame skipping or just dropping frames over 60? Don't know.
I like this feedback
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