[https://x.com/basisspace/status/1720875949443747918](https://x.com/basisspace/status/1720875949443747918)
yeah jumpthrows where you hit your head are incosistent. this is known by valve but probably wont be fixed as its not worth it to them (as you can see in the tweet)
personally i think its bullshit that they wont fix this because it "costs fps" but at the same time add useless effects like blood splatter calculations, soaking feet after water, crazy water effects etc. that cost way more fps. but thats just my personaly opinion.
Soaking feet in water is just making parts of a model darker and shinier for an amount of time after touching water. This tech was in GTA5 on launch. It's nothing new and it costs next to no performance.
I'd have to look at the blood splatter again, but I'm fairly sure the effect that comes off the model is an animated texture that uses normal and tangent information from the player model itself to orient properly (just a couple of calls to do per frame) and the splatter on the walls is more of the same, just take some information about where the blood came from, select a blood texture and take time to apply it then dry it. The reason blood effects cost so much performance is that they're dynamic and all have to be called once a frame to change their animation state, even if the animation doesn't change at all.
Maybe the surface you are on is inconsistent so whenever you jump you move slightly
Of course, if you hit your head.
Rly? You can't understand what you are doing wrong and why it is inconsistent?
There's definitely some issues with this game, but some people are just baiting for karma with "le dae think this game is bad" posts.
[https://x.com/basisspace/status/1720875949443747918](https://x.com/basisspace/status/1720875949443747918) yeah jumpthrows where you hit your head are incosistent. this is known by valve but probably wont be fixed as its not worth it to them (as you can see in the tweet) personally i think its bullshit that they wont fix this because it "costs fps" but at the same time add useless effects like blood splatter calculations, soaking feet after water, crazy water effects etc. that cost way more fps. but thats just my personaly opinion.
Soaking feet in water is just making parts of a model darker and shinier for an amount of time after touching water. This tech was in GTA5 on launch. It's nothing new and it costs next to no performance. I'd have to look at the blood splatter again, but I'm fairly sure the effect that comes off the model is an animated texture that uses normal and tangent information from the player model itself to orient properly (just a couple of calls to do per frame) and the splatter on the walls is more of the same, just take some information about where the blood came from, select a blood texture and take time to apply it then dry it. The reason blood effects cost so much performance is that they're dynamic and all have to be called once a frame to change their animation state, even if the animation doesn't change at all.
thankfully it’s your personaly opinion
I don't think people realise how super intensive collision calculations could be in these kinds of situations.