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Which was great when needed to get a closer look in First person. While also being able to get a better look over your surroundings in third person.
It's just not feasible until if and when we all move to curved screens or VR.
When the camera's inside V's head, the head cannot be rendered or the player'll see surfaces meant to only be seen from the exterior.
As far as I can tell as my RTX development experience is still extremely limited, surfaces that are flagged to be unrendered (invisible to the game camera) cannot cast RTX reflections, while surfaces that are visible to the camera can be flagged to not cast RTX reflections. I'm guessing that the shortcuts taken for making RTX a viable RT technology require surfaces that aren't flagged as unrendered.
The old pre-RTX texture hacks for reflections don't mix with RTX reflections.
(E: I find it interesting that unrendered surfaces can cast shadows. It's a completely different process than RTX, though. This existed before RTX.)
My recommendation for a fix is a camera that sits immediately in front of the face, anchored to the head rotation rather than to the neck. This will allow the face to be rendered without being seen by the camera but able to cast an RTX reflection.
If you turn your head 45 degrees to the left and 45 degrees to the right, the point of perception shifts and stays in front of the face instead of staying at the same location.
This will cause problems for first person players expecting the point of perception to anchor on the neck (or chest in most cases). I've not seen any first person games that offset the camera in front of the character's face. It's always rooted to the torso in some way.
I'm not a game developer, but can't you just make them invisible from the inside? I've noclipped inside things in older video games, some things were invisible if you looked at them from the inside.
You should've seen the stretched monstrosity that V became in the earlier 1.x versions. Carrying a body cast horrifying shadows.
Most surfaces are one-sided (meaning renders only from one side), but the eyes have surfaces that often face into the head for eye movement, the eyelids have surfaces on the edges and eyelashes that are visible inside the head, the interior of the nostrils are possibly visible to a camera positioned inside the head, and the same thing goes for the lower jaw. It would require a terrifying painted mannequin head to keep all surfaces facing outward from the camera.
But is it impossible to make it so one side has stuff and the other is transparent? Like how we have one-way mirrors IRL.
I don't know if this link to a JPG works, but here's a prime example[global.discourse-cdn.com] of what it looks like when the camera's inside a head. Ignoring the interior of the mask covering the face (which creates another issue), you can see the eyelids, eyeballs, nostrils, teeth, and tongue regardless.
The mask part creates its own problems. Glasses and the undersides of the brims of hats would almost certainly be visible to a camera inside the head.
Hmm. As someone 6'1, I can't say I've ever noticed this.
But, then
I've never really been bothered by this, either, (the whole "I'm just a floating camera!" thing) so maybe it's just me. /shrug
(I honestly thought the first couple games where I saw legs when I looked down, were very strange. Because they just looked like waggling feet, not like what you see when you look down IRL. I kind of prefer the no-legs version. There's a mod for CP2077, Immersive First Person, that actually does that, though - shifts the camera forward as you look down, so you see down the whole body.)
Yeah, I'm using that right now.