Assassin's Creed Unity

Assassin's Creed Unity

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Vortex ♀ Pixalation 2014년 11월 17일 오후 12시 21분
Cloth Physics aren't working properly
I noticed the intro mission has some of the best cloth physics I have ever seen but then I equip nearly every chest piece and I notice that the cloth seems very stiff the one I have noticed that is proper is the Master Brigand Coat and Bellec's Master Assassin Outfit, is this just me or is it a issue with the game
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Vortex ♀ Pixalation 2014년 11월 17일 오후 1시 49분 
bujablaster UR-Brotherhood님이 먼저 게시:
Vortex-Pixalation님이 먼저 게시:
NPCs cloth is real time for the last time I am in game I am bumping them and looking at when they fight and walk around

As i wrote before, this is really not proof. Bumping into some NPC means just that - there starts triggered animation of NPC ballancing and going aside or so. This animation consist from bones movement and easily could also consist from precalculated clothes deformation. But there is no way how to check it.

But let's close this case with "we don't know it", because whole debate is pretty theoretical :). I respect you opinion, anyway my opinion is based on years of professional experience in both rendered and realtime 3D graphics and some mediocre-to-deep knowledge of such things.
If that is your logic you could say that the players animations are all predefined....

I have seen the cloth during the dynamic foot placement which bends the cloth and when they ragdoll
Vortex ♀ Pixalation 님이 마지막으로 수정; 2014년 11월 17일 오후 1시 49분
bujablaster 2014년 11월 17일 오후 1시 49분 
Vortex-Pixalation님이 먼저 게시:
Oh geeze are you really doing this I know what LOD is.... How stupid do you think I am that is insulting I am a PC gamer I often do self modifications I am pretty sure I know how view distance works

Why do you think when someone tries to explain you he automatically thinks you are stupid? I meant it as no offense, from what you posted i wasn't sure if you do know or not.
bujablaster 2014년 11월 17일 오후 1시 52분 
Vortex-Pixalation님이 먼저 게시:
If that is your logic you could say that the players animations are all predefined....

Um ... this is not my logic, this comes from my experience with technologies all over CGI industr involving video editing, post FX and composition, rendered and realtime 3D graphics. For years. But i feel where debate leads and if you think like "you could say that the players animations are all predefined" there is really no reason to continue. Anyway it was interesting for a while.
Vortex ♀ Pixalation 2014년 11월 17일 오후 1시 58분 
bujablaster UR-Brotherhood님이 먼저 게시:
Vortex-Pixalation님이 먼저 게시:
If that is your logic you could say that the players animations are all predefined....

Um ... this is not my logic, this comes from my experience with technologies all over CGI industr involving video editing, post FX and composition, rendered and realtime 3D graphics. For years. But i feel where debate leads and if you think like "you could say that the players animations are all predefined" there is really no reason to continue. Anyway it was interesting for a while.
What ever all I know is all the NPCs have better cloth Physics than the player
gamertaboo 2014년 11월 17일 오후 2시 56분 
Personally I haven't noticed any problems with the cloth physics, for player or npc. I have seen other people report it though. In my opinion, whether the npc's cloth physics are real time or not isn't a huge deal, it looks great either way and really let's me get into the game while I'm playing.
Vortex ♀ Pixalation 2014년 11월 17일 오후 2시 58분 
gamertaboo님이 먼저 게시:
Personally I haven't noticed any problems with the cloth physics, for player or npc. I have seen other people report it though. In my opinion, whether the npc's cloth physics are real time or not isn't a huge deal, it looks great either way and really let's me get into the game while I'm playing.
look at the Screen shots I posted on the first page
they are comparing what the all the coats should look like compared to the rest of them
Vortex ♀ Pixalation 2014년 11월 18일 오후 7시 32분 
Anyone know if this is a known issue to Ubisoft it is very immersion breaking
Jarilo 2014년 11월 18일 오후 7시 36분 
Clothing acts ok for me, for me it's the crowd. They are always running around scared with that same rediculous looking back animation.
Vortex ♀ Pixalation 2014년 11월 18일 오후 7시 59분 
FreeLanceMC님이 먼저 게시:
Clothing acts ok for me, for me it's the crowd. They are always running around scared with that same rediculous looking back animation.
Interesting so the cloth doesn't do what it does in my bugged screen shots
Kinetic 2014년 11월 20일 오전 8시 39분 
Havok engine, which AC Unity uses to simulate physics, doesn't generally do well with higher fps. The baseline is, the higher the framerate is, more calculations Havok has to make per second. When your framerate is too high for the Havok to handle, it will try to simplify physics calculations to catch up with the framerate, which results in 'stiff' cloth strips. Thus, generally, lower framerate means smoother physics(and choppy frames, of course).

Solution is pretty simple. Use Nvidia Inspector or RadeonPro(depending on your favorite GPU flavor) to limit ACU.exe's fps to 30 or so, and turn VSync on. You'll see the difference.
Kinetic 님이 마지막으로 수정; 2014년 11월 20일 오전 8시 39분
Vortex ♀ Pixalation 2014년 11월 21일 오후 7시 57분 
It has nothing to do with frame rate trust me my screenshots prove that
tuxino 2014년 11월 22일 오전 2시 28분 
A couple of times I have noticed that dresses or ribbons and the like burst up and then fall down again - almost as if a gust of wind came from below. It is too sudden to be something scripted, so it must be a physics calculation that goes wrong. The description given by Kinetic makes this even more likely, because I am running on a GTX 680, so my computer is likely to have a little more work than it can really handle.

Another example (from PS4) is here, right after the camera shifts: http://youtu.be/SaPwtEZQ7Es?t=14m22s
Kinetic 2014년 11월 22일 오전 4시 12분 
Vortex-Pixalation님이 먼저 게시:
It has nothing to do with frame rate trust me my screenshots prove that

I was referring to the 'stiff clothes' problem. Limiting the framerate actually fixes that.

I can see in your screenshot that the bottom end of Arno's coat is slightly pointing backwards, as if it's touching the ground. It's just another minor design glitch. I don't know why it happens, but it happens to everyone. I'm not sure if Ubi devs are aware of this bug, but I bet even if they do, it wouldn't be on their number one priority list.
Kinetic 님이 마지막으로 수정; 2014년 11월 22일 오전 4시 13분
WykedInsanity 2014년 11월 22일 오전 5시 25분 
ahhhha thats whu ubi wants more cinematic cuz havoik is a pod engine then..it cant keep up with 144 hz...how bogus
Vortex ♀ Pixalation 2014년 11월 22일 오후 6시 28분 
How do you limit the frame rate may I have a link to Nvidia Inspector
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