Also in this video tassets (hip shields) somehow don't look clumsily attached to femurs. They are animated much better, than we can see in the game now.https://m.youtube.com/watch?v=cWaq6Pc8drM
Seen at 1:12, keep in mind pre release though, so once upon a time it was there...
hamsterontherocksb16_ESO wrote: »Cloaks move a lot. Unless you want to have it hanging down statically you will have A LOT of movement in a cape and cloak. That means A LOT of polygons and A LOT of calculations on how these things move physically. That means a lot of stress on either the server or your Client. Now multiply that by every player in your field of view.
Its a nightmare, it will dramatically slow down the game.
Oh and to the people saying "Other games have it as well."
Other games have either way less polygon counts in their models or not the physics or simply not the amount of players that would at some point bottleneck the performance.
https://m.youtube.com/watch?v=cWaq6Pc8drM
Seen at 1:12, keep in mind pre release though, so once upon a time it was there...
MisterBigglesworth wrote: »For the art team It's probably a choice between "not animated, no clipping" vs. "animated, massive clipping issues"
Nothing stopping them from making a polymorph that includes a cape, though, since you don't have to account for a variety of different geometry.
I wouldn't care if they weren't animated..would still be better then no option..
This I don't get...
This game engine is alot newer then alot of other games that have no issues doing cloaks. What is this the oops everything but cloaks engine we decided to use lol.
@Cladius30
I do not know where you got the information that the game cannot do cloaks. I bet it can.
However Zos has stated they will not do cloaks. Cloaks, like anything else, does require game resources and Zos does not want the resources to go to cloaks.
So we will not have cloaks.
(But we actually do have cloaks with one of the hero costumes and bet we will get them again. They do not flow but hang static)