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Showing results for tags 'engine'.
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So straight off the bat, I go into a game on Factory with a Suppressed TT, I get 3 kills, all easy, 2 AK-74U AI and one hatchling, go underground and unlock the door to the Exfil, a few AI come down the ramp and into the long tunnel, I managed to kill them without any issues, I begin to slowly walk down the corridor in fear one more is there, next thing I know, the render distance blurs out end of the corridor where a Player Scav was waiting, as he peaked, I couldn't see him, just the muzzle flash, this has to change, I was half way down the corridor near the metal staircase when the render distance blurred out the end of the corridor, I have went into an offline match to recreate the annoying blur that got me killed. The map is seriously too small and that corridor shouldn't ever cause blur like that due to the fact I had my eye and TT pointed at that corner, personally I feel the dev team should make sure that the render distance on Factory is tweaked because of the small size of the map. Has anyone else had this before? If you look at the pictures, I have taken several, you can see how this blur occurs and when you get further, it goes away. One thing to note, on the image where I am furthest away, you can see the end of the corridor clearly, is has no blur to it and you can pick targets quite easily, whereas you get closer, the corridor then blurs at the end and then stops blurring after a certain point
So both Contract Wars and EFT seem to be using the Unity engine. Are you going to be staying with Unity for future projects (like R2028) or eventually going to be using the CryEngine? I'm asking because the prealpha footage of R2028 was created using Crytek's engine, but it looks like Unity can do the job just as well, if not better. However, I was under the impression that since Contract Wars was a browser-based game, Unity was more suitable and CryEngine was better overall for client-based games. So EFT using Unity was a bit of a surprise for me.