| HigHurtenflurst said: That's a neat idea, not sure how that would effect graphical performance though.... it's having to push two different images simultaneously, but maybe the environment building and rendering would be shared for both (so that the main differences the GPU has to calculate are the character model on one screen versus a HUD/helmet overlay on the FP view... and probably a different field of view) |
I thought about that, I don't know if it's possible to reduce strain rendering the environment one time, and just change the camera perspective still using the same assets.
One of the benefits of this style would be that you could do area control by have glimpses in the TPS view what is behind you, while you are focusing shooting in a FPS view.
NNID: MagicalLight
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