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I mean if we were using cs-go they would probably be a better choice given how it recently got control over saturation and dither.
But we aren't using that. And that's real unfortunate because I would have loved to use cubemaps for some additional accuracy. It just looks awful in practice because of how incredibly underdeveloped they are in our branch.
Stuff from Darksouls 2 fairs pretty well when using it's ingame cubemaps. Probably one of the best in that regard.
Special mention goes to customhero for still being the best choice for this sort of thing but not working on pretty much every map. Thus being effectively worthless.
Which is a shame because it would have been absolutely fantastic for reflections on grazing angles. Albeit a little on the expensive side of things.
and don't talk about the gunship. this is a whole different shader beast... a whole lotta more texture combiner mess to cram in the ram... then your lil llight mashing... mofos. deal with that. :)
A careful enough phognwarp can fake it to an extent given they can be converted to a 2d warp rather than an overlay for the highlight itself but it also falls apart depending on the angle viewed.
Also not really. I'm just bothering you for my own amusement at this point while getting a start on reaper. The first bit was just seeing how much you knew and then moving on to probing if you did end up having a method that could provide visually more accurate results. A shame you didn't deliver.
If you would like to delve further on your current topic may I suggest consulting Episoder? He would probably be more than willing to give your method a try using the gunship as a testbed. If only to just see how it goes.