This may sound dumb due to terminology, but instead of having the taken effect being handled as an "In-game" shader(such as Gambit Chrome or Bloody Tooth), couldn't they have the effect easily rendered through "Programming GPU" (sub-programs the GPU handles to change how a specific pixel is rendered) shader?
No having to translate each armor part (color, bitmaps, normal maps) into a Taken "in-game" shader, just render the armor using the "Programming GPU" shader. And it should have a very insignificant effect on performance.
Kind of like how in The Crucible, all 'enemy targets' are rendered with a red overlay. If a player has a Taken "in-game" shader, render that armor piece with a Taken "Programming GPU" shader instead.
I mean: Taken Empowerment in Last Wish and Astral Alignment have this effect already on your armors.
If I'm wrong, ignore me. If I'm right, would people mass bump this comment into view so our community managers'll see it and give a definite reason why a "Taken Shader" doesn't exist?
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That was exactly what I was thinking 👍
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You’re asking them to make a completely new system for a shader dude, no. The best solutions to problems are simple. Adding complexity to a problem isn’t a solution, now you have a bigger problem.
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I think this video may help to explain what I mean if you don't know a whole lot about shaders in programming. In essence, it'd be basically taking whatever textures visible for an armor piece and applying the Taken animated texture over it. Considering Destiny already has a variety of these types of shaders, it wouldn't be too complicated and it wouldn't be resource intensive. Or again: just having something that triggers the Taken Empowerment effect whenever and on demand.