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Are you going to change the awful cube scanning visual and mechanic?

TL;DRThe cube is gone, replaced by a fuzzier blob effect that is a hybrid of 3D and on-lens VFX in 3.14, with the visuals not final and further work planned.

Mark AbentLead Gameplay Programmer, LA Studio

I like the cube. Good news is we actually had the graphics and VFX teams help out and concept new ideas of how we want to have this blob. So we did get rid of the box. I'm sorry, the box is gone. And it got replaced with more of a fuzziness, that there's some object within there. Because the whole idea of ping is that we don't know what's there, or where all of it is. It's more of a general area. There's something here or a bunch of things here and you don't know what it is. It requires you to either focus more ping so you can reveal contacts, or get closer. But the idea is just there's something there. So the VFX all got changed. Now, we wanted to move the VFX to be more on the player's lens to indicate that it's more of a system that's happening and relaying the information to you in 2D, because it's not a 3D in-the-world effect that happens. But the old effect was kind of 3D. Now, we didn't quite get all of that there, because there's some stuff we want to do with the player ping and radar. So we have a hybrid right now where it's still in the 3D world, but it looks like what we're going towards with that on-lens VFX. So we did get rid of the box. It is still in 3D, but we want to move it more into 2D so it overlays on top of things. One of the complaints we've always seen too is you ping out and you can't see the box because the mountains blocked it. We want to get rid of that so that it's mostly on the UI. So you go, okay, there's something there, you just have to fly towards it. So we're getting there and we're improving the effects. And as Jared said earlier, this is not final. We're continuing to develop the VFX. So when you guys see it, please put in your comments, because I'm sure we will take your feedback and make modifications as it goes. But for 3.14, it's a hybrid to get us where we want to go.

Sean TracyTech Director of Content

Yeah, and what you'll see, and Mark described it really well, is depending on the distance, depending on the signal of the thing, it'll be wider or more narrow. It's meant to be rezzing in. That's kind of the thing. You know there's something there, you just don't know what it is. You don't even know how it's shaped. You have a blob of a bunch of different meshes that it looks like, and the closer you get, the more it resolves, and then the closer you get, you actually get a contact. So basically, if you're coming into a system and you're willing to give away your position, because if you hit ping, that pretty much is going to notify everybody that gets hit by the ping that they've been hit by a ping. So it's like walking into a room and going, 'Hello.' And then somebody way off to the side goes, 'Hello.' And you're like, all right, they're over there. But that's the whole idea with this: there's this broad-phase ping, then you have passive radar. As you get closer, you resolve to a contact, then you scan to get the info. That is the loop.

Star Citizen Live›Radar and Scanning·
Published on this date.7 May 2021