What is the status of the DNA blending of characters that allows infinite variations of how we look in the game?
TL;DRThe DNA blending tech is in and still the goal, but it has hit technical problems with head shapes, helmets, hair, glasses and CPU cost, with fixes in progress.
Actually, I want to mention, on the infinite: it's infinite in the sense that there's only a certain amount of decimals you can break down per blending between characters, so a lot.
What this question is referring to is we have demonstrated on ATV, and I think in one of our presentations, the DNA blending. What we want to do is, through sliders and everything, be able to take many of our face rigs and morph between those. That is still ultimately the goal.
Absolutely. That tech is already in, and we're just kind of experimenting with a lot of different ways to implement it, how we want to implement it. For example, one problem that we encountered with DNA, or using something like DNA, is all the different kinds of face shapes you can make. Not meaning open and closed face shapes, but everybody has their own head shape, everybody has their own skull shape. So now when we're talking about things like in the Creator or in your PMA, putting on different helmets, different heads don't fit in different helmet sizes. Or if you put one hair on top of a head, it might look good, and on other ones it will clip through or look bad.
Glasses was an interesting one. They started to morph on the face.
They actually did a pretty good solution to solve that. We have a segment on the solution coming; you want visuals on the fixes. The thing that they have done to fix that allows the DNA, all the head shaping, and allows the helmets to kind of low-key adjust to the different head shapes, and allows goggles to sit properly.
DNA's going great. It has just encountered a lot of technical problems. With cost, too.
CPU cost and making it efficient is the biggest thing, probably, at the moment. Don't want to slow people down.