Todd Papy · Star Citizen Live Game DirectorI haven't noticed the film grain. Basically, with our RTTs, so our render-to-textures, our comms calls, those types of things, whether that be when things pop up. So if you get a comms call and it pops up, okay, well, we want to be able to have something when it actually spawns, so it doesn't feel like it comes out of nowhere, something when it despawns, and then be able to make sure that when we're doing things, let's say you're inside the Coil or you're inside something that is very disruptive, then you get that kind of spattered look that happens. And even from our UI development, we have things that we consider low tech versus some things that would be considered high tech or alien. So it's just figuring out, from an art standpoint, what feels right for these things. And so the first thing that we're working on is basically just creating those gold standards for the comms calls. So the lighting that happens with the pilot, the RTT, how things come in, making sure that right now the AI will take G-force reactions. In the past, they haven't. There had been no need for them. But now, when you're in a comms call with somebody and then they're flying, you want that kind of movement. And so we have the face animation and then we need to see what it looks like layered on top of their body.
Jared Huckaby · Host, CommunityChat's talking about how some people are noticing the film grain across the board in the game. It's not just the RTT stuff. They're actually noticing it in the gameplay.
Todd Papy · Star Citizen Live Game DirectorI haven't seen it either. So basically, send comments to Tyler or send comments to Bayer, and in particular a video grab of it, and we'll look into it, because I don't know what it is.