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Destiny 2

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10/3/2021 2:24:47 PM
23

Instead of a taken shader....

So with as many people that have asked Bungie for a taken shader they actually said a while back why they cant do that (performance issues). And we understand that. But how about an alternative solution??? One that would require far less coding. I suggest the Queensfoil Tinture last significantly longer, costs less, and lasts from planet to planet instead of disappearing upon going to orbit. We can all use the Dreaming City armor (or ornament if you spend the resources) just like the set in D1. Alternatively, Bungie could just make a fully taken version of the armor set to use as universal ornaments. Theyve shown they can make taken ornaments in Malfeasance and Thorn. It's a middle ground that I feel players would gladly be happy about.

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  • Edited by Rusty Rat: 10/4/2021 3:27:39 AM
    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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