Honestly, I don't remember. It must've been only dmg mods, then only freeze mods, then the dmg mod and CR. My intention was to show a clear difference between those builds and then add some CR freeze to the damage build to make it more effective. I guess, build demos turn out pretty distinctive this way so it's fine.
yo what is this fov. or post process effect for high fov. it's a fisheye projection instead of rectilinear or something found it. panini projection, built into UE4, gotta edit engine.ini and then set it to read only. idk why but youtube deletes lines of code so i cant say more than this
got accustomed to this fov over the years, seems normal to me read only is not necessary, you also gotta compensate for the quality loss with r.ScreenPercentage=120 or higher.
180 fov with panini projection, you can find it in steam guides plus r.ScreenPercentage=120 in the same place to compensate for the loss of quality at the center
Buildonomicon recommends 321x2, now we know that T4A is extra good at recovering same spikes (if it prevents spawning new ones), so I would go with 32112 theoretically.
180 fov with panini projection, you can find it in steam guides plus r.ScreenPercentage=120 in the same place to compensate for the loss of quality at the center
babe wake up, new SplitSentro technical DRG vid just dropped
So glad I found this channel.
Huh, never thought of using damage up and cold radiance together. I mainly use it like sticky flame. Love all the detailed info!
Scout main, but like I kinda want it now (the ice overclock)
Great video and research behind it! Thanks!
btw, why was the damage build without T1C? And your freeze build? was it T4B?
Honestly, I don't remember. It must've been only dmg mods, then only freeze mods, then the dmg mod and CR. My intention was to show a clear difference between those builds and then add some CR freeze to the damage build to make it more effective. I guess, build demos turn out pretty distinctive this way so it's fine.
yo what is this fov. or post process effect for high fov. it's a fisheye projection instead of rectilinear or something
found it. panini projection, built into UE4, gotta edit engine.ini and then set it to read only. idk why but youtube deletes lines of code so i cant say more than this
got accustomed to this fov over the years, seems normal to me
read only is not necessary, you also gotta compensate for the quality loss with r.ScreenPercentage=120 or higher.
How do I increase my fov beyond the limit? Looking to get more of that special powder experience.
180 fov with panini projection, you can find it in steam guides
plus r.ScreenPercentage=120 in the same place to compensate for the loss of quality at the center
With a mod, I don't remember the name (has to do with increase fov or smth) but if I remember later in the day I'll come back to comment it
Found it, it's "More FOV (Fix)".
Just go to setting and in the fov slider will let you go well beyond the normal fov cap
So the overall best build is double damage plus CR?
Buildonomicon recommends 321x2, now we know that T4A is extra good at recovering same spikes (if it prevents spawning new ones), so I would go with 32112 theoretically.
are you using a mod for camera?
Free cam from Sandbox Utilities? Or 180 fov?
@@splitsentro pov
@@splitsentro it just kinda fish-eye so it looks like that fancy bodycam-games camera, i thought that this is kinda epic to play around with
180 fov with panini projection, you can find it in steam guides
plus r.ScreenPercentage=120 in the same place to compensate for the loss of quality at the center
@@splitsentro thank you