I figured this was worth bringing up.
Notice how there are trees in the reflection.
I wasn’t next to the island at all. As I got further away, the trees in the reflection of the gun stayed in the exact same place.
???????
That is highly likely just the HDRI backdrop reflection from a cubemap? That the game uses in simple terms. (Lighting the whole map).
Basically in game dev, you use a real world lighting source as your 'base' to light up the game then you use things such as a skylight, sunlight, spot lights etc and various other methods to compliment the lighting for the game.
This as a result shows on very reflective surfaces on game models as in your example. There's ways to hide it now, I'm not sure if there was in UE4 but in UE5 there is with settings in the skybox etc.
It's either that OR it's a shader on the gun model itself that they didn't pay to much attention to that is permanently baked in. If you move your gun/character sideways and the trees stay in place, it's the gun's texture, if it moves, it's the former in terms of world HDRI settings, or simply they baked in the lighting to the gun model...
By exact same place I mean they didn’t get further away, the trees stayed the same distance away.
It's for the same reason you get a static reflected surface image in a cooked Islehopper's eye no matter where you're standing. It's not actually a reflective surface in-game and doesn't show the actual environments around the pirate holding it. That would require a degree of coding and server processing power that is simply beyond what Sea of Thieves is capable of and is, in all honesty, quite unnecessary. You don't see functioning mirrors anywhere in-game either, do you?
If it briefly ruins immersion for, like, three whole people worldwide that trees and rocks don't get larger, smaller or disappear in the polished barrel of their weapons or cooked fish's eyes as their character moves about, it's an acceptable loss.
@thegrimpreacher said in Question Mark??:
It's for the same reason you get a static reflected surface image in a cooked Islehopper's eye no matter where you're standing. It's not actually a reflective surface in-game and doesn't show the actual environments around the pirate holding it. That would require a degree of coding and server processing power that is simply beyond what Sea of Thieves is capable of and is, in all honesty, quite unnecessary. You don't see functioning mirrors anywhere in-game either, do you?
If it briefly ruins immersion for, like, three whole people worldwide that trees and rocks don't get larger, smaller or disappear in the polished barrel of their weapons or cooked fish's eyes as their character moves about, it's an acceptable loss.
This is basically the answer (minus the server part, because this would be done 100% locally by your hardware). Real time reflections are very nice but they are a big performance hit, which is why we are seeing expensive hardware solutions for it (eg. RTX) become popular.
Baked reflections are cheaper perfomance wise, at the cost of looking very fake if your brain takes a second to realize that it's not really reflecting the current scene, but can look pretty convincing at a glance and usually get the job done well enough for most people.