After playing with the patch 3.5 /gpose new additions and features I think its a great start in what one would expect from a in-game screenshot taker. But there are two features in particular (when working together) that seem a bit odd functionality wise of what one would expect to happen and I'd like to suggest a change to it. Additionally, it seems certain effects work in literal Screen Space while others work in mix of world and screen space causing inconsistencies in the implemented feature.
In the /gpose could we please have ALL "Screen Effects" and "Frames" settings apply while disregarding the Camera Angle Settings?
I believe some screen effects are currently implemented to work in the games world space making it not a true screen effect filter and very difficult to work with in certain cases.
Below I've added various screenshots and instances to better illustrate what occurs and why in most cases this is not actually optimal or what would normally be expected when working with a Screen Effect or Frame and why it seems a bit odd of an implementation of said features.
Default Camera Angle of View settings with Frames set to "Torn"
In this instance what is happening makes sense. It appears to overlays on top of the image to create a border. But when you start tweaking the Camera's Angle of View settings you start to get results that would seem a bit odd. I would expect this frame to stay in place taking up the same screen border regardless of camera's angle of view similar to what happens when you utilize nearly any other post processing imaging programs with frame/border implementations. But what actually occurs is quite odd and doesn't make much sense from a post editing point of view.
Camera Angle of View Increased (Narrow FoV):
Camera Angle of View Decreased (Wide FoV):
Additionally, the same functionality occurrence happens with SOME Screen Effects.
Screen Effect: Saturated Linework
Camera Angle of View Default:
Camera Angle of View Decreased (Wide FoV):
Camera Angle of View Increased (Narrow FoV):
Just like Frames-Torn, Saturated Linework works pretty well with a default and a wide angle of view. But again similar to the Frames settings becomes problematic and not even visible with a high camera angle of view. Again I would expect the lines to be placed after the camera angle has been solidified otherwise with narrow field of views you will never see the effect of this kind. What I'd like to see happen is the Screen Effects and Frames setting be applied similar to how we currently have Limb Darkening implemented.
To further my point if you use a Screen Effect such as Canvas one would assume it would overlay a filter on top of the image to "appear" as if the picture taken was on canvas. But again, the Screen Effect applies BEFORE the Camera's Angle of View is calculated creating inconsistency in overlay sizes if one was to utilize the camera's angle of view.
Again interesting effect but it's hardly noticeable on settings lower than 100 and overly obnoxious on 150+ for the camera's angles of view.
What I believe is occurring, is the screen effect is being placed as an overlay in world space based on your game's character camera but disregards any change to the camera's Angle of View settings. Which defiantly gives -some interesting effects- but,
- one- becomes problematic anytime you want to use certain Screen Effects or Frames paired with a camera's angle of view being set higher than 100
- two- is very different & misleading from a traditional "Screen Effect" which is applied in post after the camera's position and angle of view has been set.
Finally, what becomes even more confusing is that not all Screen Effects work in the problematic way I've gone over above. To the contrary- Reflection Blur, works exactly how I would think a Screen Effect would work- being applied on the screen regardless of the Camera's Angle of View Setting. I've marked the box at what part the effect starts to work and stays consistently bluing the edges around the 80% ratio regardless of the camera's angle of view.
To me, this is what is seen in nearly every mainstream post process image editing app out there THIS functionality is what is to be expected when working with a "Screen Effect" Simply put, it works in Screen space and will have the same effect REGARDLESS of your camera's angle of view setting- or what we call field of view in photography.
Although, this may be working how the dev team intended (it still seems odd that Reflection Blur would work differently than every other Screen Effect-because of how it's rendering I can guess why--- but it still leaves me questioning consistancy), any popular or mainstream post processing imaging sites (instagram/Snapchat/Repix/Snapseed) work in screen space and are applied after the camera has been set. But in nearly every case with the /gpose it changes based on the Camera's Angle of View nor is it consistent across -ALL- Screen Effects causing inconsistencies of functionality leaving one to question exactly what is going on with which particular Screen Effects & Frame settings.
I suggest that if a Screen Effect is going to be implemented to keep it true screen space rather than have the Camera's Angle of View determine positioning/size of said screen effect- because otherwise if the camera's angle of view is changed 50% of the time (narrow field of view shots) Screen Effects or Frames will not be seen if turned on due to the way this feature is currently functioning. If the dev team would still like to keep the current functionality while addressing these features a "zoom", "placement", or "size" option could be added to control each Screen Effect or Frame.
My above suggestion would fix functionality inconsistencies between various Screen Effects in the /gpose AND conform to many post process image editing applications which I believe in turn would make it the /gpose feature more user friendly to players who are familiar with mainstream post image editing applications!
Thank you!