Personally I would again like to thank TGC at least for asking the community for their opinion again.
Clearly like every one else I have opinions.
There are numerous things that may be involved here - not in the back engine end I refer to but for the end user and or end game player which may be relevant and some things which are not so obvious or known to us.
We have shaders, we have general ambient light, we have placed lights and other things we have with which we can control the scene and the visual quality and feedback on our senses. These we have a certain level of control over to help balance what we have to suit the individuals concerned. What we have no control over to adjust further - that which is hard coded and or product/software or hardware managed we cant do anything much about. Then we have other things some may be able to do additionally to help like - painting on things and textures if users can make them successfully and apply them to their game - these may help offset with some benefit too. Its all complex stuff I guess altogether as theres more involved totally than that I guess.
We don't have things we don't have and there may be more that could help. For example we don't have I don't think a visual contrast control as such? Personally I refer to this as I personally like to be able to see some detail always in very dark areas or level if needed and wanted and at the other end of the scale like to have some detail too in very bright areas and not completely white, blinding and washed out. As game makers and with respect to TGC we both have our parts to play of course. The game makers must and can do things to help but it takes work and the software is never going to do everything of course in a magic fashion.
Again flexibility and options is the key. You wont and cant please everyone as seen here we all have different opinions, see things differently, have different hardware, monitors/devices and so on which impact visually too.
Whatever you do you cant please all - all of the time.
The point being - if you can provide more flexibility in the management to the end users and game players of adjusting visual quality and feedback on the senses to suit a game (and their preferences for it) then thats the best that can be done. The more control the end users have the better - if it provides a benefit and not the opposite. e.g. makes one thing better (for one or more person) at the expense of something which is removed or made worse for half of the others.
If we are specifically talking about a hard coded fixed change. Then in respect to the specific feature question :
Personally I generally agree with TGC about the differences in the visual look of the different Shader qualities. I personally am finding that the best visual fidelity and look is provided by the lower two shaders given that I intervene and adjust other settings to suit I can get the best overall result. That way I can get the best look for my levels. I don't have the same choice to do that with the higher level shaders as the range of control they are providing is not great enough on my own system which is not the best around here. I much prefer the quality the lower end shaders are returning on my machine at least which is all I can judge upon.
Remembering that even if I did use the higher shader settings throughout to gain the benefits they do provide my performance would prevent me from making a playable game. The performance would just not be fast enough - Yet as this moment in time.
From what I see the proposed new change would give the Higher Quality Shaders the same "Basic" visual quality as the lower (low/medium) shaders which would put the whole in balance and to me looks better anyway in general visual look as said - but would also allow those using the Higher Shaders presumably to still have the benefits they provide to boost quality still beyond anything the low end shaders provide for as now. Yes. I cant see any drawback as long as there arnt any. High End users will still have all the other controls they have now to affect the scene presumably but the base shader (default) scene management they would have will be better. All 4 shader range type users will have a similar base level of visual look and feel and this is what has been lost in the recent versions which overall at least using the lower shaders have the best scene management and visual look to date. "Apart that is for the Transition feature/function slider of which and for which I see no use or benefit at all". I am still trying to work out what that is included at all for and whats its purpose is supposed to be.
I can see some peoples concern and rightly so. No one wants something that removes any current benefit they are getting if they have one they see may be lost. From just a screen shot I cant say - but the new one looks fine to me so I take it there would be no hidden disadvantages and I disagree that saving some fps is not worth it unless you have to much performance.
If there's a benefit to both scene management and performance to boot why not have it. if not. Improved scene will go down nicely.
The current "Carpet" affect of the Terrain textures which has crept in - together with the Terrain Polygon "Outlines" in black/white colour which have again surfaced and can be clearly seen on terrains - should go and be fixed/removed. Its distracting and reduces the visual quality and professionalism of the scene and engine. I am presuming that the new shader will remove /fix those things as I understand it. Perhaps I am mistaken there.
The botttom line here is TGC are trying to improve the engine and make the engine the vision still. They are still asking for users feedback on thats great. Along with any benefits shown/spoken of they should as they are asking also point out to those with concern any drawbacks too so you can make valued judgments if you must vote.
Whatever I will run with what TGC are recommending unless theres good reason not too?. I don't want anyone to lose out and agree that though I at the moment am a low power user if you like I may buy a super computer so don't want any loss of benefit for High End users either notwithstanding the end game players who want High Quality results from us developers later on in the games you will make.
That will make the product better for all concerned. More users, more sales and more development and so on into the future. What we all want.
At the end of the day - no amount of eye candy or visual quality will make you and your end game players the best games if you and they don't have adequate performance and cant play your game or doing so is a pain.
You don't necessarily need High Quality to make the best Games though its welcome and helps sell them or get others to look and play them of course. Firstly you need Game maker and game making skills - an immerse, addictive, player enjoyable great game Idea executed well(that end users agree is so) with great Game play.
Having all that without adequate performance and fps for your end user players is still to no avail if they don't have that and cant enjoy playing your game.
I agree with the Shiny thing of course an it should be "manageable". i.e. Shiny or not as required again user control - not hard coded and fixed. If it has to be fixed then obviously a "Medium" level is always best as its nether too this or too that. Moderation if no other choice.
Personally I disagree with the outdoor thing though. If you are going to have outdoors then its the first thing to do and do it right first time. I understand the want and need to move on to other features - I want them to - right now myself but don't agree anything should be put aside until its done if it is going to need to be done. Later is a bad precedent. It wont get done later. Never does.
I also personally as with many don't see Reloaded as an internal game level, dungeon engine mainly for developing indoor level games at all where the terrain can only be seen through windows or from the top of a roof in the far distance. Personally The outdoor environment and "all of its features" are paramount to me and should be concluded to the highest possible level before moving on. That does not mean as TGC have said that other features cannot be either worked upon or included at various stages of development as they go. Whatever - cater for various users and game type needs and give all equal and treat all with loving care. Clearly its not wise to make a game engine really where you make the indoors bit first and add an "Open World Game Environment" later I presume but forgive me if that's incorrect.
TGC should stick to the plan and complete the outdoors first if commercial realities will allow or half way house will prevail. Half Baked everything is nothing. Do the best you can and you cant do better than that and no one can ask for more.
I would really love to have more of all and including more features - Yes for indoor areas or solely indoor games too so I could make a game with both environment types. I have to wait even though its not easy. Personally though I don't want to I can wait years if I have too - already waited many of those so makes little difference to me. I can't make a game if its not done and making a Pro Game Maker as everyone wants is a long job. I'm not to happy either about that buts its the way it is.
No one should really be even thinking about making a real game with Reloaded. Its in development and a long, long job and project yet. If you want a quality product that meets the future needs then unless you have more resources than TGC have currently perhaps then you just have to wait - a very long time.
The race and road is a long one and patience, staying power and a lot of stamina is needed or you will fall going over he hurdles and not win the race. I don't think TGC can go any faster given their circumstances which I know nothing of so just guessing.
Thanks again TGC and everyone involved for the latest build (making progress) and next one please with or without the new proposed Shader.