


Once we see how these changes behave in-game, we’ll have a better sense if this needs further tuning. Once this is implemented, that should make CoH3 look and feel more like you’d expect it to. Our maps in CoH3 now have significantly more elevation changes than in previous titles, and currently the tuning for zoom levels still needs to be applied across all our meshes on all our maps. We have some major changes coming that will have a big impact on how the game looks and feels. We know some players feel there is something off about our current camera height in CoH3, and we totally agree. When it comes to seeing a CoH match unfold, camera positioning and height are key to making units look cool and having the action really come alive. If you take a look at some of the updates our other teams have released, you should get a good sense of the direction we’re headed. When it comes to fully customizable key binding and further customization options, we’ve been working hard in collaboration with our sister teams at Relic for quite some time on this. We know customizing the player experience both for comfort and accessibility is incredibly important. Here are some before and after shots of our Mission Alpha with material polish and the same lighting as an example:

This should address the visual hierarchy of not just units on the battlefield, but FX too. This ultimately requires all the art to be balanced and tuned together, which the team is working on now. Lighting is also being tuned with the goal of having a variety of lighting conditions that are still readable and easy on the eyes. Once completed, this will help to reduce contrast with effects materials that have not been tuned yet. The team have also clamped or limited darks in some cases, like environments, but have not set that for effects yet. The Art team is currently in the post-alpha polish phase, when materials are balanced and set to more precise PBR (rendering) values which will improve readability and visual fidelity. Much of this stems from issues that are materials based, but we’re happy to say that most of the necessary fixes were already in our development pipeline. One of the key callouts from players was about the current contrast and general readability in CoH3, and we agree. Much of what we’ve shown is still work in progress, and we’re hard at work bringing visual elements in line with what you expect and love from our games. The CoH franchise has always been well known for its cinematic action and attention to detail, and CoH3 will be no exception.
