Ooh, neat, a feature was just checked into Godot to allow for first person weapons that won't stick through walls and can have a different FOV: https://github.com/godotengine/godot/pull/93142
Wonder if I should make use of that or just keep my super scaled down first person character (Hey, it works!):
Wonder if I should make use of that or just keep my super scaled down first person character (Hey, it works!):
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I went with the other approach: render weapons on another visual layer, in another viewport, with smaller FOV. also works, but is more complicated..
or am I missing something? (serious question, I'm new to this)
I mean, in my case, the bottleneck is still CPU due to physics, but I'll do some experiments anyway.