'[R-DEV wrote:OkitaMakoto;1146121']We're talking two different things here, youre talking about the sights themselves being blurred as they should be in real life, Im talking about the blurring of everything surrounding the sights[as in, everything not inside the sights, everything off to the sides] The sights might not be blurred realistically, I wont comment on that, but Im talking about how the surrounding world not within the sights doesnt need to be blurred as your eyes, while focusing on the sights/whats in the sights, will automatically be "blurring" the things you are not looking at.
I think you're talking about tunnel vision? The condition in which under stress you tend to focus on one specific area and "block out" everything else outside central focus.
Okita was correct when stating that while FH2 does have a similar effect, by blurring the entire outside of your image while in "scoped" mode, this isn't really needed. In real life, you are still able to keep your weapon aimed on target and keep both eyes open, to allow you to scan the area better. You are also able to move your head slightly to the sides while keeping your weapon on target, if you need to scan your immediate surroundings. This, as Okita mentioned, is not possible in PR without taking your weapon off target or "de-scoping". In many cases a player will still get a minor experience of tunnel vision when playing the game. Nothing like the real thing, but just a taste.
Basically, blurring the rear sight might look better, but really isn't required either. In real life I can adjust the focus of my eyes at will to bring either the rear sight, front sight, or target into focus. I don't think blurring the rear sights would hurt, but it can probably wait until more important updates have been taken care of. Besides, you should be paying more attention to the target ahead of you than concentrating on if your rear sight is blurry or not.
As for blinking when firing a weapon or being shot at, I personally don't do either. I might blink when firing certain AT weapons but that's because my eyes are sometimes sensitive to the blast pressure. I have learned to react to incoming fire, but not to blink from it or **** my pants. If someone is shooting at me, my first instinct is going to be reach for my own weapon, not close my eyes and tap my shoes three times.
I have personally been close to large explosions, sometimes a little too close. I have even been on the receiving end of a 40mm HE grenade, long story but let's just say I know how a 203 round feels. With most explosions you will have some overpressure, you will probably feel a little dazed, and your ears are going to be ringing for a bit. That's if you're lucky enough to survive it. The effect we currently have in PR is in my opinion a good level of balance between realism and gameplay, and the limits of the BF2 engine.
For now, if players would like to experience much more realistic gameplay, I'm available. I don't mind firing blanks at you with my M4 or Glock from across the room while you play PR, or tossing training nades under your seat. You'd need to cover airfare though.
Seriously though, some things are on the list to be done at some point, but the list of To-Do tasks is quite large. Everything has a priority, and there are some minor issues like this that are considered quite low. Personally, I'd like to see a few old models and textures updated that are remnants of vBF2, instead of trying to add features like aperture blur that most players won't notice in the first place.