Question Regarding the ACOG
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Truism
- Posts: 1189
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Re: Question Regarding the ACOG
More importantly, why in God's name would you want a holographic sight in a game like PR?
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[PR]AC3421
- Posts: 994
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Re: Question Regarding the ACOG
lol its just a turn of phrase. Jesus. Not everything you read on forums is written in a negative manner'[R-DEV wrote:Chuc;1237025']Pardon me but why should we give you anything?
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Human_001
- Posts: 357
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Re: Question Regarding the ACOG
If real life ACOG is 4X zoom, why can't we have 4X zoom in game instead of 4.9X?[R-CON]nedlands1 wrote:About 13° in 1280x1024. You can measure it using the compass on the screen.
EDIT: The magnification on the ACOG is roughly 4.9x ingame. With 4x zoom the FOV would be even larger.
Or, is in-game 4.9X looks like real life 4X?
In this game 100 meter looks like real life 200 meter roughly. I don't know if this have something to do with field of vision depicted in video game.
Because game is on monitor afterall, (Its really bad for your eyes to trying to see tiny object on monitor) it is hard enough as is to fight with one player using "Iron sight" and other using "optics". (Although I asked and support idea of no zoom Iron sight.) If lower zoom is more realistic, it will really help for optics to have less zoom.
I know this one is off topic, but talking of optic vs iron sight, although I am no expert in ballistic and wounding effect, it feels really unrealistic for 5.56mm assault rifles to be executing 1 shot to head kill at range of 600 meter. I am Insurgent dedicated on Insurgency map. SVD and Lee Enfield is almost always out ranged and because it can't fire in rapid succession, usually get counter sniped with M16/LA85 at any range if enemy player spots me. One time I got counter sniped with M16 at 600 meter when sniping U.S. main base in map Operation Archer using Lee Enfield Sniper. Which, Lee Enfield never seems to hit its mark at anywhere beyond 300 meter.
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dtacs
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Re: Question Regarding the ACOG
Ah yeah I understand what you mean.Sidewinder Zulu wrote:Well, no, I didn't exactly mean that.
Try holding your hand up so that it's parallel to your ear, and then look staright ahead.
You can see that your hand is there, but just barely, and if you were wearing a ring or something you probably wouldn't be able to see that in detail.
Since games can only be projected onto an object that's a foot or few across, the ability to see things out of the corner of your eye is impossible, and always will be.
Then again, if someone designed a TV or computer screen that had a 180-360 degree envelopment of your head, the peripheral vision concept here could work.
And that is possible, hopefully in the near future.
Anyway,
/derail
It would be possible if they quadrupled the FOV and we were all playing on 6 or so screens, but then people would want vertical FOV increased as well.
But that isn't possible due to the fact that around the scope there has to be solid black. PR2, maybe.
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jackal22
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Re: Question Regarding the ACOG
Just a question then, how do the iron sights work on the vanilla g3 then? because they are iirc 3d sights and magnified by what ever vanilla magnifies by when scoped...dtacs wrote:Ah yeah I understand what you mean.
It would be possible if they quadrupled the FOV and we were all playing on 6 or so screens, but then people would want vertical FOV increased as well.
But that isn't possible due to the fact that around the scope there has to be solid black. PR2, maybe.

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Jedimushroom
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Re: Question Regarding the ACOG
I'm going to clarify this '3d scopes' business to the best of my knowledge.
The Battlefield 2 engine does not support multiple zoom levels in one screen, never has and probably never will.
This means that you cannot have a zoomed scope view surrounded by unzoomed normal view. Thus the dev's options are:
1. Simply shading the rest of the screen black [this is the current solution].
2. Blurring the edges of the screen to make it less obvious that your entire view is zoomed [this is a reasonably popular idea, but has numerous drawbacks]
3. Just zooming the whole view, scope and all [this is already done with the .50 cal ironsights on certain jeeps, but would look very odd on a rifle scope]
I hope I cleared that up for you guys
EDIT: Also, to the best of my knowledge none of the vanilla ironsights are 3d, they are all 2d sprites.
The Battlefield 2 engine does not support multiple zoom levels in one screen, never has and probably never will.
This means that you cannot have a zoomed scope view surrounded by unzoomed normal view. Thus the dev's options are:
1. Simply shading the rest of the screen black [this is the current solution].
2. Blurring the edges of the screen to make it less obvious that your entire view is zoomed [this is a reasonably popular idea, but has numerous drawbacks]
3. Just zooming the whole view, scope and all [this is already done with the .50 cal ironsights on certain jeeps, but would look very odd on a rifle scope]
I hope I cleared that up for you guys
EDIT: Also, to the best of my knowledge none of the vanilla ironsights are 3d, they are all 2d sprites.

"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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AquaticPenguin
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Re: Question Regarding the ACOG
this might interest you, I doubt the colour is very good but it's a decent concept. Heck maybe with advances in OLEDs we could soon have cheap dome displaysThen again, if someone designed a TV or computer screen that had a 180-360 degree envelopment of your head, the peripheral vision concept here could work.
And that is possible, hopefully in the near future
Blender Games in the iDome | BlenderNation
I believe the major drawback is that to have a blur on the screen you have to use shaders. FH2 had big trouble with shader's crashing and generally being awkward to very little benefit. They seem to have resolved the problems now thoughBlurring the edges of the screen to make it less obvious that your entire view is zoomed [this is a reasonably popular idea, but has numerous drawbacks
This is my favourite idea, I reckon it would give a more polished feel + the transitions to scope in game seem to be a bit jerky and laggy for me.
The problem arises because irl your FOV is near enough 180 degrees, the screen takes up maybe 45 degrees of your view (although this depends how close you sit) but the 3d camera in the scene takes up 90 degrees, maybe more.In this game 100 meter looks like real life 200 meter roughly. I don't know if this have something to do with field of vision depicted in video game.
Unsuprisingly emotion doesn't translate very well into text ^_^, and not everyone has english as a first language.lol its just a turn of phrase. Jesus. Not everything you read on forums is written in a negative manner
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Hunt3r
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Re: Question Regarding the ACOG
If we were going to try and approximate both-eyes-open, then might as well make the entire screen 4x, with no visible scope, and just the reticle of the ACOG on the center.
Of course, then no one would want to use anything but the ACOG.
Of course, then no one would want to use anything but the ACOG.
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jackal22
- Posts: 849
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Re: Question Regarding the ACOG
Ah see yeh, I guess a bluring ala Fh2 would be pretty slick but if it created more problems then its worth I guess its not important.
PS. All vanilla pistols and the g3 have 3d iron sights, its why the mec pistol doesnt fire where its aimed at because the 3d sights were not aligned correctly, there is a post somewhere from a dice dev with some more info somewhere
PS. All vanilla pistols and the g3 have 3d iron sights, its why the mec pistol doesnt fire where its aimed at because the 3d sights were not aligned correctly, there is a post somewhere from a dice dev with some more info somewhere

