If I remember correctly, the devs tried to implement scopes in such a way that the magnification of the scope differs from the blurred view around the scope.
The problem with it is that the larger scope magnification is just an enlarged part of the non-scope magnification, causing it to become pixelated. That's how I understood it?
In this video of alpha project the dev did this, but it doesn't look pixelated to me. So did he find another way or is it just because the difference in magnification is small enough that it still looks good?
Scope magnification
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Kloppies
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Scope magnification
Last edited by Kloppies on 2014-03-20 08:44, edited 1 time in total.
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Raic
- Posts: 776
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Re: Scope magnification
It is a sctreched up and looks terrible.
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Kloppies
- Posts: 29
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Re: Scope magnification
Ok, maybe we should get some full resolution screenshots to see it better.
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- Ason
- PR:BF2 Developer
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Re: Scope magnification
It's really not that hard to see or am I missing something?




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spawncaptain
- Posts: 466
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Re: Scope magnification
Is wrong, isn't it?
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- Mats391
- PR:BF2 Lead Developer
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Re: Scope magnification
Yes it is the magnification that matters. Alpha project uses a shader zoom. They achieve better looking results by not having the entire zoom be done by the shader, but only a part of it. For example: The entire screen gets 2x magnification and the area around scope additional 2x magnification from shader, thus scope gets 4x zoom.Kloppies wrote:If I remember correctly, the devs tried to implement scopes in such a way that the magnification of the scope differs from the blurred view around the scope.
The problem with it is that the larger scope magnification is just an enlarged part of the non-scope magnification, causing it to become pixelated. That's how I understood it?
In this video of alpha project the dev did this, but it doesn't look pixelated to me. So did he find another way or is it just because the difference in magnification is small enough that it still looks good?
It still does not look that good in my opinion and would need even lower shader zoom, but then there is little to no reason to have it at all.
Some screen shots:



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Spec
- Retired PR Developer
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Re: Scope magnification
Yeah, it's pretty much like you describe, Kloppies. It's a very big compromise - everything gets a zoom, but not a big one. And the scope itself gets a bigger, but fake zoom.
So neither would you truly have the full field of view outside the scope, nor the full zoom inside the scope. As Mats said, you'd have 2x zoom outside the scope and 2x zoom inside the scope (made to appear like 4x, but actually it's just bigger pixels).
PR on the other hand gives you the correct sight picture inside the scope, but obviously an extremely limited and blurry area around it.
I still like our solution better. Sure, we don't have their (actually nice looking) "two levels"-effect, but at least we get actual 4x scopes. Since combat distances in PR are much greater than in other BF2 mods, I'd much rather have reliable optics that actually work as opposed to a neat effect that is a bit more immersive but ultimately gives you simply a worse scope.
So neither would you truly have the full field of view outside the scope, nor the full zoom inside the scope. As Mats said, you'd have 2x zoom outside the scope and 2x zoom inside the scope (made to appear like 4x, but actually it's just bigger pixels).
PR on the other hand gives you the correct sight picture inside the scope, but obviously an extremely limited and blurry area around it.
I still like our solution better. Sure, we don't have their (actually nice looking) "two levels"-effect, but at least we get actual 4x scopes. Since combat distances in PR are much greater than in other BF2 mods, I'd much rather have reliable optics that actually work as opposed to a neat effect that is a bit more immersive but ultimately gives you simply a worse scope.

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Spec
- Retired PR Developer
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Re: Scope magnification
That's probably just for convenience. I haven't looked through an ACOG mounted on an AR-15, which is probably what you mean. But other weapons with other scopes usually allow for the user to pretty much ignore the front sight, because it's so blurry that it is hardly visible anyway.

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Death!
- Posts: 318
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Re: Scope magnification
Wow, that is cool as fuck. I wish we could have that with decent proportions.'[R-CON wrote:Mats391;1992158']Yes it is the magnification that matters. Alpha project uses a shader zoom. They achieve better looking results by not having the entire zoom be done by the shader, but only a part of it. For example: The entire screen gets 2x magnification and the area around scope additional 2x magnification from shader, thus scope gets 4x zoom.
It still does not look that good in my opinion and would need even lower shader zoom, but then there is little to no reason to have it at all.
Some screen shots:
Edit:
This Alpha Project has really nice features, I am impressed:
Last edited by Death! on 2014-03-25 04:33, edited 3 times in total.
