Realistic scope effect

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|HBD|Bad_santa12345
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Realistic scope effect

Post by |HBD|Bad_santa12345 »

Utilizing techniques normally used for evil ( cheating ) to make something awesome.
Last edited by |HBD|Bad_santa12345 on 2014-10-27 09:59, edited 1 time in total.
Strepto
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Re: Realistic scope effect

Post by Strepto »

Cool stuff as always. Nice to see you back. :D
EA_SUCKS
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Re: Realistic scope effect

Post by EA_SUCKS »

Yes! DEVs, implement this please
|HBD|Bad_santa12345
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Re: Realistic scope effect

Post by |HBD|Bad_santa12345 »

Antol wrote:Can you run it online?
Haven't tested but i see no reason why it wouldn't work. I'm only modifying client sided stuff. There might be some problems with punkbuster tho.
Raphavenger
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Re: Realistic scope effect

Post by Raphavenger »

Looks awesome!

How does it perform? It looks like it takes quite some resources, something that would make PR even more demanding...

But still great job!
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Mineral
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Re: Realistic scope effect

Post by Mineral »

The shadow effect looks pretty bad tbh. I rather have our 3d scopes :D

Given that many already suffer from bad performance I wouldn't want to see this in PR. If possible the best way to do it is to make it only available to the highest graphic settings which I doubt is possible.
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Rhino
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Re: Realistic scope effect

Post by Rhino »

Nice work but afaik you do this by having your gfx card do two renders, one zoomed in and one zoomed out, correct?

If so, to those of you who don't know what this would mean, it basically means you would have 1/2 the FPS you currently get when scoped in, since instead of your card drawing one level of zoom, it has to process two, which is twice the load and as such, 1/2 the FPS.

With many players having performance problems as it is, we simply can't afford to do this as 30fps would turn into 15fps as soon as you scope in, making it unplayable.
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|HBD|Bad_santa12345
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Re: Realistic scope effect

Post by |HBD|Bad_santa12345 »

@Mineral:
What is wrong with the shadow? I have never looked through a real scope so i don't know how it should look. It is made in a shader effect so it is easily modified.

@Rhino:
It is done by rendering every other frame at low fov onto a texture and every other frame is rendered at normal fov with this texture and some effects applied to the scope mesh. Technically the fps and the responsivenes of the game is almost unchanged but the view on the scope is only updated every other frame.

The effect can be made a user togglable option in the PR launcher or possibly even ingame menu. So that those who have a pc that can handle it can use it if they wish.
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Mats391
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Re: Realistic scope effect

Post by Mats391 »

How hard is this to implement? Would like to give it a try on a PR weapon and see how it looks FPS wise on a map like fallujah.
|HBD|Bad_santa12345
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Re: Realistic scope effect

Post by |HBD|Bad_santa12345 »

[R-CON]Mats391 wrote:How hard is this to implement? Would like to give it a try on a PR weapon and see how it looks FPS wise on a map like fallujah.
At the moment most of it is hard coded to only work with alpha project m24 but i already have a system for adding custom console/.con/.tweak commands which i will use to make an easy to implement and mod version.

It does involve a modified BF2.exe. I'm not sure if that will cause problems in PR
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Mineral
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Re: Realistic scope effect

Post by Mineral »

|HBD|Bad_santa12345 wrote:@Mineral:
What is wrong with the shadow? I have never looked through a real scope so i don't know how it should look. It is made in a shader effect so it is easily modified.
Well a scope is usually a hollow cylinder object, meaning depending on the angle you simply see the inside of a scope, the sides. PR has actually modeled those insides(hence 3D scopes) which is more realistic and visually pleasing then a black shadow effect.

But yeah, as said, if we can do it so it's toggable in the launcher, then I'm all up for it. Just need to monitor and test performance. I think we don't mod our BF2.exe though, only the server executables? Not so sure. But given that EA stopped giving a damn, who cares IMO.

One question though, do you actually render to a texture? Like a on a texture map?? Or is it a overlay over the screen?
Last edited by Mineral on 2014-10-26 18:56, edited 1 time in total.
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EA_SUCKS
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Re: Realistic scope effect

Post by EA_SUCKS »

my pc can handle anything! give it to me
|HBD|Bad_santa12345
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Re: Realistic scope effect

Post by |HBD|Bad_santa12345 »

If the inside of a scope is actually modelled i could of course use that instead of the shadow. I used the shadow because vBF2 scopes don't have the inside modelled.
[R-DEV]Mineral wrote: One question though, do you actually render to a texture? Like a on a texture map?? Or is it a overlay over the screen?
I do actually render to a texture ( more specifically IDirect3DSurface9 of a IDirect3DTexture9 )
Last edited by |HBD|Bad_santa12345 on 2014-10-26 19:33, edited 2 times in total.
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Mats391
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Re: Realistic scope effect

Post by Mats391 »

We already do edit the pr.exe, e.g. to get the right squad numbers. So editing it more should be no problem. Also punkbuster should not be a problem either as i think the 100p servers cant use it anyway.
It all comes down to performance.
Arab
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Re: Realistic scope effect

Post by Arab »

This is actually awesome! Well done :)
KaB
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Re: Realistic scope effect

Post by KaB »

The frame rate goes insanely low when ADS in the video.
|HBD|Bad_santa12345
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Re: Realistic scope effect

Post by |HBD|Bad_santa12345 »

The scope shadow in this video actually looks pretty close to the one on my system.
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