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Re: Solution to viewing outside scope while scoped in.

Posted: 2009-05-31 21:08
by Jay
Image


Can I has e-peen?


Anyway, this is the thread that goes into detail about why you can't do it.

https://www.realitymod.com/forum/f18-pr ... g-1-a.html


Tl;dr:
[R-DEV]Rhino wrote:the big problem about thous shots is that the outside of the scope is also zoomed in.... although blurred, its far more realistic to have just black outside of the scope rather than having it zoomed in and blurred....

It would be MUCH worse for the ACOG as in PR we have it a small scope, taking up a smaller chunk of the screen so you would be able to see a huge amount, zoomed in outside of the scope where we want to give a bit of tunnel vision as a disadvantage of using scopes, thou ye, you can see outside a scope depending on the type of scope and how the solider aims, w/e the case the outside of the scope is not zoomed in and there is a huge area from what you can see from inside the scope, and what you can see outside it.
Bah, ninja'd while I was making my uber post. :(

Re: Solution to viewing outside scope while scoped in.

Posted: 2009-05-31 22:27
by Jay
Fearosius wrote:I know that we can't implent only the scoped zoomed in and the outside un-magnified due to the BF2 engine. I was suggesting that the WHOLE scope take up the screen when zoomed in, but leaving the areas that are outside scoped, with are magnified blurred.
Okay....... I thought Rhino was pretty clear when he said (and I already quoted once for you in this thread, all you had to do was read.)

'[R-DEV wrote:Rhino;984968']the big problem about thous shots is that the outside of the scope is also zoomed in.... although blurred, its far more realistic to have just black outside of the scope rather than having it zoomed in and blurred....

Re: Solution to viewing outside scope while scoped in.

Posted: 2009-05-31 22:35
by McBumLuv
So? Far Cry 2 does that I'm pretty sure, no?

Still looks better and gets rid of tunnel vision.

Re: Solution to viewing outside scope while scoped in.

Posted: 2009-05-31 22:35
by Copper.8
I think the more realistic thing is to have a view that you are scoped in, but the outside is not black, it shows your surroundings (this is not a suggestion, It's not do-able with the Bf2 engine anyway, I think).

To give you a perfect Image of this, type in 'Red Orchestra Sniper' and choose the 4th option down, this is what I mean when viewing your surroundings while scoped in.

Re: Solution to viewing outside scope while scoped in.

Posted: 2009-05-31 22:36
by bloodthirsty_viking
also, atleast ifor me, in rl, i have not been to a battle or anything, but at the range, whene i use a scope, i concentrate looking down the scope, not arround the scope. although i can see stuff arround the scope moving, i cant tell what it is, in rl, i feel like im in a black little box, with the only hole the scope on the gun. and if you look into the scope wrong, all you see is the black=P

ingame, i feel like im really there, i have shot a rifle in rl with the scope, and if i needed to know if someone was looking at me, sure, the rifle would still be sholdered, but i would remove my head from the butt of the rifle to look arround. ie, unzooming.

Re: Solution to viewing outside scope while scoped in.

Posted: 2009-06-01 00:21
by ChiefRyza
I'll work on a sample when I get home guys, a proper one for the ACOG Scope (Not the edited Red Dot scope from 0.8 ) and what it might look like if we replaced the black area. Of course, it's a lot of work to implement, but I think the quality of having a feature like this is worth it, and it could be implemented over time. The Sniper rifle doesn't have to use this feature just yet.

Chuc's 3d Iron Sights really bring a new dimension to PR. BY 1.0 maybe, we could replace all of the sights with 3d versions. I think it's really amazing that the engine has been pushed this far by the DEV's, but why stop at iron sights?

Re: Solution to viewing outside scope while scoped in.

Posted: 2009-06-01 00:32
by waldo_ii
Image

You bring the optic close enough to the camera so that it takes up 28%-32% of the screen, then apply the 4x zoom. The very corners will be zoomed in, yes, but I think it is a sacrifice to be made for aesthetics.



Before you apply the 4x zoom, it would look something like this, only not so shitty. Notice that the optic consumes ~50% of the vertical space and ~50% of the horizontal space. In order to cut down on corners, make it consume 60% vertical and 60% horizontal.

Image
Jeez, it looks like a toddler made that. I whipped it up in 60 seconds with the Gimp and the clone tool...

Re: Solution to viewing outside scope while scoped in.

Posted: 2009-06-01 01:34
by McBumLuv
Well, hopefully it would look like this shoddy Gif (also done in Gimp :P )
WARNING SEIZURES http://img189.imageshack.us/img189/8982 ... mation.gif

Where the final zoom would look like this.

Image

You'd still have about 60 % of the screen outside of the scope, but the lack of focus would mean it would only be peripheral vision, allowing you to see movement but not distinguish things easily.

The suggestion is actually a lot more than simple aesthetics. Doing so would allow you to get out of the tunnel vision scopes give you and perform better in CQC and such, making it also feel more natural (though there would still be a zoom around the scope, a strong enough blur such as in the pic wouldn't make it that bad).

So ye, exactly what everyone else's said, but IMO those should be the rough dimensions.

Re: Solution to viewing outside scope while scoped in.

Posted: 2009-06-01 02:39
by waldo_ii
Ok, here is a much better example than anything posted yet. The image below is the approximate dimension of the ACOG before the 4x zoom is applied. It occupies 60% vertical and 60% horizontal space, 36% of the screen. The image is 500x500px.

click on the image for an animation of zooming in 4x

Image



Now, in practice the 4x zoom would occur while the rifle is bringing brought up, so it looks more fluent. The corners will be zoomed in, of course, but the player will always be looking at the center of the screen. If anything, the corners provide a tiny sense of peripheral vision. I understand blurring isn't possible, as lovely as it would be, but even so, I think it would be worth it. Plus, the ACOG itself is much chunkier than my example, that chunk can contribute to filling in the corner space.

Re: Solution to viewing outside scope while scoped in.

Posted: 2009-06-01 02:43
by McBumLuv
I'd rather that the scope take up 60% in both directions when it's zoomed in, though. And maybe only occupy 20/30 % when it's not. That way you'd have much more peripheral vision, which is what really adds to the suggestion imo.

Nice animation, though. I still couldn't figure out how to edit how long each pic lasted :p

Re: Solution to viewing outside scope while scoped in.

Posted: 2009-06-01 02:47
by waldo_ii
If the optic occupies only 36% of the screen while under 4x zoom, how would you be able to see the reticle? 60% of the screen would also be zoomed in, crystal clear, for the user to take advantage of. I think that is too much.


And I just added a bunch of extra layers. ~7 of the first frame and ~7 of the last frame, each one 60ms.