Realism HUD Design
Posted: 2005-11-29 14:08
The mechanisms of visual fusion and stereopsis do not apply beyond 50 feet in the real world and don't apply at all in flat anamorphic/panamorphic projected 3D games.... In lay English we don't have binocular 3D depth perception beyond 50 feet in the real world or at all in games; but all the monocular vision cues for distance depth perception do apply in games: Relative Size, Interposition, Linear Perspective, Aerial Perspective/Relative Color, Light & Shadow, Texture Gradient, and Movement Parallax...
When a 2D overlay is placed on a 3D game screen it causes you to shift your focus to an object with no apparent depth cues, that in fact has no relative depth to the game world, and back (and forth) to the game; you brain can't properly fuse this information and the game looks flatter and is less immersive for it.
Here's one illustration; even though the Developers were aware of the effect, and have done an excellent job of minimizing all Raven Shield HUD assets by adding alpha transparency, and that the RS HUD occupies less screen real estate than the current PRM HUD -- notice the difference of playing with the HUD toggled off:
Larger HUDs make this difference even more immediately apparent but even the smallest 2D overlay do the same amount of damage in breaking depth cues, and making the game less immersive... Game Publishers know this, and this is why they typically post images (especially for print press) of their games HUD-less; here's an example with BF2:

In either case you can make the best comparison by viewing the images full-screen and swapping them, but the effect is vastly more dramatic 'in-game' where you're constantly using motion parallax... You can try this experiment in BF2/PRM; type "renderer.drawHud 0" in your console to turn off all HUD assets... If you're used to (and prefer) ironsights, and use the large map for situational awareness you'll be suprised how little this costs you in the way of your in game performance and in fact will often improve it; what may surprise you is how much more immersive and 'you are there' the game will feel sans HUD.
Game capability is well past the point where all immediate HUD elements, except perhaps the message console can be totally eliminated from the game with no consequence or negative impact on game-play. I believe most will find game-play not only more realistic, and immersive; but the removal of the HUD (where everyone has the same limitations) will add new depth to game-play they have been seeking in more realistic games and mods but not finding.
Here are some examples of the realistic and qualitative outcomes of removing HUD elements and/or replacing them with more realistic alternatives:
No Damage Meter
In the real world when gun shot (I've been there) you don't know how 'damaged' you are as far as how long you're going to last, or how far you can go without help -- it's a very grey area that's both very subjective and in the fuzzy complexity of exit ballistics, how bad your bleeding, where you're hit or injured, the caliber of the munition that hit you -- the list of variables is endless and the point is: well outside the scope of any 'fun game' to consider at any depth...
In game PRM already has the very cool and original 'Hit Tunnel Effects', and not very cool injury Sound Foley (I'm a Sound Engineer)... Point being we have very realistic effects in the game and don't need a damage meter of any kind. Sans the Damage Meter we don't have to think about anything beyond the fact that we're relatively injured and more vulnerable and need to be even more attentive to the game and our surroundings -- something a damage meter totally detracts from...
Vehicles have their own damage meters via the realistic alarms, they also smoke like chimneys when critically hit -- so the bar magic 'damage' bar can completely go IMHO....
No Spin Map
This is the main target of my post, as I despise all it represents, and all the game-play and game performance issues it introduces. S
Summarily the Spin Map:
· is a screen real estate hog & resource pig
· negatively impacts 'in-game' situational awareness
· breaks game immersivness & 3D depth cues
· is realistically obviated by the more realistic tactical maps
In a nutshell I hope the PRM team will give serious consideration to ditching the 'Spin Map' entirely! BF2/PRM already has much more realistic tactical maps that have a more realistic cause/effect gestalt in their use.
There is no real world, arcade, always-on, real-time, battlefield telemetry that offers a fraction of the information the magic 'Spin Map' offers. The BF2/PRM tactical maps still convey an enormous volume of questionably realistic real-time telemetry for the lost and confused, and is only a key press away...
The effects of removing the 'Spin Map' could only be positive with respect to game-play; Squad members will have to more realistically focus on in-game situational awareness, make more of an effort to move and maneuver as squads staying in line-of-sight of their squad mates, and have to tell them of their intentions -- reinforcing communication, cohesion, and in the outcome the quality of game-play...
Message Console Adjustments
The text message console could be made less obtrusive and at the same time more readable by using a smaller and better font, adding alpha transparency, and repositioning... Perhaps these could even be offered as adjustable settings in the
Δ
When a 2D overlay is placed on a 3D game screen it causes you to shift your focus to an object with no apparent depth cues, that in fact has no relative depth to the game world, and back (and forth) to the game; you brain can't properly fuse this information and the game looks flatter and is less immersive for it.
Here's one illustration; even though the Developers were aware of the effect, and have done an excellent job of minimizing all Raven Shield HUD assets by adding alpha transparency, and that the RS HUD occupies less screen real estate than the current PRM HUD -- notice the difference of playing with the HUD toggled off:
Larger HUDs make this difference even more immediately apparent but even the smallest 2D overlay do the same amount of damage in breaking depth cues, and making the game less immersive... Game Publishers know this, and this is why they typically post images (especially for print press) of their games HUD-less; here's an example with BF2:

In either case you can make the best comparison by viewing the images full-screen and swapping them, but the effect is vastly more dramatic 'in-game' where you're constantly using motion parallax... You can try this experiment in BF2/PRM; type "renderer.drawHud 0" in your console to turn off all HUD assets... If you're used to (and prefer) ironsights, and use the large map for situational awareness you'll be suprised how little this costs you in the way of your in game performance and in fact will often improve it; what may surprise you is how much more immersive and 'you are there' the game will feel sans HUD.
Game capability is well past the point where all immediate HUD elements, except perhaps the message console can be totally eliminated from the game with no consequence or negative impact on game-play. I believe most will find game-play not only more realistic, and immersive; but the removal of the HUD (where everyone has the same limitations) will add new depth to game-play they have been seeking in more realistic games and mods but not finding.
Here are some examples of the realistic and qualitative outcomes of removing HUD elements and/or replacing them with more realistic alternatives:
No Damage Meter
In the real world when gun shot (I've been there) you don't know how 'damaged' you are as far as how long you're going to last, or how far you can go without help -- it's a very grey area that's both very subjective and in the fuzzy complexity of exit ballistics, how bad your bleeding, where you're hit or injured, the caliber of the munition that hit you -- the list of variables is endless and the point is: well outside the scope of any 'fun game' to consider at any depth...
In game PRM already has the very cool and original 'Hit Tunnel Effects', and not very cool injury Sound Foley (I'm a Sound Engineer)... Point being we have very realistic effects in the game and don't need a damage meter of any kind. Sans the Damage Meter we don't have to think about anything beyond the fact that we're relatively injured and more vulnerable and need to be even more attentive to the game and our surroundings -- something a damage meter totally detracts from...
Vehicles have their own damage meters via the realistic alarms, they also smoke like chimneys when critically hit -- so the bar magic 'damage' bar can completely go IMHO....
No Spin Map
This is the main target of my post, as I despise all it represents, and all the game-play and game performance issues it introduces. S
Summarily the Spin Map:
· is a screen real estate hog & resource pig
· negatively impacts 'in-game' situational awareness
· breaks game immersivness & 3D depth cues
· is realistically obviated by the more realistic tactical maps
In a nutshell I hope the PRM team will give serious consideration to ditching the 'Spin Map' entirely! BF2/PRM already has much more realistic tactical maps that have a more realistic cause/effect gestalt in their use.
There is no real world, arcade, always-on, real-time, battlefield telemetry that offers a fraction of the information the magic 'Spin Map' offers. The BF2/PRM tactical maps still convey an enormous volume of questionably realistic real-time telemetry for the lost and confused, and is only a key press away...
The effects of removing the 'Spin Map' could only be positive with respect to game-play; Squad members will have to more realistically focus on in-game situational awareness, make more of an effort to move and maneuver as squads staying in line-of-sight of their squad mates, and have to tell them of their intentions -- reinforcing communication, cohesion, and in the outcome the quality of game-play...
Message Console Adjustments
The text message console could be made less obtrusive and at the same time more readable by using a smaller and better font, adding alpha transparency, and repositioning... Perhaps these could even be offered as adjustable settings in the
Δ

