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vinc3nt

Scopes

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That is because of the outlet scope ring cause that.

Why not to pretend the zoomed scope to use in ARMA2 reddot sight's way? Like give a view of both outside and scope first, to tunnel the tiny view of zoomed target first, and then hold the RMB to zoom into scope view.

Look at pictures above!

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That is because of the outlet scope ring cause that.

Why not to pretend the zoomed scope to use in ARMA2 reddot sight's way? Like give a view of both outside and scope first, to tunnel the tiny view of zoomed target first, and then hold the RMB to zoom into scope view.

+1 five characters

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+1 five characters
Yes I know real and empirical proofed arguments don't count for certain player types.

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Look at pictures above!

I saw it.

And I found the result is disappointed because not to mention ACOG, EOTech/Aimpoint magnifier and other short-profile zooming sights.

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I saw it.

And I found the result is disappointed because not to mention ACOG, EOTech/Aimpoint magnifier and other short-profile zooming sights.

Not all scopes, especially not special Sniper rifle scopes, have a secondary sight mode. Could work for ACOG but not for 10x42 Leupolds etc.

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If will be like this http://www.youtube.com/watch?v=6thfpoqOavQ - its fine , in the game it's very dificult to create "dominant eye" thingy

Agreed.

You cannot judge how soldiers aims with only one camera view.

---------- Post added at 01:45 PM ---------- Previous post was at 01:43 PM ----------

Not all scopes, especially not special Sniper rifle scopes, have a secondary sight mode. Could work for ACOG but not for 10x42 Leupolds etc.

Okay, you mean that we should separate short and long type scopes into two kinds. Which is the long one cannot aim in far-view because of the too narrow angle even with larger outlet ring. But the short one can do in both way.

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Agreed.

You cannot judge how soldiers aims with only one camera view.

---------- Post added at 01:45 PM ---------- Previous post was at 01:43 PM ----------

Okay, you mean that we should separate short and long type scopes into two kinds. Which is the long one cannot aim in far-view because of the too narrow angle even with larger outlet ring. But the short one can do in both way.

That sounds reasonable.

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This doesn not work whan youre looking through a 12x magnification Scope. Your Eyes can't adapt to such an situation when left eyes sees 1x and right eye sees 12x and it doesn matter how long you try to adapt. Thats the reason why even professional sports marksman in olympic grade use eyepatches.

For the sake of eventual interest I point to this study that maybe going in support of what you said (I found this when I was searching for an illustration of the test):

Effects of monocular viewing and eye dominance on spatial attention

"The results suggest that monocular viewing is associated with preferential activation of attentional systems in the contralateral hemisphere, and that the right hemisphere (at least in right eye dominant subjects) is biased towards far space."

But it has been pointed that both eyes would see the same thing (if 3D Scopes were added), so there wouldn't be a disconnect between left POV and right POV, unless we are indeed in a Stereo 3D scenario were the issue would then actually raise itself.

Also, by my own experience taking photos (not firing a gun), I have no trouble focusing my attention in the camera view, actually I dynamicaly change the attention on either view if I need for example to check the position of the next car in a race, and I am also using significant tele amplifications in the order of 10x, given a 50mm base.

You're probably right anyway, since is obvious what you mention about sport marksman. Something probably related with the kind of attention/task brain load.

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I think that seeing a realistic aimpoint and eotech simulation would be even cooler, is that possible with render-to-texture?

Oh god, pleeeeaaaaaase this, BIS! :D

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Beagle, what is wrong about the ArmA2-aimdot approach?

1. See target with bare eyes

2. Go into "aimdot" mode and allign the target

3. Go into "ArmA3-sniping-mode" and aim for the right body part

4. shoot

Of course, when you are in 2. and 3., the DOF gets gradually more, until you see only different colour schemes in 3.

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Oh god, pleeeeaaaaaase this, BIS!

This, x3.

The Red Orchestra 2-style system would be perfect for telescopic sights, whilst a Modern Warfare 2-style system would be perfect for parralax holographic sights.

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This, x3.

The Red Orchestra 2-style system would be perfect for telescopic sights, whilst a Modern Warfare 2-style system would be perfect for parralax holographic sights.

x3.5

Where's the other 0.5? Here:

Red Orchestra 2 is still lacks of scope adjustment, which is not all the scope mounts are perfectly adjusted for all ranges. As well as the optical shadow and double reflections. You won't see such clearness no matter how high quality the scope is. In RO2 you still can see PIP when you look away from the scope, which is still unrealistic since this way cannot be seen in such tight outlet ring.

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This type of "

" render to texture would be superd with the addition of the first link above for increasing magnification...

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;1932745']This type of "
" render to texture would be superd with the addition of the first link above for increasing magnification...

btw this is not render to texture , thats just zoomed screen into scope ;)

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soon enough the "render to texture" will cure cancer...

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soon enough the "render to texture" will cure cancer...

Ssh, the Daily Mail might be listening.

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I don't think the addition of render to texture necessarily means that 3D scopes will be possible (much as I hope they might). Not all features get made available in all contexts, a current example would be no HiddenSelection texture switching for proxies (and AFAIK not for weapon models either).

For something like a rear-vision mirror they know it will appear at a relatively small size and could economise on the 3D rendering (rather than render two full-quality scenes at once). This would not be the case with 3D scopes, you'd need to render both FOV's at full or near-full quality. I imagine it might be possible to come up with some specialised rendering process that capitalises on the fact that both FOV's are centered on the same point (render to a >100% resolution buffer and scale portions when copying to the display) but I can't emphasise enough how separate this functionality would probably be.

To the best of my knowledge, 3D scopes have only been achieved in older, relatively undemanding engines and the reason they're not in newer titles is because most machines would choke in the attempt.

This is all conjecture of course but I think people should consider it before assuming 3D scopes will be there. Personally I'd be happy enough to keep the full reticle for high-powered scopes if they'd implement a CQB sight position where you aim over the top of the optic. That and a modelled optic/aperture with full screen zoom for the ACOG types (like the BC2 video above).

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Render to texture has many uses, including 3D scopes. So I definitely want the technology in the engine. There are two major aspects of sights I want in the game: 3D magnifying scopes and parallax free red dots (projected dot rather than a texture, means dot actually indicate where you will be hitting). If these take a severe penalty on performance, add user options to use current overlay magnify scopes and textured red dots instead, to use older technology with less impact.

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good idea carl, now that BIS have 140 employees instead of 12 they might have time to do multiple options to meet everyone's wants and needs :)

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Render to texture has many uses

What is render to texture?, people are talking about it and I have no idea what they are saying

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