Jump to content
Sign in to follow this  
dkd

Uphill/Downhill - wrong aspect ratio in A3 also.

Recommended Posts

Please look close up to the screenshot where the three foot troops are standing upon the hill and looking down to the valley. Have you noticed a huge disproportion in the left bottom area of the shot? I mean that there is a high-stretch distortion of the grass and the soldier's foot there. Yes, I've seen it many times in game when I was going down- or uphill in Arma series (&OFP AFAIR) it appears itself in its entirety. In my opinion this thing kills the immersion very much. I was really disappointed when I saw the first screenshots because the "feature" was there again. I wonder why this flaw can not be fixed and just going throughout all BI games?

I guess, the answer is because of the engine's limitations. Moreover I think, just my guess, that it somehow might be connected with the fact that the first engine - the OFP engine had been written before the 16:9(10) aspect ratio became popular and later the developers had to convert everything from 4:3 to wide-angle view. This "feature" might be just collateral effect of converting. Since that we have it in each game. May be I am wrong about the source of the problem but, indeed, no way to fix it in the next game?

Sorry for poor English, anyway I hope the main idea of thread is clean!

Share this post


Link to post
Share on other sites

It is not a deformation due to aspect ratio. The deformation is caused by the animation itself

Share this post


Link to post
Share on other sites
It is not a deformation due to aspect ratio. The deformation is caused by the animation itself
ok. But could you please clarify, how the animation can affect on the image in this way , I mean the deformation of the image?

Share this post


Link to post
Share on other sites

the deformation on the image is caused by fov. it doesn't happen for me in A2 at the corners (16:9 or 16:10), unless i zoom out (keypad minus key or double tap - default).

i was thinking you talked about the deformation of the character foot when on inclined plane - that is due to having the mesh deform so that the foot stays on the ground. my bad

Share this post


Link to post
Share on other sites

I see what you mean, however because i never noticed it before it ain't an immersion killer for me, so the point is moot.

Share this post


Link to post
Share on other sites

What you are complaining about here is perspective distortion and there's really nothing that can be done about it. It is simply a physical reality.

perspec6f.gif

Share this post


Link to post
Share on other sites

If that's the case then a narrower FoV would suit the OP :) only way to remove perspective distortion.

Share this post


Link to post
Share on other sites

Ooooh now even I can see it if you mean that the legs of the guy in the middle are streched. That looks sick but I haven't seen that in game earlier so I'm not bothered. It looks like the left leg got some anorexia and the right leg and foot are chubby.

But i think that issue got a good reason to be there.

Edited by St. Jimmy

Share this post


Link to post
Share on other sites
Ooooh now even I can see it if you mean that the legs of the guy in the middle are streched. That looks sick but I haven't seen that in game earlier so I'm not bothered. It looks like the left leg got some anorexia and the right leg and foot are chubby.

But i think that issue got a good reason to be there.

again, that right there has nothing to do with FOV or perspective.

It is mesh distortion caused by the base of the left foot being lower and on the surface of slope.

repro for A2: place a soldier on any inclined slope and switch to 3d view

the only way to remove it is by correcting or changing the animation system.

here's what it DOESN't happen in A2

v2q5kuic6HA

Edited by PuFu

Share this post


Link to post
Share on other sites

Locomotion looks pretty sweet, having that or similar in A3 would make it look so much sweeter.

Share this post


Link to post
Share on other sites

No Distortion.

There would be some distortion if I went triplehead but just barely. They would need to render three separate "cameras" with different angles from the players head position all rendering separately to completely eliminate it.

Share this post


Link to post
Share on other sites

I don't know if you can say that this video is the same FOV as the screen shot.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×