SaBrE_UK 0 Posted March 7, 2013 It is clear that the new reflector sight simulation in the Alpha is fantastic, and you can see it in Dslyecxi's excellent video .I was thinking that perhaps this methodology could be utilised to create 3D rifle scopes that look somewhat better than the current 2D ones. Something along the lines of the . Being able to move around as normal and not be transferred to a static and centred scope view might be a breath of fresh air.This could allow a better scope experience without the potentially crippling performance issues associated with render-to-texture scopes. If the background view around the scope can be blurred in Arma3, then all the better. It will also mean that when moving with the sights up, the view can bob around and satisfyingly obscure parts of the scope view without being disorientating like the current 2D scopes. I do not know exactly the difficulties inherent in bringing this idea into fruition, but I hope some modding experts can shed some light on this, perhaps? Thoughts? Share this post Link to post Share on other sites
j0nes 194 Posted May 21, 2013 in theory it wouldnt be to complicated. place the optic frame on one plane and the optic projection on a separate plane slightly behind the frame. It would just take some skill to adjust it to the point of actually working Share this post Link to post Share on other sites
Kable_ 10 Posted May 21, 2013 Actually stuff like that has been requested on the feedback tracker: http://feedback.arma3.com/view.php?id=2510 But a little "bump" for that feature should be great Share this post Link to post Share on other sites
PuFu 4600 Posted May 21, 2013 it is not the same thing. what sabre is requesting is a zoom on the entire screen, with a colimator sort of 1st view image (with an actual texture on the sight instead of an overlay). the pip metho will not be implemented in the vanilla game anytime soon Share this post Link to post Share on other sites
babylonjoke 22 Posted May 22, 2013 Sorry my Super-ignorance, but if we have render to texture now, should be possible make a 3d optic... am I complitly offroad? :P Share this post Link to post Share on other sites
migkillertwo 10 Posted May 22, 2013 Sorry my Super-ignorance, but if we have render to texture now, should be possible make a 3d optic... am I complitly offroad? :P we don't have render to texture. Red Orchestra has true render-to-texture. The problems with that are, basically, you have to render a scene twice. I think the idea in this thread is to have a reflex sight that we have now, but the reticle is a black crosshair rather than a bright dot. I don't see why this is impossible. Maybe one more idea I would add is to make the collimated part be not just a crosshair, but also the black field around it http://imageshack.com/photo/my-images/577/reticleconcept.png/ So when you move around, some of the view of the target will be blocked. Some of the scope will go to black until you stop moving. If you've ever looked through an actual rifle scope, this is basically how it behaves in real life. For my money, it would be even better than red orchestra's scheme. The light coming into your eye from a rifle scope is also collimated, it's not like a TV screen. Share this post Link to post Share on other sites
babylonjoke 22 Posted May 23, 2013 we don't have render to texture. Red Orchestra has true render-to-texture. The problems with that are, basically, you have to render a scene twice. Sorry,I repeat, I'm a compltily noob in these things... but we have "picture in picture", isn't that the same? I mean, with mirrors you also render the scene twice. Am I right? If it's the lag the problem...well... If they fix that http://feedback.arma3.com/view.php?id=716 maybe they could have more space for these details... Share this post Link to post Share on other sites
PuFu 4600 Posted May 23, 2013 we don't have render to texture. Red Orchestra has true render-to-texture. The problems with that are, basically, you have to render a scene twice. yes, you do have render to texture in arma. (as you can render over a particular area otherwise defined by a texture) AFAIK, rv4 also features PIP (haven't tried myself) I think the idea in this thread is to have a reflex sight that we have now, but the reticle is a black crosshair rather than a bright dot. I don't see why this is impossible. no one said it will be impossible. It is very much so. Maybe one more idea I would add is to make the collimated part be not just a crosshair, but also the black field around it no, because this is not how the thing works. PIP for scopes is simply not gonna happen due to the lower refresh rate/fps for those screens. For instance, if i am running the game with PIP settings high, and at a stable 60FPS on a 60hz screen, the PIP areas are still gonna be about 15 no matter what. And while for vehicle screens and the likes that is ok, for scopes isn't. It has nothing to do with the low utilization of the given hardware resources. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted May 23, 2013 I think the Design Mastery weapon scopes method would look pretty great in ArmA 3. In fact, the sniper optics introduced today seem to be headed that way as its not a 100% full black screen on the sides anymore. Whether this is a start of BIS finally heading towards that direction or not, I don't know. But all that was missing was a 3d picture of the optic. Share this post Link to post Share on other sites