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acoustic

3D Scope

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It seems BI is starting to address areas besides the core gameplay this title to increase immersion (animations, sound effects, ect). One of the main problems I have in terms of immersion is with the non existent view of the cope with ACOGS and snipers. I feel I am at a screen with black pasted over it (in all reality, I am lol). Anyone else wanna see 3d scopes implemented?

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Okay, so here's the deal.

There are existing threads on this topic, but it seems like our search function isn't working. I can't very well issue an infraction ( ;) ) and close your thread if no one has the capability to actually find the existing discussions. So, I'll leave this open temporarily and depending on how it does, I'll figure out how to deal with this thread that best serves the forum and users when the search is working properly again.

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Is it not? I just thought no one had really posted this yet lol. Appreciate the explanation.

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Yeah, no problem. I thought something was up when I saw the thread and that you were a user for 2 years. I didn't even know the search wasn't working until I tried it then!

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This is because you are rendering the game world twice. I'm not sure there is much to optimize.

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Are you sure it's twice? I don't know how it works, but the lfric, however it's called, it has the thermal monitor for the gun, 2 mirrors, which show different angles. Is it rendering twice, with the regular world, and the PiP world? Or is it rendering a new world for each angle of PiP?

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Each new camera means you need to render the world again. I don't know if the mirrors each have their own camera or what.

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Don't forget that those displays are rendered at lower res though, with less detail and lower framerate. Something you couldn't do with scope considering it covers most of your screen.

Edited by Minoza

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Do it now, those with enough power will use the feature, the others will jump in the future when there is sufficient horse power for rendering. Sundowner, what video card do you have? If I turn everything up (except draw distance at 4k and object at around 700m), with PiP ultra I get around 40FPS without (disabled) 43.

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How does RO2 do it? In fact, many games have mirrors without massive and ungodly fps drops.

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How does RO2 do it? In fact, many games have mirrors without massive and ungodly fps drops.

They're probably rendering less alpha textures and stuff in a given scene.

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How does RO2 do it? In fact, many games have mirrors without massive and ungodly fps drops.

They do it by having the rest of the game look like crap.

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Do it now, those with enough power will use the feature, the others will jump in the future when there is sufficient horse power for rendering. Sundowner, what video card do you have? If I turn everything up (except draw distance at 4k and object at around 700m), with PiP ultra I get around 40FPS without (disabled) 43.
GTX460 with 1GB of ram. Inside of the M-ATV (Hunter), with PIP-on I have around 26 fps, with PIP-off it shoots up above 56 fps. I have most of the settings at very high though. The thing is, my GPU is not loaded until I disable the PIP - it looks as if the CPU is a bottleneck here, not the GPU - I'm running AMD 955BE @ 3.45GHz.

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They do it by having the rest of the game look like crap.

no, they do it by using very simplified shader based effects. arma 3 uses picture in picture, which is rendering the entire scene repeatedly

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