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GringrBrezns

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Everything posted by GringrBrezns

  1. Hey, just registered today, I wanted to post my thoughts on the EOTech XPS-3's in-game reticule. Basically I'm a fanboy for HWS and I think the tech is incredible. Basically my question is if it would be possible to simulate a true holographic sight more accurately (sort of). See these images taken of the reticule of my EOTech 552. You'll notice the entire image is out of focus except for the reticule, because my lens has a shallow depth of field and because the reticule is a hologram it's projected into the distance instead of being 'physically inside' of the sight housing. But the key point is, in the second image I move the camera about a foot closer and the reticule size relative to the screen stays the same. http://puu.sh/2odvY (333 kB) http://puu.sh/2odvW (319 kB) The point is that I think it would be neat to consider try to have the reticule for the in-game EOTech HWS remain the same size relative to the screen whether zoomed in or out. Much like how the HUD icons (squad markers and etc) stay the same size regardless of distance from the player. The counter point is that many have said the in-game zoom is more like a digital zoom than an optical one, in respect that it isn't meant to be an actual zoom, but more of an enhance to simulate the actual level of detail a human would be able to pick up on. BUT I just think that it would be a really unique and neat detail to add if possible, to set the HWS apart from the other reflex optics. I know it's not really that big of a deal but I'd love to hear your thoughts on the idea.
  2. GringrBrezns

    The Giant Alpha Media Thread

    Found a review of "DayZ Standalone", using the AIII Alpha tongue-in-cheek. Not bad, I chuckled.
  3. GringrBrezns

    My thoughts on Holographic optics

    Fisheye? I get your first point about 3 focuses, that makes good sense. But you might want to elaborate on the fish eye. Do you mean you keep both eyes open?
  4. Firstly there's a difference between lowering the weapon (eg not being able to fire it because you've pointed it at the ground) and drawing it in to avoid putting your muzzle through the drywall. The latter I'm all for, the former seems like it would be a nuisance in CQC as it could get really iffy when leaning or making twitch movements.
  5. Firstly you're meant to double-tap control to raise or lower your weapon anyway, but I do feel like it returning to it's previous state is best. EG: Weapon up ->lowered to look at map -> Auto up upon closing map or Weapon down -> stays down looking at map -> close map and stays down But even if it stays the way it is I personally never found it that much of a bother.
  6. GringrBrezns

    My thoughts on Holographic optics

    Yes, I've re-evaluated my zoom thoughts. And yes, now that you've mentioned it the reticule is still larger through an Aimpoint 3xmag, but "size dependent on magnification" is sort of a misnomer in that position, aka a change in distance to/from the optic will have it the same size relative to your eye, while magnification increases the size relative to your eye. I'm away from my optics for the rest of the week and can't confirm the A.65 becoming larger while the lines remain the same but that seems counter-intuitive. I know holograms are complex but it doesn't seem plausible to have what is still a projected image grow larger to the eye as a whole but retain the same line thickness relative to the eye's perception. And I don't know complicated simulating a holographic sight would be but I think we've all agreed it's not needed in its current application, and for the time being I'm perfectly happy with just parallax. As for adjusting the brightness of optics or NV, I feel like that might be pushing it. If it were implemented as "NV/Optics auto = on" or "NV/Optics auto = off" where auto would present them as-is presently and auto off would allow you to bring up different options as a menu, maybe, but I know I'd hardly use it.
  7. GringrBrezns

    My thoughts on Holographic optics

    Further thought on the matter has decided for me that the ingame zoom is really a pull in. This jumbo screenshot compares a digital zoom in photoshop with actual ingame zoom on the right. Other than the loss of quality and a slight aim shift, they're just about identical. http://puu.sh/2ogJ1 What this means is that it still could be implemented in the actual sense as the ingame zoom would still increase it's the reticules's size via magnification rather than actual distance change, but because the optics distance from the players eye never really changes noticeably while the crosshair is visible, it wouldn't ever be put to any real use.
  8. "If it's anything like below" What below are we talking here? Counterstrike doesn't have shotguns with scopes? Let alone sights for most weapons. Maybe you mean like crouching or slow walking? Anyways my ideal version of scoped vs. unscoped is just accuracy vs. precision. Where unscoped your weapon will still be putting rounds exactly where it's pointed, but you won't know exactly where it's pointed (without LAM) so it will still be precise but not accurate. And then bring up your optics/sights and you've got accuracy and precision. Of course scoped or unscoped you'd still be dealing with recoil. Anyways yeah, I basically mean a step more towards how accuracy works in A2/OA. Although it's not a complete deal breaker for me as is.
  9. If that was a response to me in particular, I was under the assumption that looking at your map would lower your weapon regardless of whether you want it raised or lowered after. I think it's just intuitive that you wouldn't even be able to point a weapon while looking at a map, let alone want to. It's more of a discussion that once you put the map away the weapon stays lowered.
  10. Oh, man, I forgot all about the recoil. You're right, a sentient being would automatically attempt to compensate for recoil, so the weapon should return to somewhere pretty close to it's original position a bit after firing automatically. Would it be doable to still have the cursor spring up and then back down automatically? Thus if the player wanted to fire rapidly they'd still have to compensate for the initial kick, but if they fired in slower bursts the cursor would automatically be doing most of the work for them. I think a concept like that would be interesting to play around with.
  11. I personally think returning it to how it was previously would be most prudent. Sort of a hard toggle that says "Okay my weapon is up and it'll keep coming back up until I lower it" or vice versa for lower it and raising it. Maybe even a profile setting as a Y/N option, "Prefer weapon Up/Down" so when you're climbing ladders or whatnot it'll already know what position to have the weapon in.
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