

De-Fuzz Advanced Zoom Box
Started by Ipecac, Feb 21 2013 10:29 AM
11 replies to this topic
#1
Posted 21 February 2013 - 10:29 AM
Hi there,
I got the advanced zoom skill from my pilot tree, but have discovered that it's mostly useless. All it does is blow up the image, there's no actual zoom. Meaning, the image is so grainy that I can't really see what I'm zooming at. A real zoom should blow up the image and give you clarity.
Please turn advanced zoom into a real zoom and give us a clear image in the zoom box!
XOXO
Ipecac
I got the advanced zoom skill from my pilot tree, but have discovered that it's mostly useless. All it does is blow up the image, there's no actual zoom. Meaning, the image is so grainy that I can't really see what I'm zooming at. A real zoom should blow up the image and give you clarity.
Please turn advanced zoom into a real zoom and give us a clear image in the zoom box!
XOXO
Ipecac
#2
Posted 21 February 2013 - 10:34 AM
Glad someone brought this up!
It's not an issue with the zoombox however. It's an issue with the fixed Depth-of-field. Everything out of 300m or so appears blurry. I don't think the same problem would occur with a Dynamic Depth-of-Field, or if DoF was removed. The fixed Depth-of-field however is really annoying.
It's not an issue with the zoombox however. It's an issue with the fixed Depth-of-field. Everything out of 300m or so appears blurry. I don't think the same problem would occur with a Dynamic Depth-of-Field, or if DoF was removed. The fixed Depth-of-field however is really annoying.
#3
Posted 21 February 2013 - 10:38 AM
As long as the advanced zoom remains PiP it will be that way. there is a limitation in the Cryengine 3 where if it would rerender the PiP it would drastically reduce performance.
#4
Posted 21 February 2013 - 10:44 AM
There's gotta be a way for them to work around that...but it would take way too much attention away from other necessary implementations and updates to make that happen...which is kind of unfortunate.
#5
Posted 21 February 2013 - 10:48 AM
Beeman, on 21 February 2013 - 10:44 AM, said:
There's gotta be a way for them to work around that...but it would take way too much attention away from other necessary implementations and updates to make that happen...which is kind of unfortunate.
The work around is to make it not PiP.
#7
Posted 21 February 2013 - 11:01 AM
Problem 4x PIP Zoom appears to be grainy and/or blurry.
Reason: doing PIP requires performing two scene renders. As it stands MW:O is graphic intensive to the point where many people can barely render a single scene at 60+ FPS.
Solution: many, but easiest to make it not PIP or allow the PIP to stack on top of the 1.5 and 2.0x zoom.
Reason: doing PIP requires performing two scene renders. As it stands MW:O is graphic intensive to the point where many people can barely render a single scene at 60+ FPS.
Solution: many, but easiest to make it not PIP or allow the PIP to stack on top of the 1.5 and 2.0x zoom.
#10
Posted 21 February 2013 - 12:29 PM
agreed, I use this module from time to time but if it can't work as intended they should replace it with something else.
#11
Posted 21 February 2013 - 12:41 PM
once when using the module i unloaded several ERPPC shots into a target at extreme range. i got frustrated because even though he was staying in the same area and i was hitting him it did not appear to be hurting any.
it was a swaying treetop that had a mech shaped profile.
it was a swaying treetop that had a mech shaped profile.
#12
Posted 21 February 2013 - 12:50 PM
blinkin, on 21 February 2013 - 12:41 PM, said:
once when using the module i unloaded several ERPPC shots into a target at extreme range. i got frustrated because even though he was staying in the same area and i was hitting him it did not appear to be hurting any.
it was a swaying treetop that had a mech shaped profile.
it was a swaying treetop that had a mech shaped profile.
LOL - freak'n awesome... not that I've ever done anything like that

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