Zoome Module: Can We Get A Refund?
#1
Posted 15 April 2013 - 09:02 AM
Or hell, at the least TRY to fix it in the meantime. Make it functional somehow. How about making it into a BAP+Sensorx2 module all in one (as far as range boost is concerned) but not for targeting... but for night / thermal vision?
Aka it pushes the current night/thermal view range limitations to equivalent of a sensorx2+BAP module range boost...and it does not zoom more than the standard zoom... what it does is it lets you see, inside that little box only, stuff out to that long range.
THAT would make it at least functional and worthy of loading on a mech.
#2
Posted 15 April 2013 - 09:25 AM
If you can at all reasonably make out the mech using regular zoom though, there is no reason to use the laggy, pixelated junk called "advanced" zoom.
#3
Posted 15 April 2013 - 09:27 AM
#4
Posted 15 April 2013 - 09:29 AM
Now watch it get locked.
#5
Posted 15 April 2013 - 09:31 AM
Of course, one thing they could do to make the zoom module much more "usefull" would be to just nerf the built in zooms that people have already... because that's the truth about the module- it isn't useless, it's just useless because your mech already has better built in technology.
#6
Posted 15 April 2013 - 09:32 AM
Now that I've gotten that out of my system.
I think it has something to do with DX 11 implementation, and in the grand scheme of things, pretty low priority.
Edited by Roadbeer, 15 April 2013 - 09:33 AM.
#7
Posted 15 April 2013 - 09:45 AM
Roadbeer, on 15 April 2013 - 09:32 AM, said:
Now that I've gotten that out of my system.
I think it has something to do with DX 11 implementation, and in the grand scheme of things, pretty low priority.
That's good to know at least. I'm not worried about the module myself. Was just lame at the time I spend GXP on it.
#8
Posted 15 April 2013 - 09:51 AM
#9
Posted 15 April 2013 - 10:09 AM
hehehehehe
#11
Posted 15 April 2013 - 10:12 AM
Roadbeer, on 15 April 2013 - 09:32 AM, said:
Now that I've gotten that out of my system.
I think it has something to do with DX 11 implementation, and in the grand scheme of things, pretty low priority.
IIRC it isn't anything to do with DX11 at all, it is a CryEngine issue wherein the pixels for the entire image on your screen would have to be rendered twice in order to properly zoom, thereby destroying framerates (and performance).
So we've got 8bit zoom and no forseeable fix.
#12
Posted 15 April 2013 - 10:19 AM
Lee Ving, on 15 April 2013 - 10:12 AM, said:
So we've got 8bit zoom and no forseeable fix.
I've also heard it's an issue with CryEngine, something to do with having to render the video twice being an issue with the Engine. As a solution couldn't they just have it activate an additional zoom level(a 4th level) that's instantly accessible by pressing "V". I know it wouldn't be PIP like previous game, but if the engine can't render it(similar to why we can't have a rear-view screen) at least this would make it usable.
#14
Posted 15 April 2013 - 10:37 AM
topgun505, on 15 April 2013 - 09:51 AM, said:
I'm curious about that as well. They outright stated it wasn't workin as intended and that the fix was takin a backseat to far more pressin issues. Fine with that. Why is it still in game though while the issue persists?
#15
Posted 15 April 2013 - 10:39 AM
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