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A Suggestion To Improve The Advanced Zoom Module

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#1 Navid A1

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Posted 02 February 2015 - 10:46 PM

Currently the advanced zoom module gives you a PIP (picture in picture) centered on your torso reticle. This is done by up-scaling a specific area of the screen as the amplified region, meaning that you are zoomed in at 3x and an up-scaled image at the center gives you 4x.
(for the new guys that were not here... it was used to be an upscale from 1x to 4x which was pretty useless.... so huge improvement)

So... where is the problem?... the problem is that the HUD scales the aiming reticle according to 3x zoom. while it makes no difference for torso mounted weapons, mechs with arm actuators suffer form inaccurate shots using this module when the arm reticle moves inside the zoom box according to this example:
Spoiler


one way to over come this problem is to scale the hud based on the up-scaled number (i.e. 4x). Another way is to bind the zoom box to arm reticle which will get rid of the inaccurate arm weapons inside the zoom box. an example is provided below:
Spoiler



Wishful thinking:
Another way to make things even better is to keep the overall zoom at a lower value and create a second render window (as an optional ultra quality feature) and provide a real zoomed box (without up-scaling). A second render call is demanding on the CPU/GPU but will be a nice feature for people with average and above hardware (remember... it can be an optional high/ultra graphical setting).
This way we could have something like this:
Spoiler

or this:
Spoiler

instead of this:
Spoiler

which is more eye friendly

Also... One more nice addition is to create a double region reticle aim point to handle the issue of two reticles and one zoom box making one of the reticles inaccurate... like this:
Spoiler

Edited by Navid A1, 02 February 2015 - 11:18 PM.


#2 627

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Posted 02 February 2015 - 11:40 PM

I'd like a toogle to just use fullscreen 4x zoom instead of the window.

Biggest problem for me is not the PiP image but the lag in it.

#3 Navid A1

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Posted 02 February 2015 - 11:43 PM

View Post627, on 02 February 2015 - 11:40 PM, said:

I'd like a toogle to just use fullscreen 4x zoom instead of the window.

Biggest problem for me is not the PiP image but the lag in it.


yes... that is a very nice option too. it gets rid of any of the PIP problems all together... double reticle inaccuracy and lag.

#4 William Mountbank

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Posted 03 February 2015 - 01:19 AM

I think PGI said it was basically impossible for them to double render, and as most of the problems with advanced zoom are due to artefacts in the PiP process, I think the only current solution would be full window 4x.

Another major problem is that the targeting reticles are sometimes not visible, and are rarely in the same place as the targeted mech. I actually find AdvZoom more of a handicap than a help.

#5 Navid A1

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Posted 03 February 2015 - 02:13 AM

View PostWilliam Mountbank, on 03 February 2015 - 01:19 AM, said:

I think PGI said it was basically impossible for them to double render, and as most of the problems with advanced zoom are due to artefacts in the PiP process, I think the only current solution would be full window 4x.

Another major problem is that the targeting reticles are sometimes not visible, and are rarely in the same place as the targeted mech. I actually find AdvZoom more of a handicap than a help.



People have been able to develop workarounds. Some Cryengine dev contributions too:
http://www.cryengine...p?f=314&t=76779

#6 William Mountbank

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Posted 03 February 2015 - 05:54 AM

View PostNavid A1, on 03 February 2015 - 02:13 AM, said:



People have been able to develop workarounds. Some Cryengine dev contributions too:
http://www.cryengine...p?f=314&t=76779


I did a bit of searching through the forums and found some earlier discussions. http://mwomercs.com/...et/page__st__60 has the relevant info, to do with the deferred rendering workflow, and how viewports require a full frame render pass for each viewport.
So sadly I think it's completely achievable, but would always come with a 50% framerate drop. There is some other info in theUncle's post that suggests with a lot of dev time there are workarounds, like double resolution in a zoomed area of the main window - but that doesn't solve the artefacts that currently spoil targeting with the AdvZoom module.
Interesting read anyway.

#7 Mawai

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Posted 03 February 2015 - 06:03 AM

To be honest ... I think what you have found is a bug. If the arms are aimed at a specific spot within the zoom module box then that is the spot they should be aimed at ... not a 3x zoom location on the screen underneath the zoom module box.

I would take your post and send it in to PGI as a bug report.

#8 Catalina Steiner

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Posted 03 February 2015 - 03:44 PM

Sorry, this thread is a duplicate of this one: http://mwomercs.com/...ed-zoom-module/

Thread closed.





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