(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:
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or this:
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instead of this:
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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.