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How can they Improve Sense of Scale in MWO?


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#41 TexAce

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Posted 02 January 2013 - 10:01 AM

View PostDCLXVI, on 02 January 2013 - 09:46 AM, said:


I simply disagree, the reboot trailer is what they intended, but realized 16 players systems could not handle it on the same server, so they made the scale, the game, and their plans smaller. right now they are trying to decide if there is anything else they can take away to make this game run up to 16 players on a server smoothly.


Ever looked at Planetside 2? That's my answer. It definately is possible to achieve the feeling of scale, it doesn't have to be textures only.

Look at the rocks at the beach near the Epsilon point at River City. Ever saw such a beach in real life? The rocks there, if the correct scale is assumed, should be as big as cars but they are designed as big as rocks a human would see at the ground.

It's this little things that are important.

#42 King Arthur IV

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Posted 02 January 2013 - 11:56 AM

yep been bothering me 2.

especially when i look at the oil rig thing (that looks like it belongs out in the ocean with half of it under water) parts of it look too small.

wish we had some sky scrapers.

#43 LordBraxton

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Posted 02 January 2013 - 12:04 PM

View PostSecundus, on 04 November 2012 - 11:46 AM, said:

Does anyone else find when they're playing that they don't feel like they're in a big lumbering mech, but instead are just running around in man-sized robots? I feel like there's something missing. I mean I know there are "small" buildings we walk around, but they are so lifeless and lacking detail that there's nothing that says how big that building should be to a person. I can't see why they couldn't add little sprite people fleeing the streets as we approach, or perhaps little sprite animals/aliens in the forests. How about vehicles, military or civilian, littering the streets?

Anyone else have any ideas of ways they could make these Mechs seem as big as they should?


totally agree except for the sprite part.

This isn't gundam so people aren't so small compared to the mechs that sprites wouldn't look really out of place.

#44 King Arthur IV

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Posted 02 January 2013 - 12:33 PM

View PostTexAss, on 02 January 2013 - 09:06 AM, said:






feel big looks big.

#45 Hillslam

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Posted 02 January 2013 - 01:21 PM

I remember mentioning adding sprite people running around.

They'd be tiny so they could be animated sprites and look fine.

They'd be sprites so they would not impact performance in the least.

Great minds think alike.

#46 Henree

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Posted 02 January 2013 - 01:32 PM

also the sewage pipes in forest...seriously mech sized sewage pipes? are there mech sized toilets!?!?!?

detail lacks, small stuff

#47 verybad

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Posted 02 January 2013 - 01:33 PM

More intereactive stuff on maps. Trees getting knocked down, stepping on cars in urban areas, destructible buildings.

#48 Maver0ick

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Posted 02 January 2013 - 03:54 PM

Maybe they can do it by adding 3rd person view :P

#49 Lightfoot

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Posted 02 January 2013 - 04:04 PM

It starts with something called parallax. We discern size and depth based on the distance between each eye and comparing the differences in the two images received. That distance between each eye forms the angle of parallax.

How you translate that into a 2D image is to create a composite perspective called curvilinear perspective. The basic effect is that as big things get nearer they gain greater curvilinear divergence in their dimensions. Their straight edges start to curve. Why big things? Remember parallax? Well the bigger something is the larger the parallax divergence.

Let's make an example using parallax and curvilinear adjustments in 2D space. On my right there is an Atlas and in my left hand I am holding a toy Atlas. Zoom in until both the toy and real Atlas appear the same size. Okay, now zoom in further. The toy Atlas is now bigger than the real Atlas, but it gains little or no curvilinear adjustment because, well, it's actually close to the same size as the angle of parallax created by your two eyes. Now zoom in on the real Atlas, as we draw closer it begins to gain curvilinear perspective because it is exceeding the angle of parallax our eyes can offer.

Not sure if this would work for Mechs, but maybe.

#50 WVAnonymous

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Posted 02 January 2013 - 04:28 PM

It's the trees that bother me. I'm regularly seeing (walking through trunks of) enormous trees in the forest map, that would be bigger than the biggest buildings in River City. Is River City zoning impaired to allow only short buildings with very low ceilings?





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