


#1
Posted 04 November 2012 - 10:05 AM

#2
Posted 04 November 2012 - 11:36 AM
#3
Posted 04 November 2012 - 05:47 PM
#4
Posted 04 November 2012 - 05:52 PM
****, borderlands does it, with the added effect of all sorts of fancy render effects on scopes (when you aren't zoomed in).
#5
Posted 04 November 2012 - 05:58 PM
#6
Posted 05 November 2012 - 01:53 AM
#7
Posted 05 November 2012 - 06:13 AM
#8
Posted 05 November 2012 - 06:59 AM
(Too nerd out a bit here, there are realistic granularity issues with zooming in both in canon and science.)
Hoping a SS will clarify... the issue a little.
#9
Posted 05 November 2012 - 07:48 AM
#10
Posted 05 November 2012 - 09:29 AM
#11
Posted 05 November 2012 - 09:51 AM

If I could design the advanced zoom, it would replace the minimap with a super-accurate zoom module with free range of zoom using mouse scrool or something. Being able to snipe more comfortably with the trade off of losing some situational awareness.
#12
Posted 05 November 2012 - 01:31 PM
#13
Posted 05 November 2012 - 01:38 PM
I had cbills to burn before the reset, so I tried it out to see how it was.
The image is so limited that I'm afraid it is useless.
So, as a fix, could we substitue that it allows a 3rd zoom level instead of the 2 we have now?
THat way the engine only has to render once, a zoom at say 30 times mag?
#14
Posted 05 November 2012 - 01:45 PM
#15
Posted 05 November 2012 - 03:00 PM
#16
Posted 05 November 2012 - 05:00 PM
#17
Posted 05 November 2012 - 08:35 PM
Plz Devs! help us here, If the module would not work, then just put it back as what it was before the module!
#18
Posted 06 November 2012 - 04:16 AM
Noganite, on 05 November 2012 - 03:00 PM, said:
Yet this game wouldn't exist for you otherwise no? So if you think you can do far better and actually code it better by experience then you really have little to say on devs being 'fanboys with no game design experience' when you're just well... a fanboy with no game design experience?. Otherwise apply for a job with PDI and put your code where your mouth is lest your foot becomes a just as fitting filling. ^.~
Anyway, do keep note that the games you mention do a full scene zoom in for such things as sniper rifles and not a picture-in-Picture zoom in (and even if they did, they weren't hi-end graphics enough to create a real performance loss). You're comparing a still in development open-source game engine in its' infancy to a full-release/debugged game engine from other games. As a result you're limited to what it can currently support and to add other features using what's available may end up with a massive reduction in performance at the expense of emulating missing capabilities until they are natively implemented. (Case in point being the picture in picture x4 zoom).
It does typically make sense that the whole scene would have to be double rendered as is common for most game implementations of PiP if they do infact exist.
Think of it as this at a static 60fps...
-(60fps)first you have to render the scene you see...
-(30fps/scene)Now have to render it a second time (twice total) in the closer up view.
-(<30fps+penalty) Take that second scene rendering and then crop it for the PiP zoom window.
... now while this can be slightly mitigated by reusing the same pre-rendered frame from the frame buffer and then cropping it may not be directly possible in the current state of the engine to directly access it like that. I've noticed that much of the HUD displays are simply alpha-blended overlays (and a few sprites) rather than a direct render-in-render (save for the lesser zoom which just pushes the players viewpoint further up and renders it from that location in the map).
Edited by GL Chozo4, 06 November 2012 - 04:37 AM.
#19
Posted 06 November 2012 - 05:55 AM
Take a picture. Any regular jpeg will do. Open it in Paint and magnify it 4x. I don't mean "zoom in" mind you. I mean stretch it to four times it's original resolution. Now imagine it's a picture of the already blurry and foggy distance of MWO.
"Can't see ****, captain!"
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