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"advanced Zoom" Failure

v1.0.134

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#1 Kaboodle

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Posted 04 November 2012 - 10:05 AM

...It's just awful. It comes through blurry as heck, and is a TINY little pip. I was expecting something like from Mw4 how you'd get pip on about 60% of the screen...as it is it's this tiny little box that you can't even see through because it's so blurry. Considering the considerable GXP investment to unlock these pilot modules, I was hoping for something at least partially useful. Even if I were running a gausscat for long range sniping, this is useless. Posted Image

#2 Creepi Jim

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Posted 04 November 2012 - 11:36 AM

Some Dev said there was an engine restriction. It actually enlarges the visible area that you can see. It's like holding a magnifying glass to your monitor. One would assume such a high end engine as CryEngine 3 is capable of "render to texture" operations. The Source engine is capable of doing so (scopes magnify not the entire screen, only a small area), which is several years old.

#3 BlkFalcon

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Posted 04 November 2012 - 05:47 PM

I agree the zoom has to get better. it is way too grainy and doesn't add ANY value. Please improve this. Thank you.

#4 no coast punk

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Posted 04 November 2012 - 05:52 PM

I think most engines these days can do this.

****, borderlands does it, with the added effect of all sorts of fancy render effects on scopes (when you aren't zoomed in).

#5 Klaus

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Posted 04 November 2012 - 05:58 PM

Yeah they seriously need to fix this, I was horribly disappointed. And if they can't do it then hell, just let us zoom in one more time or replace x3 with x4

#6 Greers

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Posted 05 November 2012 - 01:53 AM

In some thread they stated to gain a higher resolution for the PIP they would have to render the whole Sceen twice (one for the "normal" view in the background and once for the PIP-Window), resulting in a serious FPS-drop. Therefore they decided for a VGA-Resolution for the PIP.

#7 Krzysztof z Bagien

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Posted 05 November 2012 - 06:13 AM

They could change it to be something like 2x magnification to what you have at the moment, meaning if you go to 3x zoom it would be 6x in PIP.

#8 Momolicious

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Posted 05 November 2012 - 06:59 AM

Instead of spending GXP an regretting, could someone post a SS?

(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 Jammers

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Posted 05 November 2012 - 07:48 AM

agree on this, got the advanced zoom just before the OBT wipe, and it's not a lot of use in it's current form

#10 NightVark

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Posted 05 November 2012 - 09:29 AM

I agree - we need optical zoom, not digital zoom please.

#11 Booran

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Posted 05 November 2012 - 09:51 AM

I'd like screenshot/video of this. Read a few complaints but haven't seen anything to back it up. Not that I don't belive the issues people post (so don't take it that way please), but I just want to see it for myself :(

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 keith

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Posted 05 November 2012 - 01:31 PM

frist off i find it hard to belive cry egnine can't make a decent zoom. i did not play any crsis games but was there not any sniper rfiles in that game? then if they can't not fix it, it should come down way in gxp cost. even 5k takes awhile and for that pos not gonna bother waste time nor the gxp on it. till something better comes along the 3x zoom we got now is good enough. thought the pip windows does bring back good memorys of MW4 days i hope they can get it working

#13 Sigvald Skullsplitter

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Posted 05 November 2012 - 01:38 PM

I'm in agreement with the thread.
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 Joe Mallad

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Posted 05 November 2012 - 01:45 PM

have to agree... the advanced zoom is garbage. If i can zoom in that close, it should not make my view worse and all distorted. I would rather they do away with it and just allow our normal zoom to zoom in father. That way you dont have these 2 different zoom funtions. The advanced zoom should just be set to work with your normal zoom and you just have to push your zoom button 3 times to get the advamced function. Why i need to use my mouse wheel to use normal zoom and a key on my keyboard to use the advanced zoom is just a bit un-advanced to me lol.

#15 Noganite

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Posted 05 November 2012 - 03:00 PM

This game engine is crap! As stated above it can't even do what the Source engine can already do (HL2 2004, Crytek 3 engine 2012). Hell, even the Unreal engine can do that. LOL! Guess that what happens when you get fanboys making a game with no real game design experience.

#16 DONTOR

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Posted 05 November 2012 - 05:00 PM

I understand that its not where it should be and that it costs way to much for what it does, but the size is fine it is very similar to mech warrior 4. The blurry texture is hard to look through but I think the effect is sort of cool looks like heat waves and dust blown into the air from the battle raging around u, lol thats just me though.

#17 BlackDrakon

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Posted 05 November 2012 - 08:35 PM

They have to fix it, is ridiculus!


Plz Devs! help us here, If the module would not work, then just put it back as what it was before the module!

#18 GL Chozo4

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Posted 06 November 2012 - 04:16 AM

Personally, I've found the current form of the Advanced Zoom pretty useful when honing on on a cockpit and more convenient as a 1button zoom rather than 3 presses for the others. While it isn't as high-quality as the lesser-zoom modes it still allows you peripheral vision around the zoom box thus not impeding your environmental awareness as much.

View PostNoganite, on 05 November 2012 - 03:00 PM, said:

This game engine is crap! As stated above it can't even do what the Source engine can already do (HL2 2004, Crytek 3 engine 2012). Hell, even the Unreal engine can do that. LOL! Guess that what happens when you get fanboys making a game with no real game design experience.

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 Fugu

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Posted 06 November 2012 - 05:55 AM

To those wanting to know what it looks like:
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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