Why They Need To Improve Advanced Zoom.
#61
Posted 14 November 2012 - 01:28 PM
#62
Posted 14 November 2012 - 01:28 PM
#63
Posted 14 November 2012 - 01:29 PM
Alfred VonGunn, on 14 November 2012 - 01:28 PM, said:
Yeah. I'd really like advanced zoom to just add one more level. Instead of 1x, 1.5x, 3x it goes 1x, 1.5x, 3x, 6x.
#64
Posted 14 November 2012 - 01:35 PM
The real problem is PGI's use of CryEngine's depth of field.
http://freesdk.cryde...Setup+and+Usage
They are not adjusting your depth of field when you zoom. Objects in the distance should be rendered in focus when you zoom, currently it does not change. Thats why the PIP ZOOM is so grainy. Its input is blurred.
They should at least test/look at changing their depth of field first, before looking at 2-pass solutions.
#65
Posted 14 November 2012 - 03:07 PM
Glucose, on 14 November 2012 - 01:35 PM, said:
The real problem is PGI's use of CryEngine's depth of field.
http://freesdk.cryde...Setup+and+Usage
They are not adjusting your depth of field when you zoom. Objects in the distance should be rendered in focus when you zoom, currently it does not change. Thats why the PIP ZOOM is so grainy. Its input is blurred.
They should at least test/look at changing their depth of field first, before looking at 2-pass solutions.
I don't know,sounds like to different things,the 'advanced zoom' isn't really the same as the 3x zoom we're using with the z key . The standard zoom is magnifying our entire view so the engine is still only rendering one scene while the advance zoom is adding a whole new second view which the CE has to render along with the first view and that is what causes frame rates to drop. Or at least that is how I understand things,if I'm wrong please explain how and why.
Edited by Fabe, 14 November 2012 - 03:07 PM.
#66
Posted 14 November 2012 - 03:17 PM
Fabe, on 14 November 2012 - 03:07 PM, said:
OK I've read the guide on setting depth of field and I think I know what Glucose getting at, I didn't read it at first because I assumed I wouldn't understand it having never worked with the cryengine before. Any ways what I think what Glucose is saying is that with proper adjustments the window with the advanced zoom view will come in crystal clear while the view out side of that will appear burly and out of focus and this will not affect performance or frame rate issues,is that correct?
Edited by Fabe, 14 November 2012 - 03:19 PM.
#67
Posted 15 November 2012 - 02:00 PM
The PIP Zoom currently is not a 2nd render - - they said they could *fix* it by doing that, but it would (as expected) adversely affect frame rates.
#68
Posted 19 November 2012 - 06:20 AM
Update.
Probably it's better to add 4x magnification to the list of 1.5x - 3x - 4x. And implement two action commands "zoom in" and "zoom out", so it will be possible to bind them to two buttons or, for example, to mouse wheel up and down.
Edited by Pasha19, 19 November 2012 - 06:31 AM.
#69
Posted 19 November 2012 - 06:22 AM
#70
Posted 19 November 2012 - 10:55 AM
Wish I had seen that screenshot before I dropped the GXP on it last night.
When they said PiP to avoid messing with battlefield awareness I was picturing a small PiP window in the upper left, about the size of the paper doll display with a highly pixelated image and a targeting dot.
So my main screen is still usable for normal aiming and playing but when I've already got a target in my crosshairs and I want to get down to detailed aim I have that little box to look up at and put the dot where I want it. Sorta like I use my mouse at high sensitivity for brawling and run and gun, but crank it down for sniping.
How does PiP aid in battlefield awareness if the PiP window blocks out your entire main veiwing screen? At that point just make it another step of zoom.
#71
Posted 19 November 2012 - 11:12 AM
Still the best PiP zoom in any Mech game with 1999 technology. Functional, useful, and doesn't cause tunnel vision.
Edited by General Taskeen, 19 November 2012 - 11:14 AM.
#72
Posted 20 November 2012 - 06:05 AM
General Taskeen, on 19 November 2012 - 11:12 AM, said:
On standing targets - maybe. But try to aim with it at moving target in real online battle..
Tunnel vision is not a problem, if you can switch fast to normal zoom. Run - zoom-in - shoot - zoom out - run.. Quake breed;)
#73
Posted 23 December 2012 - 09:32 AM
#74
Posted 23 December 2012 - 09:54 AM
Deleted my topic having found this one.
Seems after over a month still no movement and not worth GXP.
#75
Posted 23 December 2012 - 10:32 AM
#76
Posted 23 December 2012 - 10:40 AM
So you'd have 1x, 1.5x, 3x, 4x, 6x, and 12x modes available. the 12x mode would be just as tunnel-vision as the 3x mode... but with the 4x digital zoom overlay.
To help keep it from being OP, I'd probably say to deactivate Thermal when Adv. Zoom is activated.
Probably would give a pretty good boost to long range direct fire types... which usually means AC/2 Boats or Gauss Snipers... though I could see a use with 4x or 6x ERPPC Stalkers or Awesomes.
There are few areas with sightlines long enough to make this kind of zoom truly as effective as it can be. The water area on the Forest Colony maps, Caustic down the 3-4 line and on both sides of the caldera, certain areas on Frozen City looking at the dropship wreck, and the water areas of River City are basically it... Though Caustic is pretty much the only map where long range can truly dominate most of the navigable area.
#77
Posted 23 December 2012 - 11:30 AM
#78
Posted 19 February 2013 - 10:32 PM
#79
Posted 06 March 2013 - 12:20 AM
This would give you the advantage of X4 zoom without the narrow field of vision.
This is what i expected it to be when i purchased it. Having a panel in the middle of the screen seems pointless. You might as well do a full screen zoom instead of PIP, as the cross hairs are obscured anyway.
#80
Posted 07 March 2013 - 10:26 PM
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