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Will Advanced Zoom Be Improved?

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#1 CutterWolf

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Posted 14 November 2012 - 04:49 PM

Dev's currently the advanced zoom mod is not useful at all. The image is too blurry to be of any real use to the players. I would like to hope that this is going to be fixed since you have spend a lot of Mech XP and GXP just to unlock it.

Thanks!

#2 Quazil

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Posted 14 November 2012 - 09:16 PM

It'd be fine if the zoom was x10.

#3 Bru1zer

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Posted 15 November 2012 - 01:27 AM

View PostCutterWolf, on 14 November 2012 - 04:49 PM, said:

Dev's currently the advanced zoom mod is not useful at all.


Tell that to all the victims of my gauss, yes it needs work, but damn it helps to lead targets and know if they are able to be hit and not behind terrain.

#4 Atheus

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Posted 15 November 2012 - 01:56 AM

This has been reported many times since closed BETA. They couldn't figure out how to make the zoom clear without doing an extra render causing your frame rate to drop by half, so they released it in it's half-finished state and called it a day. They may figure out how to make it good like the one in MW4:Mercs, and they may not. At any rate, it's just wait and see for us.

#5 Creideki

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Posted 15 November 2012 - 03:20 AM

My main issue is just how affected by lag it is

#6 Sprouticus

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Posted 15 November 2012 - 06:37 AM

just make the entire screen 4x like a normal zoom instead of PiP.

#7 Matthew Craig

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Posted 15 November 2012 - 09:43 AM

Yes we will be looking at ways to improve the advanced zoom visuals.

#8 WardenWolf

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Posted 15 November 2012 - 10:57 AM

View PostMatthew Craig, on 15 November 2012 - 09:43 AM, said:

Yes we will be looking at ways to improve the advanced zoom visuals.

A really interesting idea I saw recommended by someone here on the forums was that the enchanced zoom could be a 2x multiplier PIP on top of whatever zoom mode you were already in. So at normal view, it would be 2x; at the standard 2x zoom the PIP box would be 4x, and then at 3x zoom it would be effectively 6x. That way you could keep using the current method of just a 'software' style zoom, but it would be less distorted than it is now. Just wanted to bump that idea here, and see if a Dev might notice :wacko:

#9 Atheus

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Posted 15 November 2012 - 11:21 AM

View PostWardenWolf, on 15 November 2012 - 10:57 AM, said:

A really interesting idea I saw recommended by someone here on the forums was that the enchanced zoom could be a 2x multiplier PIP on top of whatever zoom mode you were already in. So at normal view, it would be 2x; at the standard 2x zoom the PIP box would be 4x, and then at 3x zoom it would be effectively 6x. That way you could keep using the current method of just a 'software' style zoom, but it would be less distorted than it is now. Just wanted to bump that idea here, and see if a Dev might notice :wacko:

Sounds like a punt to me. I'd much rather see the module running a clear 4x (pref. 5-6x) zoomed window over the 1x as originally intended, plus an adjustment to mouse sensitivity. Actually I'd like to see an adjustment to mouse sensitivity even separate from the zoom module, but I digress...

#10 WardenWolf

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Posted 15 November 2012 - 11:35 AM

View PostAtheus, on 15 November 2012 - 11:21 AM, said:

Sounds like a punt to me. I'd much rather see the module running a clear 4x (pref. 5-6x) zoomed window over the 1x as originally intended, plus an adjustment to mouse sensitivity. Actually I'd like to see an adjustment to mouse sensitivity even separate from the zoom module, but I digress...

I believe there is an engine limitation on rendering two distinct views, which causes a massive hit to performance. This is part of the same reason why a rear-cam and other alternative views people have requested haven't been put in the game, and why the normal zoom is full-screen.

I do think a mouse sensitivity change might be nice, and I think someone on the Dev team mentioned that recently... but it *needs* to be a toggle option (default to 'on' is fine). Many people use mice with adjustable sensitivity already, and having the game do it on the fly could throw off people who are trying to control it themselves.

#11 Atheus

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Posted 15 November 2012 - 11:49 AM

View PostWardenWolf, on 15 November 2012 - 11:35 AM, said:

I believe there is an engine limitation on rendering two distinct views, which causes a massive hit to performance. This is part of the same reason why a rear-cam and other alternative views people have requested haven't been put in the game, and why the normal zoom is full-screen.

I do think a mouse sensitivity change might be nice, and I think someone on the Dev team mentioned that recently... but it *needs* to be a toggle option (default to 'on' is fine). Many people use mice with adjustable sensitivity already, and having the game do it on the fly could throw off people who are trying to control it themselves.

Yes, I have heard the same about the engine limitation. I'm not entirely convinced, yet, though. Regarding the mouse sensitivity, the only way to go is sensitivity sliders (two sliders) that you can access from an options panel in a match, not just in mechlab.

#12 CutterWolf

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Posted 15 November 2012 - 12:01 PM

View PostMatthew Craig, on 15 November 2012 - 09:43 AM, said:

Yes we will be looking at ways to improve the advanced zoom visuals.


Thank you Matthew for your quick response, I very happy to hear that it is indeed being worked on.

Edited by CutterWolf, 15 November 2012 - 12:02 PM.


#13 Ozrick

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Posted 15 November 2012 - 01:26 PM

Concerning mouse sensitivity, my mouse allows me to adjust dpi while ingame by a simple flip of a switch on my mouse. I personal like the Logitech G700 mouse that can do just that and has programmable buttons as well.

#14 Glucose

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Posted 15 November 2012 - 02:11 PM

Hey Matthew -- any chance we can get the depth of field to render distance objects in focus during zooms?





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