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Zoom Module - Change It


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Poll: Should zoom module be sharp as normal view ? (127 member(s) have cast votes)

Should zoom module be sharp as normal view ?

  1. Voted Yes (119 votes [92.25%] - View)

    Percentage of vote: 92.25%

  2. No (10 votes [7.75%] - View)

    Percentage of vote: 7.75%

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#41 Alfred VonGunn

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Posted 19 December 2012 - 05:38 PM

View PostArmorpiercer M82, on 12 December 2012 - 01:34 AM, said:

seriously, change the zoom module.
4x zoom is fine, but make it sharper like 1.5x and 3.0x. Right now, the muzzle vision is useless. thanks.


They said when it came out that cost to the systems is to high for it.. Something about the way CryEngine works even though we would only see the small part in the Window it wou d have to Render the entire screen a second time...

A Better fix would just make it increase teh standard Zoom to 4x. There is no need for the Picture in picture other then because other games had it..

#42 Mechwarrior Buddah

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Posted 19 December 2012 - 05:48 PM

Isnt the reason this is the way it is because if limitations of the game engine?

#43 Kelb

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Posted 19 December 2012 - 06:05 PM

please check the forum before reposting the same items. This is on the to do list.

#44 ElcomeSoft

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Posted 19 December 2012 - 11:23 PM

Advanced Zoom module is good. Could it be better? Hell yeah! Am I better at sniping with the x4 PIP than I am "x3.0" zoom? I certainly am.

#45 Obadiah333

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Posted 19 December 2012 - 11:31 PM

It's great for taking pictures of big foot or the loch ness monster.

#46 BCOVertigo

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Posted 19 December 2012 - 11:38 PM

.....So instead of rendering the screen normally and stretching the image, why don't they render the whole screen at the higher zoom and compress the rest?

I can't be the first person to have thought of this. Can someone explain why this won't work?

#47 Exinferis

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Posted 19 December 2012 - 11:41 PM

The engine is possible to render PiP, but just like in many gameengines depending on the outcome you want, you need a little workaround.
There are two possibilities. First is the use of a "portal", second is a "render to surface". Both are possible in the current version of cryEngine 3.4.
A little "solution" for the moment is, that you play with downscaling.

A minor problem is the targeted hardware. The PiP requires an additionel round of rendering passes. With a small resolution, sure, but any renderingcall costs time and reduces the framerate. Instancing and a "fake" PiP could do the trick, but there will be other problems you have to take in mind.
But at least it is possible even with cryEngine.

#48 Exinferis

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Posted 19 December 2012 - 11:46 PM

View PostBCOVertigo, on 19 December 2012 - 11:38 PM, said:

.....So instead of rendering the screen normally and stretching the image, why don't they render the whole screen at the higher zoom and compress the rest?

I can't be the first person to have thought of this. Can someone explain why this won't work?


This will work, but rendering at a hight resolution and then compress (the mentioned downscaling) takes a lot of calculation.
Try to figure out:
If you have 1920*1200 as your screenresolution and then will use 3840x2400 before you compress it, you have 4 times the pixels you had before. Adding to this the additional amount of 3D-koordinates you have to map on 2D (sure, only two calculations), more color-Information, more depth-info, culling, oclussion, lightning, reflection, mapping. So you will get the big picture what it means to use "downscaling".
It is easier to render to a surface a second time.

#49 p00k

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Posted 19 December 2012 - 11:48 PM

View PostBCOVertigo, on 19 December 2012 - 11:38 PM, said:

.....So instead of rendering the screen normally and stretching the image, why don't they render the whole screen at the higher zoom and compress the rest?

I can't be the first person to have thought of this. Can someone explain why this won't work?

because then you're having to render a huuuuuuge FOV at 4x res and then downscale.

i run the game at 1920x1080
if they did 4x, no PIP just another zoom mode, they basically would render 1/4 of my fov at 1920x1080
if they did what you suggest, they'd basically have to render my 1x fov at 7680x4320, then compress the border stuff

which is even more taxing

#50 Booran

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Posted 19 December 2012 - 11:51 PM

I don't mind the resolution being crap, but the window that comes up is far too large. I thought the module would enable PiP-zoom on par with MW3, where a small circle window appear in a corner of the screen, so you can snipe with ease but still have great overall situational awareness of your surroundings...

#51 Bluescuba

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Posted 20 December 2012 - 05:40 AM

Yes it needs to be sharper but also the pip needs to be moved either higer or off to one side, who in their right mind would place it in the centre of your screen???

#52 Jungle Rhino

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Posted 20 December 2012 - 06:10 AM

I don't see any reason why they couldn't have different types of zoom modules that work in different ways - after all isn't the idea that the mechwarrior customises their setup to what they pefer?

So you could have the MW3 style circle, the current implementation (sharpened up of course), then a full view zoom. All of these could be availalbe at varying degrees of magnification. Personally I dislike too high a magnification for PiP as it makes it very hard to lead shots on a moving target.

Whatever the case the current implementation is pants.

#53 Bluescuba

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Posted 20 December 2012 - 07:41 AM

View PostThontor, on 20 December 2012 - 07:21 AM, said:

i can't imagine why it would be anywhere else. The center of the screen is where my weapons are pointed, of course that's where I would want to zoom in.


But it is not a physical zoom its a and electronic zoom and it is displayed as a pip so its placement doesnt need to be central; furthermore it blocks your screen in its present location.

#54 Booran

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Posted 20 December 2012 - 07:50 AM

View PostThontor, on 20 December 2012 - 05:36 AM, said:

i hated the MW3 little PIP circle, the size for the MWO one is perfect IMO

I feel it's too big and obscuring, I might as well use the standard zoom as it is now.
If it's smaller and/or off to one corner, side or whatever I can easily leave it up for quick targeting whilst scanning my surroundings.





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