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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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#1 Armorpiercer M82

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Posted 12 December 2012 - 01:34 AM

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.

#2 xxx WreckinBallRaj xxx

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Posted 12 December 2012 - 01:37 AM

It's grease vision. Worse yet, it makes you spend more time toggling the modes. No thanks. Give me a scroll mouse wheel for these AND take all the grease off the screen. Then I might buy it. Oh wait, I still won't buy it. Because this is Brawler Online and my LRM carriers are useless. Nevermind.

#3 FiveDigits

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Posted 12 December 2012 - 01:45 AM

The picture in picture is the way it is because of a limitation in the CryEngine. A sharp zoom window would require the scene to be rendered twice (with different scaling) on the same screen. Apparantly the engine can't do that. So we were told when this topic came up previously.

#4 Mechwarrior Buddah

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Posted 12 December 2012 - 01:49 AM

View PostFiveDigits, on 12 December 2012 - 01:45 AM, said:

The picture in picture is the way it is because of a limitation in the CryEngine. A sharp zoom window would require the scene to be rendered twice (with different scaling) on the same screen. Apparantly the engine can't do that. So we were told when this topic came up previously.


ah the module CANT be done in thwe game... so why are they trying it again?
Instead of working on something that might ...work?

Edited by Mechwarrior Buddah, 12 December 2012 - 01:49 AM.


#5 GalaxyBluestar

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Posted 12 December 2012 - 01:51 AM

thanks for the cryengine heads up. so does that mean it'll never be good for sniping cause i thought the whole point of it is to make faraway things as clear as close up things. if that's not the case what's the point of a sniper using it?

#6 Armorpiercer M82

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Posted 12 December 2012 - 01:52 AM

View PostFiveDigits, on 12 December 2012 - 01:45 AM, said:

The picture in picture is the way it is because of a limitation in the CryEngine. A sharp zoom window would require the scene to be rendered twice (with different scaling) on the same screen. Apparantly the engine can't do that. So we were told when this topic came up previously.


i dont get it, it can go 1.5x sharp, 3.0x sharp, and not 4.0x sharp ? wth ?

#7 Thorn Hallis

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Posted 12 December 2012 - 01:54 AM

I see the current Zoom module as some kind of placeholder.

#8 PeekaySK

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Posted 12 December 2012 - 01:54 AM

The current P-in-P is pretty much useless, true. The engine can't do true P-in-P. Fine... what are the options?
Adding a fourth zoom step for 4.0 would be too much hassle when cycling... maybe adjust the zoom steps from 1.0 - 1.5 - 3.0 to 1.0 - 2.0 - 4.0 when the module is installed? That would actually make it useful without impacting the usability too much.

View PostBluten, on 12 December 2012 - 01:37 AM, said:

Because this is Brawler Online and my LRM carriers are useless. Nevermind.


You know, repeating something ad nauseam in every topic you visit (regardless of relevance to subject matter at hand) just makes you look like a douche, it doesn't necessarily make the thing you're repeating true.

Edited by PeekaySK, 12 December 2012 - 01:57 AM.


#9 Gnuz

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Posted 12 December 2012 - 01:56 AM

Sounds like the problem is picture in picture. Other zoom modes are full screen. Drop the PIP, zoom module enables variable zoom to X as a maximum, I reckon. (Anyone remember starsiege?)

#10 Armorpiercer M82

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Posted 12 December 2012 - 01:57 AM

and other thing. why cant we sell modules ?

#11 FiveDigits

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Posted 12 December 2012 - 01:57 AM

View PostArmorpiercer M82, on 12 December 2012 - 01:52 AM, said:

i dont get it, it can go 1.5x sharp, 3.0x sharp, and not 4.0x sharp ? wth ?


The standard zoom scales your whole screen. The PiP module would require to render the scene in two different scales at the same time. That's what the engine (or the engineers at PGI using it) struggle with.

#12 Mechwarrior Buddah

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Posted 12 December 2012 - 01:58 AM

View PostArmorpiercer M82, on 12 December 2012 - 01:52 AM, said:


i dont get it, it can go 1.5x sharp, 3.0x sharp, and not 4.0x sharp ? wth ?


better yet, if its actually beyond the capability of the engine to use why the hell is it still in the game?

#13 The Cheese

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Posted 12 December 2012 - 01:59 AM

View PostFiveDigits, on 12 December 2012 - 01:45 AM, said:

The picture in picture is the way it is because of a limitation in the CryEngine. A sharp zoom window would require the scene to be rendered twice (with different scaling) on the same screen. Apparantly the engine can't do that. So we were told when this topic came up previously.

Partially correct.

It CAN be done, but it would literally halve your frame rate when you use it, as, like you said, it's rendering the entire screen twice.

#14 Mechwarrior Buddah

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Posted 12 December 2012 - 01:59 AM

View PostThorn Hallis, on 12 December 2012 - 01:54 AM, said:

I see the current Zoom module as some kind of placeholder.


so was said about the xp system... then the placeholder became the system.
that term is starting a bad history around here

#15 Armorpiercer M82

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Posted 12 December 2012 - 02:04 AM

View PostFiveDigits, on 12 December 2012 - 01:57 AM, said:


The standard zoom scales your whole screen. The PiP module would require to render the scene in two different scales at the same time. That's what the engine (or the engineers at PGI using it) struggle with.


geez if PiP is problem, (which looks UGLY as hell), why not simply implelent 4.0x the same way as 3.0x (and put it on mouse, additional key V is stupid idea from begining).

#16 Urza Mechwalker

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Posted 12 December 2012 - 02:04 AM

View PostThe Cheese, on 12 December 2012 - 01:59 AM, said:

Partially correct.

It CAN be done, but it would literally halve your frame rate when you use it, as, like you said, it's rendering the entire screen twice.



a miserably well made system woudl not. You only need to project a new tightned frustrum and perform culling based on it projectign only on the trapezoid that goes troguh that enahnced viewport. You can easily make it render only 1/4 or 1/3 of the total scene again.

#17 The Cheese

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Posted 12 December 2012 - 02:08 AM

View PostUrza Mechwalker, on 12 December 2012 - 02:04 AM, said:



a miserably well made system woudl not. You only need to project a new tightned frustrum and perform culling based on it projectign only on the trapezoid that goes troguh that enahnced viewport. You can easily make it render only 1/4 or 1/3 of the total scene again.


Yeah, well we got what we got. No point complaining about the choice of engine at this point.

Edit: Graphical technologies are not a strong point for me. Everything you just said came through as static. Impressive sounding static though.

Edited by The Cheese, 12 December 2012 - 02:09 AM.


#18 Kaijin

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Posted 12 December 2012 - 02:36 AM

So why not just make the module a super zoom (full screen), and discard PIP entirely?

#19 Elizander

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Posted 12 December 2012 - 02:41 AM

View PostKaijin, on 12 December 2012 - 02:36 AM, said:

So why not just make the module a super zoom (full screen), and discard PIP entirely?


I agree with this.

#20 Satan n stuff

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Posted 12 December 2012 - 02:44 AM

View PostThe Cheese, on 12 December 2012 - 01:59 AM, said:

Partially correct.

It CAN be done, but it would literally halve your frame rate when you use it, as, like you said, it's rendering the entire screen twice.


No it won't, that's just poor optimization. You'd need to disable what's behind the PiP view and render the PiP view normally, which would actually reduce the onscreen poly count because a quarter of the main view isn't being rendered at all, and while the extra code that disables the stuff behind the PiP view would slow the game down a bit overall performance would go up.





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