

Zoom Module - Change It
#1
Posted 12 December 2012 - 01:34 AM
4x zoom is fine, but make it sharper like 1.5x and 3.0x. Right now, the muzzle vision is useless. thanks.
#2
Posted 12 December 2012 - 01:37 AM
#3
Posted 12 December 2012 - 01:45 AM
#4
Posted 12 December 2012 - 01:49 AM
FiveDigits, on 12 December 2012 - 01:45 AM, said:
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
Posted 12 December 2012 - 01:51 AM
#6
Posted 12 December 2012 - 01:52 AM
FiveDigits, on 12 December 2012 - 01:45 AM, said:
i dont get it, it can go 1.5x sharp, 3.0x sharp, and not 4.0x sharp ? wth ?
#7
Posted 12 December 2012 - 01:54 AM
#8
Posted 12 December 2012 - 01:54 AM
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.
Bluten, on 12 December 2012 - 01:37 AM, said:
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
Posted 12 December 2012 - 01:56 AM
#10
Posted 12 December 2012 - 01:57 AM
#11
Posted 12 December 2012 - 01:57 AM
Armorpiercer M82, on 12 December 2012 - 01:52 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.
#13
Posted 12 December 2012 - 01:59 AM
FiveDigits, on 12 December 2012 - 01:45 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.
#15
Posted 12 December 2012 - 02:04 AM
FiveDigits, 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
Posted 12 December 2012 - 02:04 AM
The Cheese, on 12 December 2012 - 01:59 AM, said:
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
Posted 12 December 2012 - 02:08 AM
Urza 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
Posted 12 December 2012 - 02:36 AM
#20
Posted 12 December 2012 - 02:44 AM
The Cheese, on 12 December 2012 - 01:59 AM, said:
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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