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4X Zoom Is Bad.


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#1 Tennex

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Posted 13 January 2013 - 03:48 PM

It is literally a 4x zoom into your screen, not the environment. The resolution decreases by about 4x as well.

Edited by Tennex, 13 January 2013 - 03:50 PM.


#2 Spoo Hunter

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Posted 13 January 2013 - 04:10 PM

No component or module is without a drawback or two.

If the resolution was as good as 1x - 3x zoom then it would be used to excess and accused of being OP.

#3 JohnnyC

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Posted 13 January 2013 - 04:13 PM

From what I recall... they are simply showing you a zoomed up portion of your view but not pulling a second render from closer up because it would have a heavy impact on the performance. Also there was no mechanism in the cryengine to achieve the desired result.

I'm expecting they will be working on it to some degree... eventually.

#4 Norris J Packard

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Posted 13 January 2013 - 04:14 PM

View PostSpoo Hunter, on 13 January 2013 - 04:10 PM, said:

No component or module is without a drawback or two.

If the resolution was as good as 1x - 3x zoom then it would be used to excess and accused of being OP.


You are implying that this is on purpose, it is not. The Devs couldn't figure out (by this own admission) how to zoom to 4x without having to render what was being shown twice.

#5 Tennex

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Posted 13 January 2013 - 04:14 PM

View PostSpoo Hunter, on 13 January 2013 - 04:10 PM, said:

No component or module is without a drawback or two.

If the resolution was as good as 1x - 3x zoom then it would be used to excess and accused of being OP.


i think its mainly because of engine limitations

#6 Homeless Bill

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Posted 13 January 2013 - 04:17 PM

They ought to either make it a 4x zoom that works exactly like the other zoom screens or something like what we have now that works as 2x digital zoom on top of the zoom level we already have (effectively giving you a picture-in-picture 2x, 4x, and 6x zoom).

You can say it'd be OP, but IMO it's completely useless compared to the targeting modules right now.

#7 focuspark

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Posted 13 January 2013 - 04:23 PM

View PostNorris J Packard, on 13 January 2013 - 04:14 PM, said:



You are implying that this is on purpose, it is not. The Devs couldn't figure out (by this own admission) how to zoom to 4x without having to render what was being shown twice.

If the devs forces 4xAA, then they could present the super sample surface as the zoomed surface. This would leave lower-end GPU owners unable to play the game however.

#8 Navid A1

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Posted 13 January 2013 - 04:28 PM

View PostSpoo Hunter, on 13 January 2013 - 04:10 PM, said:

No component or module is without a drawback or two.
..


yeah i agree... but can you explain the advantages of this module?.. now that we know its drawback.

this "bad zoom" is currently caused by engine limitation and (i think) the devs are working on it. however i don't think it has a high priority on their list.

#9 ReD3y3

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Posted 13 January 2013 - 04:29 PM

It is terrible and not worth taking. But its beta right ....

#10 Viper69

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Posted 13 January 2013 - 04:32 PM

View PostSpoo Hunter, on 13 January 2013 - 04:10 PM, said:

No component or module is without a drawback or two.

If the resolution was as good as 1x - 3x zoom then it would be used to excess and accused of being OP.

HAHAHA nice try!

View PostReD3y3, on 13 January 2013 - 04:29 PM, said:

But its beta right ....

I guess. The loopholes associated with that phrase are why game companies use it.

#11 Broceratops

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Posted 13 January 2013 - 04:32 PM

i kinda like it. its really only useful for gauss at 1300 meters+ though, which is a rare scenario on these maps. anything less and regular zoom does a better job.

#12 Tarman

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Posted 13 January 2013 - 04:39 PM

With the ranges of most battles due to the map sizes, this module's pretty useless except for niche roles even if it worked.

#13 Scar

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Posted 13 January 2013 - 04:44 PM

View PostSpoo Hunter, on 13 January 2013 - 04:10 PM, said:

No component or module is without a drawback or two.

If the resolution was as good as 1x - 3x zoom then it would be used to excess and accused of being OP.

facepalm.jpg

BTW, i wonder what you think about lagshield and 4fps bug - i can bet, you think it's on purpose too. Drawbacks...LOL.

#14 Norris J Packard

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Posted 13 January 2013 - 04:49 PM

View Postfocuspark, on 13 January 2013 - 04:23 PM, said:

If the devs forces 4xAA, then they could present the super sample surface as the zoomed surface. This would leave lower-end GPU owners unable to play the game however.


And with their already horrific optimization I can't even begin to imagine how badly that'd go over.

#15 CrashieJ

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Posted 13 January 2013 - 04:51 PM

wait... so they cant figure out how to do another layer that can act as "binoculars" and then super impose them on the screen?

because I was thinking of how those sniper games do it with seeing through the scope at 3x zoom to 4x zoom while the environment still stays at no zoom.

#16 JohnnyC

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Posted 13 January 2013 - 04:58 PM

View Postgavilatius, on 13 January 2013 - 04:51 PM, said:

wait... so they cant figure out how to do another layer that can act as "binoculars" and then super impose them on the screen?

because I was thinking of how those sniper games do it with seeing through the scope at 3x zoom to 4x zoom while the environment still stays at no zoom.


Well... in those games the entire view is generally adjusted. They also may have a mechanism for zooming built into the engine. In the case of MWO, it would need a zoomed in camera (camera rendering from further out in front of you, but still taking into account your line of sight) while also rendering a camera for your normal vision (since you see both at the same time). Again... this is double rendering and will end up eating your framerate up. It seems there is not a clear cut solution right now so they're using the zoomed in normal view.

#17 Bryan Bekker

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Posted 13 January 2013 - 05:05 PM

Game mechanics aside. We currently have rifle scopes that come with 4-16x scopes almost stock that are crystal clear. In 1037 years we gain the ability to build 100 ton machines that operate on nuclear fusion but can develop or remember how to manufacture a 4x scope / zoom that is not grainy? Guess rifle scopes are part of that so called 'Lost Technology."

#18 skullman86

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Posted 13 January 2013 - 05:50 PM

View PostSpoo Hunter, on 13 January 2013 - 04:10 PM, said:

No component or module is without a drawback or two.

If the resolution was as good as 1x - 3x zoom then it would be used to excess and accused of being OP.


Posted Image

#19 Norris J Packard

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Posted 13 January 2013 - 05:53 PM

View Postskullman86, on 13 January 2013 - 05:50 PM, said:


Posted Image


No.

#20 Tarman

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Posted 13 January 2013 - 05:56 PM

View PostBryan Bekker, on 13 January 2013 - 05:05 PM, said:

Game mechanics aside. We currently have rifle scopes that come with 4-16x scopes almost stock that are crystal clear. In 1037 years we gain the ability to build 100 ton machines that operate on nuclear fusion but can develop or remember how to manufacture a 4x scope / zoom that is not grainy? Guess rifle scopes are part of that so called 'Lost Technology."



Glad you figured out the real use of lostech. It's to gloss over the fact that nothing in the BT universe is remotely based on IRL except for coolness, because game. You can't use IRL as any kind of gauge for Mechwarrior, either in the fluff or on the field. There is not a linear technical progression into the future where things just get better, not even IRL. In ancient Japan, they had crossbow technology but abandoned it even though it was a superior tech at that time, because it was foreign and "dishonourable" since even a peasant could use it. They ditched it basically because it wasn't cool enough for them, regardless of its tech specs.

BT is set in a future where the shiny space tech is there but is spottily produced and maintained, and ill-understood even by some of the people that use or even make it; similar in concept to the Warhammer 40K universe but not nearly as far along in their ignorance of their own technologies. It's not so much gaining the ability to make mechs, but scrounging and rebuilding what still works from stuff that wasn't wiped out after centuries of war using even more powerful tech and weapons. There's reasons there aren't any tactical nukes in BT.

And the final arbiter, is that it's a game. The fluff is there to support the game's ablility to change stuff around for gameplay without being slaved to IRL incarnations of systems. As it is right now, Earth-present technology would wipe out any number of mechs on multiple combat levels and fronts, even if IRL science allowed them to exist at all. Earth-present wins almost on detection technology alone, never mind what we send to ruin them when we find them. But IRL frequently makes for really boring games. I do not ever want to play a fully realistic space travel game for example, because I don't have extra centuries for the travel time.





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