Variable Optics (WIP 2)
Added 2024-11-10 20:04:46 +0000 UTCHi!
Here's another look at the variable optics and how they are progressing.
From the last update, I have implemented the following:
Dynamic depth of field (actives only on high zoom levels)
Dynamic reticle scaling (behaves like in real LPVO's)
Dynamic eye relief / vignette effect (less in close distances)
Magnification / zoom phases (close, medium, high)
Scope system optimization (very little performance impact)
Works better with rail movement
I will still polish some of these elements, but let me know what you think about this so far.
ps. Video quality might be once again not optimal since I recorded this from my laptop.
-Antti (Developer)
Comments
Have you considered adding in screen space zoom to the rendered area inside the optic? A fake Picture in Picture essentially.
Hammerkeg
2024-11-11 15:23:33 +0000 UTCLooks awesome! Will you be “masking/isolating” the zoom to be just within the scope when it’s finished? Or are you keeping the whole screen zoom in effect?
ZWOGs
2024-11-10 23:45:33 +0000 UTCAwesome. I feel like seamless would make the most sense as the only option for now if it doesn't have any technological drawbacks compared to the 3-level system, but realistically either is going to already be a massive upgrade to having neither.
Mello' Mike
2024-11-10 21:00:06 +0000 UTCI have basically 3 different methods implemented: - Seamless - 3 levels - 2 levels I'm going to choose either seamless or 3 levels initially (Patch 2) and then at some point I will expose those options as in-game settings so you can choose which one you prefer.
Road to Vostok
2024-11-10 20:52:02 +0000 UTCNow this looks great. Is the 3 level system going to be it, or will there possibly be a toggle between stepped and seamlessly ramping zoom modes?
Mello' Mike
2024-11-10 20:49:34 +0000 UTCYeah actually, I agree. That makes a lot of sense.
John Doe
2024-11-10 20:21:31 +0000 UTCNot out of the question, since I have already tested those as part of this variable optic system. Dual render (PIP) scopes are just not practical at this development phase, since the value that they would bring is not on par with the performance issues (considering low-end hardware). There should be option to choose between non-dual render vs. dual render scopes and currently I don't want to spent time supporting those both, because there's much more important development tasks going on.
Road to Vostok
2024-11-10 20:16:23 +0000 UTCLooking great! I'm guessing picture in picture zoom is out of the question
John Doe
2024-11-10 20:11:58 +0000 UTCThis looks really good. In my opinion, this will make the VDU easily the best/most versatile scope in the demo. I’m excited what different scope systems you will introduce with early access :)
Infinity
2024-11-10 20:08:37 +0000 UTCLooking very good!!!
ENJOIgta3
2024-11-10 20:08:21 +0000 UTC