Higher Camera

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Bad.Mojo

Commander in Chief o' the BMA
Mar 17, 2000
1,758
0
0
43
Ottawa, Ontario
Well, as for the reason for using a .22 and all the safety equipment, (hardhats, hockey helmets) its to avoid getting that bullet in the head. A snub nose .22 doesn't have that much velocity to begin with, and that downs its penetration power alot, but it has some nice effects. In a close quarters situation (like the forest) a .22 is perfect. I've been shot with a .22 before, from about 40 metres (sorry Statesfolk, I dunno what the yardage is on that one,) and being a skinny guy, the part that stopped it was my shoulder blade. It went through a cotton t-shirt and about 1/4 inch of flesh. It hurt like a bitch rubbing against bone, though. It would not go through a hockey helmet + skull, tempered plastic eye protector, chin guard + chin, life vest + rib cage, and (most importantly) your jock strap. You do not want to catch a bullet in the groin.

Anyways, that's besides the point, I can't sell anybody on the fun of shooting live ammunition at their friends. Here are the points:

As for the higher camera, all I'm saying there is you don't really need to see much of the weapon. In real life, your looking straight ahead, and you know where you're holding the weapon, because you have the luxury of bodily equilibrium. In the game, you know you're looking straight ahead, and you know the rifle or sidearm or smg or LAW or what-have-you is pointing straight ahead as well. I'm just saying I'd like to see somebody eye-to-eye instead of chest to chest. I can sacrifice my weapon's visibility for that reason. And I think that that's the point as well. To make a hip shot just that, a shot from the hip, where you can't see the gun barrel that well, and thus dunno where its going to be pointing.

I know its a bitchy little subject, but its all those little things that add up. I mean, its supposed to be a First-Person Shooter. If you're seeing from somebody's eyes, just who's eyes is it, the gun's or the character's?

p.s.: As for simulating peripheral vision, my buddy and I, for a school project (actually, dicking around in computer class), made a proggy that simulates it quite well. We figured out what the average degree of peripheral vision is (I think it's 170 degrees horizontal, and about 120 vertical,) averaged it out (as previously stated) and set it as the FOV. Once that was set as the FOV we did a few tests with ourselves to figure out how and where the peripheral vision blurs, and then added in blurring effects at different radii on-screen. Once that was done we made a high-focus point dead centre. As long as you stood up straight and focused your eyes right on that point (about 5cm diameter) it simulated peripheral vision very well. We constructed a little room, to scale, and walked around it. It was weird, seeing that black blob of the corner of your eye that you know is a clock, only this time its on a computer screen.