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Posted

Guys last night while flying in formation I noticed something that I thought was just a buggy part of the game for everyone and had just accepted the fact.  The depth perception has always been skewed for me when looking out the side glass windows.  If you notice this shot..Leets should be further away than Manu, but as you can see he looks like he is lining up on me.  If I look to the frontal side glass he will appear at even a different depth perception to me.  It makes it very difficult to stay in formation for me, when the distance perception keeps changing and does not appear realistic.  I have an AcerXR 34 Monitor Wide Screen, any suggestions?  Graphic drivers all up to date and standard settings for my monitor.

 

 

 

visualproblemsm.jpg

Posted (edited)

I've had that experience in RoF too, but in that case it looked to me like the 8-slot guy was on the leaders 6. The BoS engine is adopted from RoF.

Edited by JimTM
  • Upvote 1
No601_Prangster
Posted (edited)

Well that's the problem you run into when projecting a 90 deg curved view onto a a flat screen. You can see the effect very clearly if you look at the shape of the clock on the right side of your screen. The clock is no longer round but is instead stretched. Nothing the programmers can do about it, the solution is VR like the Oculus where your veiwpoint is physically curved by the lens.

 

Projector.jpg

Edited by No601_Prangster
  • Upvote 2
No601_Prangster
Posted

Updated with helpful diagram.  :)

  • Upvote 1
Posted (edited)

Thanks Prangster.  I will learn to live with it then.  Nice graphics, even an old coot like me could understand that one.    :biggrin:

Edited by 4./JG52_Neun
=/WoVi/=kirumovka
Posted (edited)

It's the most simpliest way of rendering the game, though there are alternative ways to render it. However with this type of rendering, a straight edge will always be a straight edge.

Many Arena FPS shooter players learn to deal with it, and sometimes exploit it to get a better view on a far object with high field of vision by tilting the camera.

Other artifacts also can be seen due to this rendering system such as how in *cough cough* war thunder, dots can disappear in the center of the screen but if you look to the side, the game tihnks it is within range and renders it because the rendering range is determined by the distance along your camera vector, or rather normal to your rendering screen.

Edited by -Y29-ZdrytchX

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