Mouse speed modification.

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=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
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...Having no zoom doesn't have only disadvantages. Aiming in CQB and tracking enemies circle strafing around you, is easier without zoom.

Now that is a good point. I have a habit of automatically going into ironsites at all ranges and CQB and in these cases, zooming in would not be a good thing.
 

jalex3

FNG / Fresh Meat
Oct 21, 2009
1,639
273
0
Australia
On the old RO stock maps I can see everything as good as with a scope. The thing with the scope/zoom is, that it makes hitting small pixels easier.
Having no zoom doesn't have only disadvantages. Aiming in CQB and tracking enemies circle strafing around you, is easier without zoom.

That did not come to mind, nice point. Maybe I would use a feature like this depending on map and class. I'd still keep breathing mode with its high zoom though.
 

Reise

FNG / Fresh Meat
Feb 1, 2006
2,689
851
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Maine, US
Personally I want adjustability in the zoom within some bounds set by TWI. Not everybody got the same size of monitor and thus requires a different zoom to obtain 1:1 vision.

If twi allows players to set it between no zoom and the default zoom in game, then I don't think anyone would really complain. As long as people do not get free sniper sight, I say let people customize all they want.

I use a pretty big monitor so to make targets appear of the same size as in reality I simply need less of a zoom than users with a 19" monitor.

Couldn't they just lock certain FOVs to specific aspect ratios?
 

ductape3

FNG / Fresh Meat
Jan 13, 2011
280
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I really like the idea of adjustable sensitivities for various aiming conditions.

However, I think that there should be no zoom when entering ironsights, unless it's something that I trigger. If I press my zoom key, then great. If I auto zoom, I wont be thrilled in a cqb.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
1,433
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Falmouth UK
Couldn't they just lock certain FOVs to specific aspect ratios?

they can lock fov to certain aspect ratios if they would code that in, but aspect ratios say nothing I run 3 22"monitors portrait at a res of 3404x1920 (bezel compensated) this is a near 16:9 resolution.

While my 15" laptop runs at 1680x1050 which is a 16:10 resolution, obviously ideally my laptop shouldn't have about the same amount of zoom as my tripple monitor setup, even though the aspect ratio is nearly the same. Next to that people are not always sitting at the same distance to their monitor either.

So instead of using the aspect ratio I made a suggestion once about basing it on an average dots per inch of monitors and the utilized resolution, HDTV's and Laptops will be slightly off then but at the least it compensates for most PC monitors.: http://forums.tripwireinteractive.com/showthread.php?t=35969

Another suggestion I made on this topic was allowing to set the amount of zoom within limits set by twi. http://forums.tripwireinteractive.com/showthread.php?t=39516
 
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Reise

FNG / Fresh Meat
Feb 1, 2006
2,689
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Maine, US
Yeah I know about those threads.

I never understood how the distance from your monitor is relevant. It's not as if getting closer or farther changes the size of objects rendered on the screen. Ideally everyone should be close enough to see things clearly on their monitors.

While my 15" laptop runs at 1680x1050 which is a 16:10 resolution, obviously ideally my laptop shouldn't have about the same amount of zoom as my tripple monitor setup, even though the aspect ratio is nearly the same. Next to that people are not always sitting at the same distance to their monitor either.

But it should be close, as close as the FOVs for 16:9 and 16:10 would be anyway. Just because your screen is smaller doesn't mean you can see less, that's the whole point of FOVs being locked to aspect ratios in the first place.

Obviously the image itself would be smaller, but the amount of visible objects would be equal/similar. A 15" 16:10 monitor should have the same FOV as any other size 16:10 monitor.

But sorry for hijacking this thread, back to mouse sensitivity.
 
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Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
1,433
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Falmouth UK
Yeah I know about those threads.

I never understood how the distance from your monitor is relevant. It's not as if getting closer or farther changes the size of objects rendered on the screen. Ideally everyone should be close enough to see things clearly on their monitors.

Moving your head closer or further away doesn't make objects on the screen bigger on smaller, but it does make the size of the objects as perceived in your eyes bigger and smaller. To make objects appear in the same size in game as in reality, \the fov set in the game should match the fov that your monitor actually takes up from your vision.

In general with say a 20" inch monitor the screen only takes up like a 45 degree width of your vision. While the game projects for instance an 85 degree game world. This is what makes objects appear twice as small as they are, and makes you think that a distance is twice as long as it is in reality.

(the reason for displaying a bigger fov than your screen takes up is simply that 45 fov, feels like playing with horse flaps on your head like you're viewing through a tiny window.)
Spoiler!


I made a small drawing, about how to calculate the fov for obtaining a 1:1 size similarity with reality here:
Spoiler!

Here is perhaps a slightly more illustrative picture (note this picture is about vertical fov RO requires you to enter the horizontal fov).
Spoiler!


If if you sit closer to your screen things will look bigger, and if you sit further from your screen things will look smaller. Basically there is only one point where things will look at the same size at every distance as in real life.

As a personal experiment try playing a map with the default 85 fov and judge some distances, write them down on paper. Next change the fov using the formula given above and judge the distances again and write them down. Finally open up the map in the map editor and measure the distances. You'll see that when using the fov from the formula above you end up guessing quite well while with the default fov you'll be off.

(you can change the fov in RO only in the singleplayer you do it by typing the following in the console (replace xx with the required degrees of horizontal fov)
Code:
fov xx

-------------------------------------------------------------------

Basically it is all based around depth cues that your brain uses to assume the distance of something.
In this case it is the size of the image projected in the back of your eye, and the knowledge of the size of the object, using that information your brain is able to calculate the distance towards the object.
Spoiler!


As humans we are accustomed with perspective, and use that to see how far someone is away from us. By basically looking how big the projected image in our eye is. If someone is double as small then he is approximately double as far away.

And since we've been on this earth for a while we have gotten accustomed with what distances belong roughly to what sizes of people/houses/streets at various distances. This is why in a game you often perceive distances as being further than they really are. Which is especially apparent if you play a game with 3d glasses it ends up feeling like you are fighting against tiny toy soldiers.

Spoiler!
 
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