Sniper scope does not increase pixel resolution?

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[TW]redeye

Programmer
Jun 21, 2010
336
101
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Roswell, GA
So, doesn't that mean the pixels in your scope are not 1-on-1 mapped to the pixels of your screen?
The pixels of the of the scope do map 1-on-1 to the screen, but the texels of the rendered scope view may or may not map 1-on-1 to the screen pixels (just like any other texture)
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
1,809
525
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The pixels of the of the scope do map 1-on-1 to the screen, but the texels of the rendered scope view may or may not map 1-on-1 to the screen pixels (just like any other texture)

Will we see a fix for the pixel skipping at higher magnifications though? Rather simple question really :)
 

[TW]redeye

Programmer
Jun 21, 2010
336
101
0
Roswell, GA
Will we see a fix for the pixel skipping at higher magnifications though? Rather simple question really :)

Post it in the bugs section with as much information about the problem as possible, along with your resolution, monitor, and the links to previous threads so that QA can reproduce it.
 

Freezy

FNG / Fresh Meat
Aug 6, 2010
273
37
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I think the pixel skipping problem is by the design how the marksman rifles work. Even if you're zoomed in the game uses the non-zoomed playerview to calculate the movement of your view.

Explanation:
If you could hide the scope you would see, that your view still moves one pixel, but this then gets multiplied by the zoomfactor of the cameraview of the scope and the cameraview texture projected on your scopelens moves twice as much (4x, 6x with the unlock scopes) so you would have to be able to move 1/2 (1/4, 1/6) pixel "on-screen" to move 1 pixel in the cameraview(scope).


You can try this for yourself:
Get on an empty server (otherwise the marksman role probably will be taken already ;)), lay down on and rest your scoped rifle on the ground. Now watch the border of your screen and try to move the smallest amount you can (set mouse sensitivity lower if needed). You will see on the edge of your screen, that your view is only moving 1 pixel, but if you then concentrate on the scope and move the same amount with your mouse, the standard scoped rifle will move 2 pixels (unlocked scopes even more).

Fix:
I currently don't know how this could be fixed, probably something like linking the mouse-movement to the cameraview instead of the normal player-FOV, but that is something the coders have to work out. :p


in most other games this issue is not present because they decrease the fov to achieve a zoom-in and the black out the sides so that you don't notice it, but with that approach you still can move one pixel "in-scope".

sorry for the quite lengthy explanation, I hope you guys understand what I'm trying to tell you.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
I think you guys are talking past him by using graphics terms to describe an input issue. It's not about how the scope is rendered, it's about the minimum adjustment you can make on rotation. "Pixel skipping", especially considering the thread title, makes it sound like a rendering problem.

My WAG: it's probably some function of how mouse sensitivity is turned into radians. Do you guys all use high sensitivity?
 

Mangley

FNG / Fresh Meat
Aug 7, 2011
244
105
0
As far as I'm aware players rotate by degrees, not pixels. In a nutshell the problem is that the sensitivity of movement/rotation of the player's weapon when using 4x and 6x scopes is the same as 2x (and possibly all non-scoped weapons when using iron sights).

This means that at 4x and 6x magnification the minimum increment of rotation is exceeds the size of a pixel or two. Which prevents players from having pixel-perfect accuracy which they would otherwise have with less powerful magnification.

For example: If the minimum increment of rotation was 0.1 degrees then beyond a certain distance a target could lie at 0.05 degrees and you would be unable to aim at it because the smallest possible mouse movement would place your crosshair on either side of it.

Just like a protractor.

ali_protractor_095grader.jpg
 
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Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
1,809
525
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Post it in the bugs section with as much information about the problem as possible, along with your resolution, monitor, and the links to previous threads so that QA can reproduce it.

It's not a bug though redeye, it's fault by design.

Try it out yourself, use the 6x scope on the K98 and observe how the minimum movement of the sight picture has increased to several pixels as compared to with no magnification. And the problem only becomes worse, with more pixels being skipped, the higher the magnification is.
 

Freezy

FNG / Fresh Meat
Aug 6, 2010
273
37
0
well, you could post it as a bugreport anyway, include the explanations provided in this thread and have QA notice it so it may get more attention.