Will we ever see weapon slings in a videogame?

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Grabbed_by_the_Spetsnaz

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May 29, 2011
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I did like it in the first black ops games, where they did wrap the slings around the gun so that they didn't get in the way of the screen.

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Hells High

Active member
Aug 23, 2011
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The problem, as others have said, is that it can be expensive (though this is becoming less of an issue), and also unpredictable. How do you handle it when it goes onto the back? Clipping? Arm movement around the sling for reloading while the sling could be in conceivably any position (the arm is a baked constant movement, but the sling is a dynamic object, if the arm gets through it and moves out of the slings limits bad/unappealing things can happen)?

In RnL we had baked animations for slings in first person (like Valve does with their destruction animations). The result looks good, but its not dynamic. You also have to resimulate and tweak every time you worked on an animation.

Hopefully one day we'll get there, its a cool effect in things like Uncharted 4 but you can see that its kind of simplistic and that kind of implementation might not be as successful in a first person perspective.
 

Vanilla Neeson

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Mar 27, 2015
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Only technicians cares if it's simplistic, for the average joe it is impressive as it is "wow that's cool!"

Being expensive performance wise is nonsense for those of us who have the beast machines to run it. It is the same thing as removing facial animations from RO2 or FLEX from KF2. "Giving options to PC users be damned if i can avoid crunch time."

Sometimes failures are more interesting than safe successes.
 

Lemonater47

Grizzled Veteran
Sep 25, 2014
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Only technicians cares if it's simplistic, for the average joe it is impressive as it is "wow that's cool!"

Being expensive performance wise is nonsense for those of us who have the beast machines to run it. It is the same thing as removing facial animations from RO2 or FLEX from KF2. "Giving options to PC users be damned if i can avoid crunch time."

Sometimes failures are more interesting than safe successes.

Well facial animations in RO2 were probably removed due to RAM limitations. 32 bit game that. Also it's extremly time consuming.
 

Yoshiro

Senior Community Manager
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Oct 10, 2005
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Well facial animations in RO2 were probably removed due to RAM limitations. 32 bit game that. Also it's extremly time consuming.

Bone count related to draw call cpu pegging is the correct reason.
 

Yoshiro

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Oct 10, 2005
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Is it still like a problem for UE3 in 2016?

Not an engine specific problem, but newer multi threaded rendering techniques have helped alleviate draw call issues for some PC titles (this is an area where consoles have had an advantage for almost a decade).
 

Vanilla Neeson

FNG / Fresh Meat
Mar 27, 2015
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I'm not convinced and I wont take your word for it being that you're not part of the development team.

Besides this is one area that i think will greatly benefit the overall immersion in Rising Storm 2 in the long run, it certainly wont be an wasted effort. Also its been 6 years now since its been considered to be technically unfeasible. People have the hardware to run it now.

Is having the option too much to ask?
 

NorthDumpling

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Jul 13, 2013
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Yeah, really, 5-6 years later there is enough of hardware to run this game with facial animations and ambient animations(aka first RO2 trailer with church), and by the way it would be very very weird not to include any of theese after KF2 with facial animations for Zeds, so I dont really see a problem implementing them.
Almost every game after 2013 have facial animations , take a look at Bioshock Infinite, of course its AAA game, but still , it does have everything, and its built on UE3, what a pleasant suprise, and works quite good on wide spectre of hardware.
The only one reason why AMG couldnt make them might be the lack of time, other reasons are excluded.
 
Sep 28, 2014
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Agreed. There is absolutely no technical reason anymore.

It's just that facial animations take an incredibly long time to set up, especially considering to do it you must manually lip sync every single voice line. But it's still doable.
 

Beskar Mando

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Dec 13, 2014
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Never said it was a technical reason, it's a prioritizing reason, they want the game done and stable before any purely aesthetic features are put in. I don't want weapon slings and facial animations with a game that is poorly developed.
I probably should have clarified, it would be considered a low priority.
And probably not going to happen, based off of what I've seen so far.