Zoom

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Conscript

FNG / Fresh Meat
Nov 23, 2005
824
87
0
England
I was completely against zoom, until there was that long and comprehensive explanation on these forums by one of the devs about the relation between FoV and real life vision. Now I understand it, I agree with it and can see why it is realistic.

It seems to me that everyone who complains about zoom on these forums simply hasn't understood the concept at all. It's not designed to give you better vision than real life, it is simply designed to give you a realistic perception when aiming while also allowing you a realistic wide angle field of view when not aiming. It is not some magical bionic eye, or augmented vision. Case in point:

When I shoot my rifles at long range I get no magic button to give me a better sight picture.What you see is what you get closing one eye to reduce my FOV doesn't help.I know how the zoom works it reduces your FOV so you can see a smaller area better.

Of course you don't. When you lift a rifle to your eye, that's as much detail as you're eye can see, but you also have your full 180 degree field of vision.
In RO, before you lift your rifle, your vision is zoomed out to overcome the limitations of viewing the world through a monitor. Pressing that zoom key only brings your FoV down in order to bring your vision back to the same level of your own real life eye. It is not some 'magic' button.

Perhaps it would help if we changed the terminology. Technically, when you go into ironights, your vision is not "zoomed in". More accurately, the FoV in iron sights actually realistic - when you come out of them, your view is actually "zoomed out" in order to give you a better perception of the human field of vision on a computer monitor.

If people actually understood this and stopped associating what we have in RO2 with "zoom" then I'm sure the amount of resistance to the idea would reduce dramatically.
 

Korn-Y

FNG / Fresh Meat
Jun 21, 2011
279
31
0
Lille, France

In order to give a realistic perception (human eyes, range, etc) you use an unrealistic feature : zoom (different field of view).

What zoom tries to do is realistic, not how it does it. (And I don't have a fix or a better idea)
Moreover, in a videogame, I'm for everyone has the same FoV even if it's an "reduced" perception/range than IrL.

I have understood why zoom is here, but you (people that like zoom) don't want to admit that change your soldier FoV with a key is unrealistic, and in my case, I think it is far more unrealistic than same (or near) FoV for everyone.

Realistic zoom for Realism mode
No zoom or a lot reduced one for Classic mode, why not? I don't know :confused:
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
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Newton, NJ
What zoom tries to do is realistic, not how it does it. (And I don't have a fix or a better idea)....

This may be a good way to put it, only because there are restrictions with screen size, shape, and the amount of money players can put forward for larger screens to help alleviate the problem that zoom/focus is trying to fix. Maybe if we all had a mini IMAX theater screen... :p

I personally think that the zoom/focus in the game is an acceptable compromise between FOV and size ratio. Now I don't like the the auto zoom on the iron sights or the different zooms between weapons, but that is a different story.


Realistic zoom for Realism mode
No zoom or a lot reduced one for Classic mode, why not? I don't know :confused:

There I disagree, a lot :D
 

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
I have understood why zoom is here, but you (people that like zoom) don't want to admit that change your soldier FoV with a key is unrealistic, and in my case, I think it is far more unrealistic than same (or near) FoV for everyone.

Not at all. In fact, I would say that zoom is as unrealistic as aiming a rifle with a mouse, or running via WASD. That is to say, a fairly necessary concession to the limitations of our gaming interface.
 

akb

FNG / Fresh Meat
Feb 14, 2012
501
9
0
USA
Phoenix nobody is saying that wasd/aiming with your mouse is unrealistic. Stop with the crappy comparisons. It's pointless and flawed.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
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Newton, NJ
Phoenix nobody is saying that wasd/aiming with your mouse is unrealistic. Stop with the crappy comparisons. It's pointless and flawed.

Actually, its not. Its a valid comparison when you are trying to do things with a mouse and keyboard and pretend its real life. Not liking someone's opinion doesn't mean its invalid.
 

Conscript

FNG / Fresh Meat
Nov 23, 2005
824
87
0
England
I have understood why zoom is here, but you (people that like zoom) don't want to admit that change your soldier FoV with a key is unrealistic, and in my case, I think it is far more unrealistic than same (or near) FoV for everyone.

Not at all. In fact, I would say that zoom is as unrealistic as aiming a rifle with a mouse, or running via WASD. That is to say, a fairly necessary concession to the limitations of our gaming interface.

I pretty much agree with Dragon's response to you. Using a key press to achieve a realistic perception of vision in game is no more unrealistic than pressing W to run forward, Space to mantle an object, or clicking your left mouse button to fire a weapon. It's simply a method of interaction with the game world.

For the record I'm not "someone who likes zoom" per se; in fact, I can take it or leave it. I understand why it's there, but I can just as easily live without it - I am predominantly a Classic player.
 

Korn-Y

FNG / Fresh Meat
Jun 21, 2011
279
31
0
Lille, France
I pretty much agree with Dragon's response to you. Using a key press to achieve a realistic perception of vision in game is no more unrealistic than pressing W to run forward, Space to mantle an object, or clicking your left mouse button to fire a weapon. It's simply a method of interaction with the game world.

For the record I'm not "someone who likes zoom" per se; in fact, I can take it or leave it. I understand why it's there, but I can just as easily live without it - I am predominantly a Classic player.

Using different FoV is unrealistic (with a key or whatever)
Not liking my opinion don't make it invalid :cool:
But there is a lots of people liking zoom, for sure. And I don't think zoom will go away because that lots of people are defending it, you can sleep safely (but that people do not play the game anymore, hey Moe :rolleyes: )
Zoom has nothing to do in Classic mode (since zoom is here for Realism reasons, and Classic isn't here for more Realism) But why make like simple?
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
0
San Bruno, California
Phoenix nobody is saying that wasd/aiming with your mouse is unrealistic. Stop with the crappy comparisons. It's pointless and flawed.
LOL! did you even think about that when you posted it? or read it afterwards? of course it compares. it's the exact same thing! not sure why he's bringing it up, as it's not being discussed and someone on the no zoom side will probably point it out. but it is a very valid comparison.
we are never going to agree on zoom. why bother arguing over it? i'm to the point i just don't care whether it's in the game or not. i'm gona play the game either way. what about the rest of you? cause playing is what really matters.
 

TheRealGunther

FNG / Fresh Meat
Sep 3, 2011
1,177
282
0
Blue Ridge GA
Where do people keep getting this from?

If anyone was around in beta they will remember the heated debates about the scale of ro2s avatars. http://forums.tripwireinteractive.com/attachment.php?attachmentid=4912&d=1315103672 Not to open up an old can of worms I just posted a pic showing unreal units (not the thread). The standered measurement in an unreal game.Btw most modern games have tiny avatars more noticeable standing in doorways or running up stairs in the 3rd person view...bf3 n cod all have these. Sometimes they make objects smaller so its less noticeable but the scale is there and its smaller

Also early in the game the FOV was limited to 80 max and IMO anything over that makes seeing difficult.I agree tho no way a game can simulate the resolution of the human eye.Which is the whole problem of this discussion the zoom is a counter for lack of depth perception and clarity of the human eye.Something that can never be matched in any game.

Again I run at 80 fov at 1650 rez and have np seeing targets at range. I will use the zoom to cut through the fog on certain maps. I think more than anything that's the problem in Ost the FOV was like 70 and it was easy to spot a person at 400 m. Sure you couldn't tell what team he was on but he was certainly taller than 1 pixel.

I think the scale of the players was designed for the original FOV cap.I know its awesome to have a wide FOV but their is drawbacks.I need to test the lowest FOV to see if their is a huge difference between 90 when i get the time.

As for my my opinion on how it could be realistically implemented its hard to say lol. Maybe just snap to a lower FOV automatically during iron sights since the scale is lower than Ost's it would have to be lower than 70.Something about the magic button that got me even while not ADSing why would a person close one eye while not ADSing. Just having a FOV change in ADS could reflect closing one eye in RL that reduces your FOV. While in RL their is no zoom the game cannot have proper depth perception or clarity so in games lower FOV = zoom because it still stays full screen.

Example of human eye focus: http://imageshack.us/a/img109/104/image1tz.jpg

Example of in game focus: http://imageshack.us/a/img819/9936/image2zh.jpg

The compromise between the two would logically have to be a windowed type zoom just in the sight area during ADS.Then the rest of the screen would be at normal FOV but blurred out. All blended together so it don't look like a window as well as showing the lens effect that the human eye has only center objects are focused.Sure the eye can see 180 but just a fraction of that is focused..(try reading this while looking at your mouse you cant if its to the side) This would realistically make you spot targets instead of just looking at a fully focused and zoomed battlefield.Which we all agree the human eye cannot do.. that is magic to me.

Something like this is a better yet crude example if the eye could zoom http://imageshack.us/a/img842/2655/image3he.jpg

I really do see both sides of this and like I said I can live with zoom.I guess Ost having larger players at a lower FOV it didn't need a zoom.To properly make targets close to life size at distance using 90 FOV the scale of the avatars would have to be larger...if any of this makes sense i just woke up lol
 
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PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
If anyone was around in beta they will remember the heated debates about the scale of ro2s avatars. http://forums.tripwireinteractive.com/attachment.php?attachmentid=4912&d=1315103672 Not to open up an old can of worms I just posted a pic showing unreal units (not the thread).

The UU scale changed between games, from 60.352:1m in RO1 to 50:1m in RO2. 107 / 60.352 * 50 = 88.6 UU. The RO2 guy is about 1cm shorter. Less than half an inch. They're pretty much identical.

Again I run at 80 fov at 1650 rez and have np seeing targets at range. I will use the zoom to cut through the fog on certain maps. I think more than anything that's the problem in Ost the FOV was like 70 and it was easy to spot a person at 400 m. Sure you couldn't tell what team he was on but he was certainly taller than 1 pixel.

This is what a standing, fully-exposed enemy in RO2 looks like at 400m. This is on a 1920x1080 monitor at roughly 90 degrees, which gives slightly higher clarity per-pixel than 1650 at 80 degrees (although I should point out, if you're getting that 80 degrees from the settings menu and you're using a widescreen monitor, your FoV is actually wider than that. Apparently it shows what the FoV would be on a 4:3 monitor. That would make the clarity of my picture that much higher than you would see in-game on your monitor). Would you seriously claim that this is anywhere close to what you can see at the same distance in real life? (For reference: no. 20/20 vision is slightly better than the scope+focus picture I posted)

As for my my opinion on how it could be realistically implemented its hard to say lol. Maybe just snap to a lower FOV automatically during iron sights since the scale is lower than Ost's it would have to be lower than 70.Something about the magic button that got me even while not ADSing why would a person close one eye while not ADSing. Just having a FOV change in ADS could reflect closing one eye in RL that reduces your FOV.

Okay, now I'm starting to see more of the problem. It's not the zoom, so much as the aesthetics of zoom (Again...). You don't like the idea of a person being able to "magic button" a zoom, unless that magic button also brings up the sights? I'm sorry, I'm just at a loss as to how someone can at one point say that zoom is unrealistic because human eyes don't zoom in, but then say zoom is realistic when you put a couple pieces of metal in front of your eyes.

Closing an eye, while it does restrict your vision (Which is why you shouldn't do it) does not give you better visual clarity in real-life. If it did, then absolutely people would close an eye to see further. You're fixated on an aesthetic of FoV (Which no game will be able to present realistically anyway), while happily throwing out the ability to see at real-world distances and clarity. You're arguing for aesthetics over outcome, asking for a thoroughly unrealistic result so long as it "feels" realistic (The same priority seen in several games that tend to be used as a form of obscenity on these forums).

The compromise between the two would logically have to be a windowed type zoom just in the sight area during ADS.Then the rest of the screen would be at normal FOV but blurred out. All blended together so it don't look like a window as well as showing the lens effect that the human eye has only center objects are focused.

There are several issues with this. First is one of implementation, of which there are two ways to do this. One is to just superimpose the zoom-window over the normal view, which blocks out a ring around where you're aiming. The other is to make the rest of the view fish-eyed to make up for the reduced area available to show the rest of the FoV (Which means everything else shrinks to fit). Both also require have the same downside as scopes, requiring you to render the image twice, for a much larger performance hit than simple FoV scaling.

While it does mimic the fact that human eyes only reach maximum acuity in the center of the vision, it overlooks the fact that we're still looking at these images with said eyes. It not only double-dips the penalty, it's significantly more of a penalty. For example, my monitor covers about a 60 degree arc of my vision (Horizontally). Any time my in-game FoV is less than 60 degrees (Such as when using a rifle's iron-sight zoom or using focus zoom), the eye's cone of clear vision covers a smaller angle of the game world than it does in real life. It gets even more pronounced if I lean in, such as when pixel-hunting; if my monitor fills 90 degrees of my vision, and I'm in focus-zoom (2.1x), then my angle of clear vision in-game is less than a quarter what it is in real life. It gets even more extreme if we narrow the FoV enough to give 20/20 vision. There is no need to cut down the area of clarity, because the act of narrowing your FoV has already done that quite thoroughly.

Cutting down that angle is less realistic, not more. It's not a fully-focused and zoomed battlefield, it's extremely narrowed vision with less clarity than real life.

not sure why he's bringing it up, as it's not being discussed and someone on the no zoom side will probably point it out. but it is a very valid comparison.

I brought it up because they're all examples of concessions to reality in order to present a game on current hardware, it's just that the ones I mentioned are so ingrained that everyone accepts them as natural. So natural, that he immediately says that nobody claims they're unrealistic. Well guess what? They are! They're blatantly unrealistic. That's why you can't train for a run by holding down shift+W, and despite what some politicians say, you won't learn proper weapon handling by using your mouse. They range from having only superficial similarity to no similarity at all. WASD is useful for directing an avatar in-game, but it bears no resemblance in any way to moving in real-life.

But it's the best method we have available to control it, given the interface we have.

They're a method of simulation. It's very much worth noting, however, that a simulation is, by definition, not real. It tries to present reality, but it can never be real. As such, if we want to present a realistic outcome, we need to accept adaptations that are not, in themselves, realistic, in order to get an accurate simulation. The thing people seem to overlook is that being able to control your FoV is no more unrealistic than being locked to a fixed FoV that covers a fifth of the area that our eyes can naturally perceive. Both are unrealistic. What matters, then, is the outcome; a variable FoV lets us simulate (poorly) the full range of human vision. The fixed FoV does not. A variable FoV gives us a much more realistic outcome, a more realistic simulation of what the human eye can perceive, and the outcome is what matters for simulation.

Edit:
To properly make targets close to life size at distance using 90 FOV the scale of the avatars would have to be larger...if any of this makes sense i just woke up lol

You'd have to make a person about 30 feet tall to be as visible at long ranges in-game as they would be in real life, if you keep the FoV locked to 90 degrees. Obviously, that would have other significant drawbacks and side-effects...
 
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TheRealGunther

FNG / Fresh Meat
Sep 3, 2011
1,177
282
0
Blue Ridge GA
@Phoenix

I will agree to disagree its obvious that you would defend zoom even if it came with a auto aim and a Pez dispenser ..ok that was a bit too far ;).

I can fully understand why people feel they need the zoom and that's why I can live with it.Sorry you cannot understand why people feel its not realistic.We both made our cases and stated our opinions its just obvious we will not change each others mind.

If we keep going we might as well start posting these http://files.sharenator.com/tumblr_...ur_Argument_is_Invalid-s369x413-66328-580.jpg
which would be silly if I have learned anything you cannot win an internet argument...which I would like to think we wasn't.
 
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akb

FNG / Fresh Meat
Feb 14, 2012
501
9
0
USA
If you want the actual realistic zoom that is offered in REAL LIFE then join the army. You will get that and much more.
 

PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
I will agree to disagree its obvious that you would defend zoom even if it came with a auto aim and a Pez dispenser ..ok that was a bit too far ;).

I reply with real-world data, and lengthy reasoning explaining my position and the support for it. You steadfastly refuse to engage any of the points presented in order to reply with insulting innuendo. Yeah, a bit too far.

Sorry you cannot understand why people feel its not realistic.

I'm pretty sure I do understand. You don't like the aesthetic of having a FoV that changes on command, hence all the complaints about bionic zooming eyes. You're focused on that one aspect of vision, to the detriment of all others. The fact that you think I don't get this shows how little of my posts you've been reading. Did you read the whole section I posted about simulation? Dynamically scaling FoV is an unrealistic interface element in order to provide a realistic outcome. It's not that I don't understand why you think that interface element is unrealistic, it's that it is irrelevant. For simulation, it's the outcome that matters.

If we could get a roughly 23,000x18,000 resolution display that fills our entire field of view (Either a big half-dome, or something wearable) then we wouldn't need any interface adaptations in order to present a view with the same distance detail as real life. I don't think we'll be there for a while...

If you want the actual realistic zoom that is offered in REAL LIFE then join the army.

...You're not very familiar with the concept of simulation, are you?
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
So, we have the zoom camp, and the no-zoom camp. It seems quite a few people from either camp are unable to comprehend why people like it the other way.
It's not that hard imo:

Zoom achieves more realistic results, but at a cost/downside, or, stated otherwise, in an unrealistic way. For some people, the former outweighs the latter (pro-zoom), for others, the other way around (no-zoom).

In the end, it's a all a matter of taste. Let's try to respect people's taste.:)

i dont understand why this is an issue, it can be disabled by server admin.

Can you really disable all zoom (IS zoom and shift zoom) server side? If yes, the no-zoom camp should definately try to set up such a server. If no, they should go for a mutator (which should be easy enough).
 

TheRealGunther

FNG / Fresh Meat
Sep 3, 2011
1,177
282
0
Blue Ridge GA
I reply with real-world data, and lengthy reasoning explaining my position and the support for it. You steadfastly refuse to engage any of the points presented in order to reply with insulting innuendo. Yeah, a bit too far.

That was no insult it was a poor excuse for a joke if I offended you I apologize.We could go on and on their is no point.Playing Ost for years and years without a zoom has jaded me and ...i'm stubborn.It was much easier to spot targets and the great gun handling made it the closest thing you could get to RL guns.

People miss that If anything add it as a toggle for classic.While it may not show targets as clear as the eye at realistic ranges. Some people just like the challenge.

Dynamically scaling FoV is an unrealistic interface element in order to provide a realistic outcome.

I understand its not TWI fault like you said to full scale avatars at range they would have to be huge.Its more a limitation of hardware/engines that's why no game is realistic they just can't reproduce RL conditions.Their have always been shortcuts around limitations in the industry.This is just one example and I can live with it I only wish they was a middle ground.

I'm too old to wait for a holo deck
 

Barleyman

FNG / Fresh Meat
Nov 5, 2011
103
28
0
Closing an eye, while it does restrict your vision (Which is why you shouldn't do it) does not give you better visual clarity in real-life. If it did, then absolutely people would close an eye to see further.

As a slight aside, closing/covering your eye is good for shooting. At least for some people. You get rid of the superimposed double-vision of the sights that can help you focus.

At the same time, closing your left eye may make you strain your right eye too so there may or may not be improvement. Some pro shooters put a piece of paper or something over the leftover eye.

Visual acquity aside, picking up someone standing still at 400 meters with non-uniform background ie forest is kind of hard IRL. I have an odd urge to take a laser meter and go spot real people walking a few hundreds of meters away :rolleyes:
 
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PhoenixDragon

FNG / Fresh Meat
Dec 3, 2011
865
100
0
Visual acquity aside, picking up someone standing still at 400 meters with non-uniform background ie forest is kind of hard IRL. I have an odd urge to take a laser meter and go spot real people walking a few hundreds of meters away :rolleyes:

Depends on the background, but it's certainly possible. I routinely spot people at about 900m while waiting for the bus, even against a moderately busy background. In the picture I posted, the only way you'd be able to even see the person was if he were skylined. If the fog were completely removed from RO2, then you might be able to pick out the three pixels that represents a person at 400m. At 900m, they'd be about one pixel.