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#1
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Why does down-the-sight aiming in FPS's always look like the rear sight is brought right up to your eyeball with your cheek right on the receiver? Also that little bit of magnification on weapons that don't have any sort of optics is very off putting.
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#2
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Quote:
__________________
![]() "There's a fine line between not listening and not caring...I like to think I walk that line everyday of my life." Blessed be the LORD, my rock, Who trains my hands for war, And my fingers for battle Psalm 144:1 “It is always wrong to use force, unless it is more wrong not to.” |
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#3
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Only an SKS, but it's not just how close the sights are. It looks like the gun is gigantic, it takes up the entire bottom half of the screen and you can't see anything around it. It's particularly noticeable with handguns. It's like the character brings his pistol right in front of his face and then somehow his eyeballs automatically zoom in.
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#4
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Hash, is that CQB?
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#5
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#6
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The follow-up to True Combat: Elite
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#7
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Nope, sorry. Check the posts again, I listed the games.
Also, I haven't played TC:E in ages, so I haven't even heard of CQB the game before. |
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#8
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Quote:
The field of view (FOV) that's considered to be normal in most FPS games is actually sort of a 'zoomed out' view compared to normal. At that level, it's harder to see distant objects than it would be in real life. It's not realistic, basically, but it's a necessary evil. It's a compromise, due to the displays we view these games on, because if the default FOV was realistic, you'd have extremely limited peripheral vision, so you'd never see threats coming from the sides and it'd be tough just walking around, it'd be like having blinders on. Therefore, aim zoom is actually a compromise upon a compromise. Aim zoom allows the default FOV to be wide so you have peripheral vision, but also allows you to have a decent chance of targeting at long range (without having to do excessive 'pixel hunting'). No, the idea of switching from one FOV to another isn't realistic, but the default FOV isn't realistic either, it's just a necessity. I'm not sure what effect widescreen displays has on this problem, I imagine it'd solve it by allowing a wider FOV, but perhaps not, I just don't know. |
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