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Blurring whatever your not looking at. maybe linked to your tracking device. |
I like the idea of Hatch as such but as others pointed out it won't work very well with what we have now (only head tracking). But I think it is rather an aesthetical issue without functionality than something essential adding to the simulation aspect however.
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All a head tracking device does is tell the PC where to centre the on-screen image. The PC has no clue as to where the users' eyes are actually looking. As such it can't make any reliable deductions about which part of the screen should be in focus or blurred. EDIT: Dayglow beat me to it. EDIT: So did Stormcrow. |
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We'll need iris scanners (or something) for a PC to even begin to guess where we are actually was looking, and therefore which area of the screen to blur. I was going to grab a few pictures to illustrate but the ROF mothership is on the dark side at the moment. |
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I understand where you are coming from but you clearly do not understand the drain on resources that implementing these will have on a already system pushing game. I agree that at present track ir users do have more of an advantage than they had compared to 1946. The best they could do at the moment would be to remove the head locking in the shift f1 view. |
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The most important thing to retain on this thread is that we have come to the conclusion that the aim circle should be wobbling freely as long as one of both virtual eyes can see the full aim circle on the reflector glas. The dev team should take notice of this and hopefully implement this in one of the next patches.
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Wasn't offended....just genuinely baffled that's all. :) Quote:
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