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Old 04-27-2012, 01:03 PM
irR4tiOn4L irR4tiOn4L is offline
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Join Date: Feb 2011
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Quote:
Originally Posted by Wolf_Rider View Post
Try that one again...
Its been updated with a thorough explanation.

But let's just double back to a crucial bit of info;

Quote:
Originally Posted by irR4tiOn4L View Post
All the developers do, apart from this black outline texture, is lower the FOV!

Look at what this 3D Game Programming guide for example has to say;

Quote:
Page 515
Typical first-person point-of-view games use a 90-degree FOV and often have a 60-degree FOV (or even smaller) zoomed-in view for their sniper scopes or binoculars
http://books.google.com.au/books?id=...culars&f=false

Yep, that is all there is to it!
GAME DEVELOPERS USE FOV TO MAKE ZOOMED IN BINOCULAR AND TELESCOPIC VIEWS!

Yep, it really is all about FOV!

If you want, I can even BUILD you 'mock binoculars' in CLoD, by doing nothing more than changing the FOV and introducing a black outline texture! Its THAT simple!

In other words, every time I switch to 30 fov in IL2 CLoD, its as if I was using what most games call 'binoculars' - it's the same zoomed in view and all it is missing is the black outline texture. But even this 'binocular' view still doesn't make individual objects appear at 1:1 apparent size because my monitor is still too small.

Last edited by irR4tiOn4L; 04-27-2012 at 01:08 PM.
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