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Controls threads Everything about controls in CoD

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  #231  
Old 04-22-2011, 05:17 PM
Hatch Hatch is offline
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Originally Posted by Lixma View Post
Yeah, as Dayglow mentioned in his previous post our 2D displays keep everything in focus. Although I suppose a ROF-like blurred foreground effect may help?

Speaking personally it wouldn't bother me. The last thing i'm focussed on in a dogfight is what the reflector glass is doing.
Well everything is in focus, so shouldn't this be the next step?
Blurring whatever your not looking at.
maybe linked to your tracking device.
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  #232  
Old 04-22-2011, 05:32 PM
41Sqn_Stormcrow
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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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  #233  
Old 04-22-2011, 05:39 PM
Lixma Lixma is offline
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Originally Posted by Hatch View Post
Well everything is in focus, so shouldn't this be the next step?
Blurring whatever your not looking at.
maybe linked to your tracking device.
How would the PC know what to blur and what focus on?

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.

Last edited by Lixma; 04-22-2011 at 05:40 PM. Reason: tardiness
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  #234  
Old 04-22-2011, 06:02 PM
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JG52Krupi JG52Krupi is offline
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Quote:
Originally Posted by Lixma View Post
How would the PC know what to blur and what focus on?

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.
The technology is there ROF uses it, but you have to turn off AA to select it.
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Its a glass half full/half empty scenario, we all know the problems, we all know what needs to be fixed it just some people focus on the water they have and some focus on the water that isnt there....
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  #235  
Old 04-22-2011, 06:25 PM
Lixma Lixma is offline
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The technology is there ROF uses it, but you have to turn off AA to select it.
It's a psuedo-effect. It just tracks your head position and blurs the outer edges. Like a fuzzy tunnel. If I want to glance at my instruments I have to physically move my head down to 'de-blur' them.

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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  #236  
Old 04-22-2011, 06:35 PM
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JG52Krupi JG52Krupi is offline
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Quote:
Originally Posted by Lixma View Post
It's a psuedo-effect. It just tracks your head position and blurs the outer edges. Like a fuzzy tunnel. If I want to glance at my instruments I have to physically move my head down to 'de-blur' them.

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.


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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Quote:
Originally Posted by SiThSpAwN View Post
Its a glass half full/half empty scenario, we all know the problems, we all know what needs to be fixed it just some people focus on the water they have and some focus on the water that isnt there....
Gigabyte X58A-UD5 | Intel i7 930 | Corsair H70 | ATI 5970 | 6GB Kingston DDR3 | Intel 160GB G2 | Win 7 Ultimate 64 Bit |
MONITOR: Acer S243HL.
CASE: Thermaltake LEVEL 10.
INPUTS: KG13 Warthog, Saitek Pedals, Track IR 4.
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  #237  
Old 04-22-2011, 06:39 PM
Lixma Lixma is offline
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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.
What on Earth are you talking about?
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  #238  
Old 04-22-2011, 06:41 PM
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JG52Krupi JG52Krupi is offline
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What on Earth are you talking about?
The team are working on other things at this moment in time, all I am saying is that don't except any changes soon. Sorry i did not mean to be offensive.
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Quote:
Originally Posted by SiThSpAwN View Post
Its a glass half full/half empty scenario, we all know the problems, we all know what needs to be fixed it just some people focus on the water they have and some focus on the water that isnt there....
Gigabyte X58A-UD5 | Intel i7 930 | Corsair H70 | ATI 5970 | 6GB Kingston DDR3 | Intel 160GB G2 | Win 7 Ultimate 64 Bit |
MONITOR: Acer S243HL.
CASE: Thermaltake LEVEL 10.
INPUTS: KG13 Warthog, Saitek Pedals, Track IR 4.
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  #239  
Old 04-22-2011, 06:46 PM
41Sqn_Stormcrow
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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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  #240  
Old 04-22-2011, 06:55 PM
Lixma Lixma is offline
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Quote:
Originally Posted by JG52Krupi View Post
The team are working on other things at this moment in time, all I am saying is that don't except any changes soon. Sorry i did not mean to be offensive.
The tone of the your post suggested you had caught me out in some hideously embarrassing gaffe!

Wasn't offended....just genuinely baffled that's all.



Quote:
Originally Posted by 41Sqn_Stormcrow
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.
Huzzah! (etc...)
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