Author Topic: Backward cam  (Read 610 times)

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Offline noisefloor

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Backward cam
« on: December 04, 2011, 11:55:25 PM »
Hi there!

I don't know if it was mentioned here ago, but what about the idea to build in a camera for backview in the mechs?
In MW4 it was really usefull, so perhaps we can use something like this here to.

Offline sleepysheep

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Re: Backward cam
« Reply #1 on: December 05, 2011, 12:14:58 AM »
Hi there!

I don't know if it was mentioned here ago, but what about the idea to build in a camera for backview in the mechs?
In MW4 it was really usefull, so perhaps we can use something like this here to.

It has been mentioned alot. And it cannot be done because of engine limitations.

They may try after full release to do other cockpit views like side to side but we are talking shed loads of effort so really unlikely they will ever be bothered.
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Offline Ressk [CSF]

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Re: Backward cam
« Reply #2 on: December 05, 2011, 02:51:58 AM »
one of the key reasons i think is the issue where weapons ALWAYS shoot where the camera is pointing, ie to the left, right, down, up, whatever you want, regardless of the actual orientation of the mech/weapon

this is also the reason for the lack of third person in all cases save the morrigu
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Offline =KoS= Saber15

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Re: Backward cam
« Reply #3 on: December 05, 2011, 03:01:43 AM »
this is also the reason for the lack of third person in all cases save the morrigu
Third person is disabled because it's arcadey (hurr corner humping), not because of the weapons bug.

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Offline KingLeerUK

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Re: Backward cam
« Reply #4 on: December 05, 2011, 04:30:36 AM »
The main reason for no simultaneous alternate view is performance.  To render the second view would require 2x the rendering power as each viewport would need to be fully generated.
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Offline (TLL) Heretic

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Re: Backward cam
« Reply #5 on: December 05, 2011, 01:34:49 PM »
The main reason for no simultaneous alternate view is performance.  To render the second view would require 2x the rendering power as each viewport would need to be fully generated.

So let us cycle through the MFDs,  like in other Sim style games ([ key for left MFD ] for right MFD), rear view could be one of the functions, it'd never be more than the radar boob in size and allow those of us who can handle the FPS drop to use it if we wished.

MWLL already demands high performance to play, so much so that we still have around 2-3 years before most folks with non-gaming PCs will be able to handle the game...."in for a penny, in for a pound" I say!


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Offline sleepysheep

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Re: Backward cam
« Reply #6 on: December 05, 2011, 02:00:23 PM »
The main reason for no simultaneous alternate view is performance.  To render the second view would require 2x the rendering power as each viewport would need to be fully generated.

So let us cycle through the MFDs,  like in other Sim style games ([ key for left MFD ] for right MFD), rear view could be one of the functions, it'd never be more than the radar boob in size and allow those of us who can handle the FPS drop to use it if we wished.

MWLL already demands high performance to play, so much so that we still have around 2-3 years before most folks with non-gaming PCs will be able to handle the game...."in for a penny, in for a pound" I say!

Yeah but not even my rig could cope with that. I mean sure I can do triplescreen but do you like getting 20-30fps...Cause thats what would happen. Most people would turn to a slideshow. So I can kinda understand why they won't do it.
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Offline noisefloor

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Re: Backward cam
« Reply #7 on: December 06, 2011, 12:19:00 AM »
@KingLeer:

Perhaps i miss a point, but for example in mw4 we could hit a key and see only the back, not the front. So there would be no double rendering of screenplay. I am right or does this work in an other way in crysis?
and as another idea for the weapon problem, perhaps it would be posible to disable all weapons while looking behind you.

I don't want that you try something impossible, but if there would be a way, i would love to see that feature.

Offline sleepysheep

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Re: Backward cam
« Reply #8 on: December 06, 2011, 12:20:21 AM »
@KingLeer:

Perhaps i miss a point, but for example in mw4 we could hit a key and see only the back, not the front. So there would be no double rendering of screenplay. I am right or does this work in an other way in crysis?
and as another idea for the weapon problem, perhaps it would be posible to disable all weapons while looking behind you.

I don't want that you try something impossible, but if there would be a way, i would love to see that feature.

The cryengine requires that both screens are rendered. Engine limitation. And it would rape everyone's machines.
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Offline KingLeerUK

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Re: Backward cam
« Reply #9 on: December 06, 2011, 12:36:57 AM »
@KingLeer:

Perhaps i miss a point, but for example in mw4 we could hit a key and see only the back, not the front. So there would be no double rendering of screenplay. I am right or does this work in an other way in crysis?
and as another idea for the weapon problem, perhaps it would be posible to disable all weapons while looking behind you.

I don't want that you try something impossible, but if there would be a way, i would love to see that feature.

A toggled view with disabled weapons fire is something we have looked at and would be possible to do without performance overhead.  The question then becomes one of balance and intended gameplay.  Right now Battle Armour have only their size, mobility and low detection radius to save them and them from larger assets.  As a BA you can get behind a larger asset and stay outside of 100m to chip away at them stealthily.  Having a toggled back cam would undo this advantage.
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Offline CGB [CoffiNail]

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Re: Backward cam
« Reply #10 on: December 06, 2011, 12:46:21 AM »
@KingLeer:

Perhaps i miss a point, but for example in mw4 we could hit a key and see only the back, not the front. So there would be no double rendering of screenplay. I am right or does this work in an other way in crysis?
and as another idea for the weapon problem, perhaps it would be posible to disable all weapons while looking behind you.

I don't want that you try something impossible, but if there would be a way, i would love to see that feature.

A toggled view with disabled weapons fire is something we have looked at and would be possible to do without performance overhead.  The question then becomes one of balance and intended gameplay.  Right now Battle Armour have only their size, mobility and low detection radius to save them and them from larger assets.  As a BA you can get behind a larger asset and stay outside of 100m to chip away at them stealthily.  Having a toggled back cam would undo this advantage.

Not that it makes sense... but before I knew the battlearmor was detected within only 100m of normal active radar, I honestly thought for months that they were only detectable when they moved LOL.



Offline Knightcrawler

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Re: Backward cam
« Reply #11 on: December 06, 2011, 03:18:03 AM »
The main reason for no simultaneous alternate view is performance.  To render the second view would require 2x the rendering power as each viewport would need to be fully generated.

Wait, so does this mean that you can render one view for the weapons, and one view can be independent?

Offline (TLL)KitLightning

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Re: Backward cam
« Reply #12 on: December 06, 2011, 03:27:23 AM »
Multiple view options with all views, save the Front view, having the Weapons disabled, isn't hardly something that would outbalance the BA's survivability. It would more likely be an optional way to survey the terrain more effectively, with the disadvantage of not being able to return fire. The current BA's fire-power alone justifies optional views for 'Mechs. Not taking the Active Radar failing to pick up the BA correctly in close range into consideration here; yes switching to Inactive Radar gives a better detection of BA's.


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Offline KingLeerUK

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Re: Backward cam
« Reply #13 on: December 06, 2011, 04:08:44 AM »
It's been a very long time since I have come up against a BA that I considered more than a bother, and they have been very far from fearsome for quite some time now.
 
A fully kitted out dedicated BA with a mPPC and a microHL and the terrain on their side might do some reasonable damage, but it's not like they are taking out 'Mechs and vehicles with abandon.  Most BA tip over in a stiff breeze.
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Offline Ressk [CSF]

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Re: Backward cam
« Reply #14 on: December 06, 2011, 04:30:05 AM »
weeeeel, in high contrast to that, ive seen BA absolutely destroy me and my squadmates quite handilly,  kitted or not

but it was in specific multi BA situations, and i doubt a backup cam woulda helped me there.
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