A fun little montage meant to showcase how reality often differs from the rather crude scenarios regularly presented in competitions and movies.
As featured in "Deep Dive into Gaming Realism"
https://youtu.be/XWDJ8MDQ34k
(Reuploaded at a higher resolution)
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https://www.youtube.com/watch?v=bxiy8FhUH78
Having the non-stocked weapon serve as the "base" from which all attachments and modifications arise may introduce some unwanted side-effects when it comes to representing recoil when the weapon contains a stock. From a physics standpoint IRL, having a weapon properly shouldered changes the name of the game drastically. To the point where the handling characteristics are virtually unrecognizable from a non-stocked and unshouldered variant.
A proper representation of recoil for a stocked weapon, then, may not be to "improve" upon a flippy unstocked pistol-like handling profile, but to instead introduce an entirely separate recoil "profile" altogether.
Discussion: https://forum.escapefromtarkov.com/topic/159509-an-observation-on-recoil-in-eft-stocked-weapons-should-be-more-lock-and-rock-rather-than-modifications-of-stock-less-flip-and-tip-variants/
Outtakes with additional comparisons here: https://youtu.be/_sWo0AiwAZU
"Part 1" video referenced: https://youtu.be/XWDJ8MDQ34k
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https://www.youtube.com/watch?v=_UBIuQFQpPQ
Thoughts? Improvements?
Thank you for watching!
I tried my best to keep it short and sweet (spoiler alert: I couldn't) and I cut a bunch of stuff out already. So my apologies if it's a bit disjointed here and there.
Full Deep Dive into Gaming Realism Playlist: https://www.youtube.com/playlist?list=PLdn_Tks_N9LXtaKKY8RV93PyUc4GJRi5p
https://forum.escapefromtarkov.com/topic/152878-deep-dive-into-gaming-realism-part-3-player-view-and-mouse-movements/?tab=comments#comment-1947329
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Get that groove down into your soul!: (0:00)
Intro: (0:10)
What about the P in FPS?: (1:13)
Look at some footage: (2:20)
Clip 1 IRL: (2:53)
Clip 2 IRL: (5:57)
Clip 3 EFT: (7:42)
Some takeaways: (8:39)
Clip 4 IRL: (11:11)
Where does that leave us?: (11:42)
Mechanical vs Targeted Orientation: (13:23)
Mechanical: (13:34)
Targeted: (14:49)
Further complications: (18:51)
What do we do with the body?: (19:50)
Wrap up: (22:48)
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https://www.youtube.com/watch?v=4bWhA6RyZWE
https://old.reddit.com/r/EscapefromTarkov/comments/tddil1/eft_needs_tasks_that_unify_the_playerbase_not/
Thoughts? Improvements?
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Timestamps:
0:00 Intro
1:06 How the situation sometimes plays out
2:50 Enter the tag-along stragglers
3:24 Options for the tag-alongs
5:00 The constant tradeoff of "selfish" tasks, there's no "we" in "I"
6:27 How could we fix this? Have squads work toward a common objective?
7:45 Idea - Global tasks
9:16 Idea - Shared incentives
11:28 Idea - Support points
16:39 "Gating" the gear sets allowed for squad missions, that chain together
20:00 Shout-out to the great content in the thread
20:25 Potential concerns
20:43 Concern - Why the "hand hold"? Can't people just make their own fun?
24:05 Concern - What about the solo players?
25:50 What comes to mind for you?
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https://www.youtube.com/watch?v=OlTxsOvdAiE
What we're focusing on here is what I'm referring to as "flip". This is not to be confused with muzzle rise and a tipping from the stock/shoulder, but rather how the gun is allowed to "rotate upwards" in the shooter's hands.
Check out this series of gifs for a quick rundown...
https://imgur.com/jNuMICJ
https://imgur.com/a/FjRHOkW
Or this video...
https://youtu.be/_UBIuQFQpPQ
Part 1 here: https://www.youtube.com/watch?v=Iv8UeDhM3_s
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*Buy Me a Coffee* https://ko-fi.com/spectator6
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Timestamps
Intro: 0:00
What is The Flip about?: 0:18
Causes of recoil: 0:39
The Flip is something much simpler: 1:06
Demonstration with pen: 1:26
Pistol: 1:33
Stocked Rifle: 2:24
Stocked weapons treated as "better" pistols?: 2:42
The Flip: 3:00
Flip and dip: 3:25
Compared to real life - no flip at grip: 3:40
Physics of balance point: 4:33
Affecting the sight picture: 5:04
POV of sight picture - flip at grip vs tip at shoulder: 6:08
Examples in game: 6:28
Glock 18C: 6:56
Vepr Hunter: 7:12
Mounted NSV: 7:38
Call to maintain contact point at shoulder: 8:12
More lifelike shooting experience: 8:27
My illustrations were exaggerated, IRL is much tighter: 8:52
GT footage: 9:17
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https://www.youtube.com/watch?v=p3it9jVv-QU
UPDATE: Those downvoting. Why? Throw it in the comments, at least give us something to work with :) Since I posted this on Reddit, I know there are people seeing this who may not be familiar with what we like to cover on this channel.
Quick Part 2, I forgot to say something! https://www.youtube.com/watch?v=we7gt7okG_o
UPDATE: For those who may be wondering what the heck I mean by "realism", check out the following playlist. It includes all of the Deep Dive series plus a couple others :)
https://www.youtube.com/playlist?list=PLdn_Tks_N9LX1Ntr9ogv73Q68wRMlfw54
"Realism" is admittedly a huge blanket term that can mean a lot of things to different people. And it often heavily depends on context as well. For example: Is EFT realistic in terms of how weapons function? Yes. Is EFT realistic from an armorer's perspective? Maybe not, something like World of Guns may be more fitting there. Etc etc Add in the "deterministic" nature of computing and abstractions are pretty much mandatory.
I'd love to give it a "full" treatment to kick off a wider discussion at some point... Like touching up paint in a home, the main question there may be, where to stop? Because there are simply SO MANY elements that dovetail into and segue into each other, it's practically "never ending".
Links to the Community Podcast 6
My Excerpt: https://youtu.be/3gosnkD8Vuo
Full: https://youtu.be/lx7D3hANfUY
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https://www.youtube.com/watch?v=EeeTUdgMYgM
Coming soon! An in-depth look at how players are positioned in FPS games.
What is it? How does it affect things? And what can we do to improve it?
(And yes, inertia will be touched upon as well)
Is there something on this topic you'd like to see? Let me know in the comments or in the forum link below and I'll do my best to include it in the final release :)
https://forum.escapefromtarkov.com/topic/157564-deep-dive-into-gaming-realism-part-5-footwork/
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https://www.youtube.com/watch?v=SSVZq7jLBxI