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
Thread: https://old.reddit.com/r/EscapefromTarkov/comments/um1ney/rear_sight_misalignment_yet_another_response_to/
TimeToGetTheBread's Reddit discussion: https://www.reddit.com/r/EscapefromTarkov/comments/uki927/can_someone_explain_how_this_makes_any_mechanical/
Thanks also to @taeyeoff for giving his take and continuing the discussion further! (And sorry again for butchering your name!)
Link to his video: https://youtu.be/Jbgu3GToSco
Here's to hoping that, regardless of the actual cause, these sorts of issues get resolved :)
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Timestamps
Intro: 0:00
Example - SCAR w Carryhandle: 0:23
taeyeoff's response video - Intro: 0:42
taeyeoff's guess at weapon rotation shifts: 1:25
Clear up misunderstanding - Trajectory is about angles, not bounding boxes/I-beams: 1:56
What else might be going on, then?: 2:47
Animation of how the different recoil elements come together, can cause rear sight to appear misaligned: 3:06
The End: 4:15
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https://www.youtube.com/watch?v=nuXJTpIO1wc
Been a while since I did one of these :)
Having some fun with one of Lucas at TRex Arms's recent Instagram posts: https://www.instagram.com/tv/CePlXyulfZu/?utm_source=ig_web_copy_link
Now, is it possible the first target was due to a rule for the course? Yes, maybe so. And I'm also well aware that Lucas's content is often geared for a particular audience. I'm not trying to make a dig at Lucas, per se, just using this footage to bring something else to our attention.
Thanks for watching!
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https://www.youtube.com/watch?v=QKLp2qw8rE0
Thanks for watching! What resonates with YOU? What new ideas or concepts come to your mind?
Discussion: https://forum.escapefromtarkov.com/topic/156123-deep-dive-into-gaming-realism-part-4-vision-and-perception/
Full Deep Dive into Gaming Realism Playlist: https://www.youtube.com/playlist?list=PLdn_Tks_N9LXtaKKY8RV93PyUc4GJRi5p
L7 Animated: https://www.youtube.com/watch?v=RWfHFdmkAc0
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Intro: (0:00)
Topics: (0:36)
Stability: (0:47)
Pros and cons: (1:48)
Chicken dance: (3:45)
Horizon lock in racing sims: (4:10)
Field of view: (5:33)
Limits of perception: (6:32)
FOV as it applies to a monitor: (8:40)
FOV to monitor culmination: (11:08)
FOV guesstimate as a concept: (12:05)
Framing the view with L7: (12:52)
Framing as a concept, L7 illustrated: (13:34)
Dots in RO, why: (16:00)
Eye vs head movement: (17:25)
Comfortable range of motion with eyes: (17:38)
Detailed breakdown of how we change where we are looking: (19:35)
Focal point stays central in perception, regardless of head orientation: (20:48)
Wipe vs snapshot - We look in "snapshots": (22:12)
The brain drain of processing vision: (23:16)
Loose wrap-up, where is this taking the journey?: (25:52)
The challenge from a programming and user input perspective, attempt deux: (26:28)
Dramatizing the update cycle: (27:26)
Awkward ending is awkward, ha!: (29:19)
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https://www.youtube.com/watch?v=clqhTkit1WA
Full Video for Part 2, now released: https://www.youtube.com/watch?v=4CKqYt5-RGg
Part 1: https://youtu.be/XWDJ8MDQ34k
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https://www.youtube.com/watch?v=QIlZ_iY3mCc
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
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
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
An extended look at comparing sight pictures across different FOV settings in Escape From Tarkov. Can you see the dolly zoom doing its thing? It's there :)
For those "new" to the dolly zoom concept, be sure to check out Part 1 for the introduction to what it is and how it is used:
https://www.youtube.com/watch?v=oloGCW5mNoM&list=PLdn_Tks_N9LVlBCXXsV7eeVAxHFh2rHQX&index=2
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Now, just to clarify... If we want to be SUPER sticklers (raises hand, "I do!"), then the dolly zoom seems to come into effect at *ALL* weapon positions when the FOV is set to anything greater than 50*. But even at 75*, for all intents and purposes the position shift is practically imperceptible unless you really know what to look for (cough cough pay attention to the motion differences when ADS-ing to an highly elevated non-magnified/non-variable sight). For the sake of simplicity, I don't split those hairs in this quick little mockup.
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**UPDATE:** Now part of the FOV Dolly Zoom playlist. Get yours today while supplies last!
https://www.youtube.com/playlist?list=PLdn_Tks_N9LVlBCXXsV7eeVAxHFh2rHQX
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Timestamps
ON 1: 0:00
ON 2: 0:07
ON 3: 0:13
ON 4: 0:19
OFF 1: 0:25
OFF 2: 0:31
vs 1: 0:38
vs 2: 0:45
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https://www.youtube.com/watch?v=vznKx4zq2xc