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!
ScavTalk Podcast Episode: https://www.youtube.com/watch?v=Yhwu9WVtzd0
=== Reference links ===
Reddit Post
https://old.reddit.com/r/EscapefromTarkov/comments/81c7th/for_great_3d_sound_why_not_steam_audio_royalty/
Lamp Eight's Steam Audio Showcase
https://youtu.be/e4L8Kc1oma8
Photogrammetry examples
https://all3dp.com/1/best-photogrammetry-software/
Hunt 1
https://www.huntshowdown.com/game
Hunt 2
https://www.huntshowdown.com/news/binaural-audio-in-hunt-showdown
AudioKinetic Wwise
https://www.audiokinetic.com/solutions/powered-by-wwise/
Steam Audio
https://valvesoftware.github.io/steam-audio/
Crytek Nuendo
https://youtu.be/G4Hu7n02Hgc?t=240
Project Acoustics
https://youtu.be/3uocCX0AMIg?t=1938
@Filip Conic Wwise Reflect
https://youtu.be/0515GWw_YaI?t=74
@Issac Thomas Spatial Audio
https://youtu.be/8lWxxFKZTiQ?t=339
Virtual Barber Shop
https://www.youtube.com/watch?v=IUDTlvagjJA
Steam Audio HRTF Demo
https://youtu.be/c6SDKfHCDm8
19Bozzy92's Channel
https://www.youtube.com/c/19Bozzy92
Veritas's Opus
https://youtu.be/-JNd2GASuPQ
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Timestamps
Intro: 0:00
ScavTalk Podcast: 0:43
Reddit post about Steam Audio: 1:52
Too good to be true: 3:40
What is HRTF?: 4:41
Example - Barbershop: 7:15
Example - Floating speaker: 7:55
Example - BOZZY!: 8:18
Reproducing vs Interacting: 9:40
HUNT does NOT use Steam Audio: 13:22
To my knowledge, Steam Audio is not widely used: 17:11
Drawbacks to Steam Audio: 17:34
Another takeaway from Veritas's Test: 18:34
~50/50 is still no bueno: 20:00
Brains win: 21:20
"Training" perception: 22:00
Optical illusions: 25:40
Seeing "through" the trick: 28:01
Project Acoustics: 31:30
Why Baking?: 36:32
What is calculated with sound propagation?: 40:23
Voxels: 42:11
Wwise Reflect: 43:30
Why BSG moving away from Steam Audio? 44:39
Wwise Reflect - Example 1: 47:32
Wwise Reflect - Example 2: 49:18
Why Baking? To reduce overhead: 50:30
Is dumb sound good enough?: 55:45
Most games design maps to minimize vertical audio distortions: 58:42
Outro - BSG seems to be listening: 1:03:09
A continued look into how recoil is often misrepresented in games, along with some ideas on how to improve it.
Rather than "talk over" the video, I decided to ditch my script and let the footage do the talking.
What do you think? Do you prefer having some narration and discussion?
Special thanks to 9-Hole Reviews, Garand Thumb, and Jerry Miculek for your excellent content and reviews/instruction! And to Nikita (aka geneburn) and all the madlads at Battlestate Games for an FPS experience like none other.
https://www.youtube.com/c/9HoleReviews
https://www.youtube.com/c/GarandThumb
https://www.youtube.com/c/ForgottenWeapons
https://soundcloud.com/geneburn
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 :)
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.
And if you're still feeling a bit lost, have no fear! Part 2 is on the way!
---
**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
Thanks for watching! What resonates with YOU? What new ideas or concepts come to your mind?
Discussion: https://forum.escapefromtarkov.com/to...
Full Deep Dive into Gaming Realism Playlist: https://www.youtube.com/playlist?list...
L7 Animated: https://www.youtube.com/watch?v=RWfHF...
-----------------
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)
Full video here: https://odysee.com/@Spectator6:b/Recoil-in-Escape-From-Tarkov---Why-Stocked-Weapons-Should-NOT-Be-Based-on-Non-Stocked-Counterparts:e
Pay attention to right at the start of the volley of fire, how the weapon tips upward a bit (easier to notice if you compare how much of the top rail or dust cover is visible to the "before" sight picture).
And again, the main question being asked here is, "Should a stocked weapon's weapon handling profile be derived from modifying (read: applying buffs) to its non-stocked state? How might things be improved if, instead, the addition of a stock ushered in an entirely separate recoil profile?"
Stamps:
1: 0:00
2: 0:10
3: 0:36
4: 1:04
5: 1:16
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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.
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Having some fun with TT's latest video: https://www.youtube.com/watch?v=cMoQA...
Just to remind everyone that a lot of the "razzle dazzle" stuff doesn't hold water when the targets are shooting back. Think you're fast? Fine, that's all well and good. But be sure you keep things in proper perspective ;)