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trimpampano

Can we expect a PIP mode?

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First off yes this game is in alpha and no I am not demanding for it to be shoved into the game at this very moment. I am just curious whether or not it may be in the game.

 

So PIP mode is an incredibly immersive thing to have. When you look at games made on the source engine like Half Life 2, Insurgency, and hell even Call of Duty Ghost have a PIP mode where when you look down the scope only what the scope sees is zoomed in. Right now in DayZ when you aim down the LRS the screen goes black with a small circle you can look through thats zoomed in. It breaks my immersion where as if the scope had a PIP mode I would could see myself becomming a hell of a lot more immersed with sniping or even using any kind of zoom optics. On top of that it gives a nice fadelity to have something that is both realistic and not many games have with this PIP mode. I understand this game is in alpha and I also understand the dev team is hard at work with other things. I am just wondering if anyone from the community can link to a post, or if a developer can give insight on whether or not a PIP mode could make it's way into this game.

 

Here is what insurgency's PIP mode looks like: Here's what looking through a scope in real life looks like, hence you would need more blur around the peripheral area, but this is what I look at when thinking PIP

9e1fd04c6e2adf2f28f688c3c9a6357d_53979.j

Edited by TrimPampano

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First off yes this game is in alpha and no I am not demanding for it to be shoved into the game at this very moment. I am just curious whether or not it may be in the game.

 

So PIP mode is an incredibly immersive thing to have. When you look at games made on the source engine like Half Life 2, Insurgency, and hell even Call of Duty Ghost have a PIP mode where when you look down the scope only what the scope sees is zoomed in. Right now in DayZ when you aim down the LRS the screen goes black with a small circle you can look through thats zoomed in. It breaks my immersion where as if the scope had a PIP mode I would could see myself becomming a hell of a lot more immersed with sniping or even using any kind of zoom optics. On top of that it gives a nice fadelity to have something that is both realistic and not many games have with this PIP mode. I understand this game is in alpha and I also understand the dev team is hard at work with other things. I am just wondering if anyone from the community can link to a post, or if a developer can give insight on whether or not a PIP mode could make it's way into this game.

 

Here is what insurgency's PIP mode looks like:

insurgencysniping-1.jpg

Just to clarify, I believe Call of Duty did not have PIP. They just simply blurred the outside area. it was still a full FoV change. 

 

PIP was something I asked the devs about a few months ago, yet the comment on it's possibility in DayZ was very vague.

 

Personally, I can see this being one of the big reasons snipers will want to stay far away from CQC contact as possible, as trying to maneuver in close-quarters with a PIP scope is very tasking.

 

HOWEVER, PIP takes a LOT of resources to run effectively. The only reason these source games have it is because the engine supports Multi-threaded CPU's (in which DayZ doesn't YET) and the engine itself is based off of the Quake engine, which had substantial rendering power.

 

This is nowhere near possible right now, But, with the new engine being implemented, it might come up for debate. 

 

On a side note:

 

The devs are told constantly by players the in-game scopes have the wrong magnification, in which they would be right. The problem with getting the right magnification is your scope would be massive as the magnification is just sliding the FoV bar to the left. PIP could solve this as the game wouldn't need to do ANY FoV changes. This would also prevent people from using FoV to see farther when aiming down sight.

Edited by SFRGaming

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I'd like to hope this is something that will be put in, but would be a long way down the line. The game looks buggy enough as it is for now. 

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You can petition for this change, but not on the grounds of immersion. Currently the long range scope is the only truly immersive scope, as you wouldn't be able to see anything else but what you're looking at through the scope.

I'm no expert marksman, but when I shoot, I tend to close the eye I'm not aiming with.

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You can petition for this change, but not on the grounds of immersion. Currently the long range scope is the only truly immersive scope, as you wouldn't be able to see anything else but what you're looking at through the scope.

I'm no expert marksman, but when I shoot, I tend to close the eye I'm not aiming with.

I close my left eye when using a scoped rifle, but I always keep my eye about 2 - 4 inches away from the scope. While you definitely are not going to be seeing anything clearly in that small bit of peripheral vision you have you still can see movement, large buildings so you arn't just blindly moving your scope left and right looking for a building, and situational awareness. I would just like to be able to both aim down my scope and have some situational awareness beyond blindly swaying the scope left and right looking for something.

Edited by TrimPampano

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It is one of those tricky things.

 

Do they add it and reduce the FPS by half everytime you aim on a game that already has problems with performance and historically has always had this problem ?

 

Or

 

do they go with 3d scopes or 2d scopes and somehow fix the FOV zoom issue by locking it down so everyone has the same magnification when aiming regardless of their regular FOV setting.

 

I am not a dev but the answer would be pretty straight forward.

 

As far as immersion, I have shot quite a few scoped rifles and yup it looks nothing like that even with both eyes open.

 

Your brain does a great job of blurring everything out so you really only see whats is being magnified on the optics.

Edited by gibonez

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It is one of those tricky things.

 

Do they add it and reduce the FPS by half everytime you aim on a game that already has problems with performance and historically has always had this problem ?

 

Or

 

do they go with 3d scopes or 2d scopes and somehow fix the FOV zoom issue by locking it down so everyone has the same magnification when aiming regardless of their regular FOV setting.

 

I am not a dev but the answer would be pretty straight forward.

 

As far as immersion, I have shot quite a few scoped rifles and yup it looks nothing like that even with both eyes open.

 

Your brain does a great job of blurring everything out so you really only see whats is being magnified on the optics.

The interesting thig is that modders have gotten it to work in ArmA 3 with almost no FPS issues. I am not sure how that would translate when moved into DayZ but seeing as they run on relatively very similar engines maybe it wouldn't all the impossible.

 

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The interesting thig is that modders have gotten it to work in ArmA 3 with almost no FPS issues. I am not sure how that would translate when moved into DayZ but seeing as they run on relatively very similar engines maybe it wouldn't all the impossible.

 

https://www.youtube.com/watch?v=b0WXnUh84ig&hd=1

 

You still have to render the scene twice so there will be performance loss regardless.

 

The pip in this video looks quite nice though.

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It'd still be better than what we have now. It currently looks like the weapon's operator has shoved his eye to be in direct contact with the first lens.

 

I still see this logical due to this bit here:

 

eyerelief.jpg

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this was discussed to death.

 

 

and no, the engine cant handle it.

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this was discussed to death.

 

 

and no, the engine cant handle it.

I wouldn't put that in stone until the engine has been revamped.

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It would be awesome to have even (or as expected) to be blurred outside of the scope ,as said this would fix the FOV issue ,but i fear the engine can't handle it. But there is new hope with the Enfusion engine.Fingers crossed.

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I still think the best approach to any of the magnified scopes is to have them be 2d scopes.

 

Highly detailed 2d scopes + correct magnification = best and easiest solution.

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I wouldn't put that in stone until the engine has been revamped.

 

Sweet! Then my grandchildren can join in the discussion :D

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Just to clarify, I believe Call of Duty did not have PIP. They just simply blurred the outside area. it was still a full FoV change. 

 

PIP was something I asked the devs about a few months ago, yet the comment on it's possibility in DayZ was very vague.

 

Personally, I can see this being one of the big reasons snipers will want to stay far away from CQC contact as possible, as trying to maneuver in close-quarters with a PIP scope is very tasking.

 

HOWEVER, PIP takes a LOT of resources to run effectively. The only reason these source games have it is because the engine supports Multi-threaded CPU's (in which DayZ doesn't YET) and the engine itself is based off of the Quake engine, which had substantial rendering power.

 

This is nowhere near possible right now, But, with the new engine being implemented, it might come up for debate. 

 

On a side note:

 

The devs are told constantly by players the in-game scopes have the wrong magnification, in which they would be right. The problem with getting the right magnification is your scope would be massive as the magnification is just sliding the FoV bar to the left. PIP could solve this as the game wouldn't need to do ANY FoV changes. This would also prevent people from using FoV to see farther when aiming down sight.

Indeed, PIP is just a texture where a camera renders to (and basically your screen is to), so your graphics card would have to draw what you see twice, now imagen running at 22 fps, this would probably drop it to 15-16fps.

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