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Star Marine status update (July 11)

JonBonJawaJonBonJawa Member UncommonPosts: 489

This weeks update on the Star Marine status, as addition to the last one it appears they will put out a weekly info update until the module patch goes live for backers to test

https://robertsspaceindustries.com/comm-link/transmission/14829-Star-Marine-Status-Update

 

“Star Marine VFX Pass Sample” on @Vimeo

The video looks awesome, can´t wait until they show more from it on Gamescom in a few weeks

 

 

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Comments

  • VrikaVrika Member LegendaryPosts: 7,992

    They aren't being honest with their list of current blockers.

    It's like they've started listing minor issues as "blockers" , and started calling issues that prevent them from releasing Star Marine by some other name.

     
  • GinazGinaz Member RarePosts: 2,574

    So one of the biggest issue for them is...how the gun sights look???

     

    Attention: Star Marine has been delayed even more indefinitely because we have come to the conclusion that the boot laces need improving and don't accurately reflect our vision for the game.  Further testing of said bootlaces should take 9-12 months.  Thank you for your patience.  In the meantime, please buy this internet spaceship for $36k.  Why is it $36k?  Well, because we were shocked people bought them at $18k so we figured we might have priced them too low and are confident some suckers, errr, backers will buy it for double the price of the last "deal".  Hurry now!  Limit time offer!  Limited supply, too, because there's only so many 1s and 0s we have left in stock.

    Is a man not entitled to the herp of his derp?

    Remember, I live in a world where juggalos and yugioh players are real things.

  • TswordZTswordZ Member UncommonPosts: 66

    Hmm, so the blockers right now are about melee attacks, recoil issues, hit and death reactions. And some animations need to be integrated.

    So I guess the netcode is working better now, isn'it? I have my doubts about this one.

    It seems at least we'll have something in the PTU on september at least :-)

  • MukeMuke Member RarePosts: 2,614
    Originally posted by Ginaz
    In the meantime, please buy this internet spaceship for $36k.  Why is it $36k?  Well, because we were shocked people bought them at $18k

     

    Sorry, was like "WTF? probably a typo".

    Got curious, looked at the store.

     

    DAMN!

     

    Then again, I got a friend in EVE Online who is spending 1k/month for years on exchanging timecodes for ingame money. (legal)


    For the backers: I hope you get your money/fun out of it when it releases.

    "going into arguments with idiots is a lost cause, it requires you to stoop down to their level and you can't win"

  • JonBonJawaJonBonJawa Member UncommonPosts: 489
    Originally posted by Ginaz

    So one of the biggest issue for them is...how the gun sights look???

    can you read?

    no, serious question. Can you?

    The info what the technical blockers are was outlined in the chairman letter.

    I would draw it on an Etch-A-Sketch for you, if it wouldn´t be so specific.

    https://robertsspaceindustries.com/comm-link/transmission/14803-Letter-From-The-Chairman

    just stick to your hyperbolic excessive negativity, we all know where that´s coming from now, your type is not interested in actual information. Run your agenda, it won´t change a thing.

     

    Originally posted by Ginaz

     

      In the meantime, please buy this internet spaceship for $36k.  Why is it $36k?  Well, because we were shocked people bought them at $18k so we figured we might have priced them too low and are confident some suckers, errr, backers will buy it for double the price of the last "deal".  Hurry now!  Limit time offer!  Limited supply, too, because there's only so many 1s and 0s we have left in stock.

    I prefer dedicated backers giving the budget voluntarily (didn´t mention that bud, eh?) over greedy suits invsting their blood money, I see you must have your reasons to think differently. The SC money is clean and doesn´t rape the product like you would like to see it. The publisher model is dead, in a few years. It´s coming. SC is just the beginning and there is NOTHING you can do about progress. Publishers willl go down like Betamax, VHS, Blockbuster Video and the Dinosaurs.

     

  • GinazGinaz Member RarePosts: 2,574
    Originally posted by JonBonJawa
    Originally posted by Ginaz

    So one of the biggest issue for them is...how the gun sights look???

    can you read?

    no, serious question. Can you?

    The info what the technical blockers are was outlined in the chairman letter.

    I would draw it on an Etch-A-Sketch for you, if it wouldn´t be so specific.

    I read it.  It just seems like an awful lot of time and effort went into the design of gun sights.  Because, you know, it's not like we have 20+ years of fps examples to draw upon on how sights should work.image  A 4th rate indie dev team with a handful of people with little experience can slap together a workable fps these days in a year or so.  What they're telling me is that a large company with a 100-200 experienced industry veterans can't do the same.  That should be very worrying.

    Is a man not entitled to the herp of his derp?

    Remember, I live in a world where juggalos and yugioh players are real things.

  • GinazGinaz Member RarePosts: 2,574
    Originally posted by JonBonJawa
    Originally posted by Ginaz

     

      In the meantime, please buy this internet spaceship for $36k.  Why is it $36k?  Well, because we were shocked people bought them at $18k so we figured we might have priced them too low and are confident some suckers, errr, backers will buy it for double the price of the last "deal".  Hurry now!  Limit time offer!  Limited supply, too, because there's only so many 1s and 0s we have left in stock.

    I prefer dedicated backers giving the budget voluntarily (didn´t mention that bud, eh?) over greedy suits invsting their blood money, I see you must have your reasons to think differently. The SC money is clean and doesn´t rape the product like you would like to see it. The publisher model is dead, in a few years. It´s coming. SC is just the beginning and there is NOTHING you can do about progress. Publishers willl go down like Betamax, VHS, Blockbuster Video and the Dinosaurs.

     

    Hey, man.  I enjoy video games, too, and don't mind spending money on the ones I like.  I would even say that I've probably spent too much money at times but I don't regret (most of) it.  However, there is not a chance in Hell I would spend $18k for a fake internet space ship.  I wouldn't even spend $500.  The most I've ever plopped down at once for a game was when I backed Hex: Shards of Fate's Kickstarter 2 years ago for $250.  I feel I've gotten my money's worth and could cash out now and make some or all of that back.  I highly doubt anyone who's spent thousands of dollars on SC is ever going to come close to making it back.  I know of people who have spent their entire savings on SC and gotten divorced because of it.  The mere fact that anything digital costs $18k makes me question the morals, or lack thereof, of those selling it.

    Is a man not entitled to the herp of his derp?

    Remember, I live in a world where juggalos and yugioh players are real things.

  • TswordZTswordZ Member UncommonPosts: 66

    I was curious and went to the pledge page to look for that 15K dollars ship...

     

    And found that the 15K pledge it's for a PACK with nealy all the ships and 2X ships for the limited versions, so...

    It's not very different to spam-click the buy button on any ship -.-"

     

    And about the sights, they were asking for the community to vote for the "standard" sight for the rifle. The other model of sights will come later as accesories.

     

    Sometimes just watch an image is not enough :-/

  • ErillionErillion Member EpicPosts: 10,329
    Originally posted by Ginaz
     A 4th rate indie dev team with a handful of people with little experience can slap together a workable fps these days in a year or so. 
    Yep, but usually no one wants to play that (**** Steam Early Access flooded with them **cough**cough**)
    What they're telling me is that a large company with a 100-200 experienced industry veterans can't do the same.  That should be very worrying.

    What they are telling you is that they are in the middle of development and encountered some problems (which happens for ALL such projects, but usually you do not hear about it as most of the other companies do not inform the public).

    What they are telling you is that they have several teams working on solving those problems.

    Furthermore they tell you that some teams (e.g. art) working on FPS are making good progress while  other teams (e.g. netcoders) will take longer and are being strengthened with more experts (e.g. additional personnel from the Frankfurt studio with extensive knowledge about the CryEngine).

    What you have NOT been told :   no one said that they cannot do it. THAT is your personal interpretation.

     

    Have fun

  • ErillionErillion Member EpicPosts: 10,329
  • WarleyWarley Member UncommonPosts: 508
    Originally posted by JonBonJawa

    This weeks update on the Star Marine status, as addition to the last one it appears they will put out a weekly info update until the module patch goes live for backers to test

    https://robertsspaceindustries.com/comm-link/transmission/14829-Star-Marine-Status-Update

     

    “Star Marine VFX Pass Sample” on @Vimeo

    The video looks awesome, can´t wait until they show more from it on Gamescom in a few weeks

     

     

    Clearly, CLEARLY, those animations, the textures, lighting, shaders, etc are all Unity Store Assets... Derek Smart is right!

  • ErillionErillion Member EpicPosts: 10,329

    More information on the FPS module. "Ask a Dev" Star Marine version:

    https://forums.robertsspaceindustries.com/discussion/193366/star-marine-fps-team

     

    Have fun

  • WarleyWarley Member UncommonPosts: 508
    Originally posted by Erillion

    More information on the FPS module. "Ask a Dev" Star Marine version:

    https://forums.robertsspaceindustries.com/discussion/193366/star-marine-fps-team

     

    Have fun

    Erillion, why do you have to shatter the dreams of so many CR and SC haters? By posting these updates and the fact that RSI 'in fact' does communicate with the backers all you're doing is proving the haters wrong. Next thing you know they'll bitch about a poll about gun sights.... oh nm.

  • ErillionErillion Member EpicPosts: 10,329

    https://robertsspaceindustries.com/comm-link/transmission/14857-Star-Marine-Status-Update

    The Weekly Star Marine Update, with two videos (Golden Horizon Station Walkthrough and Weapon/Animation Test).

     

    "As you can tell, we’ve had a very busy day at Cloud Imperium! But the Merlin and Alpha 1.1.5 aren’t our only focus: work continues on the Star Marine FPS mode. This week, we spent a lot of time focused on general gameplay and the animation system. As Chris discussed on 10 for the Chairman, getting the animation matching the vision is one of our biggest challenges… and it’s important because the technology we premiere here is going to be used throughout Squadron 42 and the persistent universe. It may seem like a lot of extra work right now, but it will all be worthwhile down the road when we’re seeing smoothly animated NPCs and players living in the ‘verse.

    We’ve broken this week’s updates down into Gameplay, Animation and Art sections, with information on both our progress and the blockers we’re seeing. We’re attaching two videos to the post to show you how it’s really going: an animation and weapons test above (check out those jukes!) and a Gold Horizon walkthrough below. Enjoy!

     

    Gameplay Progress

    On the gameplay side, it was a week of fixes and adjustments! Fixes include a bug with the cover idle animation not playing, issues with cover look-poses, a crash when connecting a second client to a local dedicated server, an issue where the game was swapping to the default weapon on client connect, a problem with weapon offsets affecting ADS and ADS movement lag that we had been seeing! We addressed a bug that was causing the HUD to report a suicide upon connection, an issue with the weapon reticule not fading correctly and a pair of grenade-related bugs: one where swapping grenade types after a throw wasn’t depleting your inventory and another where your fixed weapon would not be selected after running out of grenades. We also finished work from the previous week on the sniper rifle recharge issues. Whew.

    On the adjustment side, we greatly improved fidelity and positioning in multiplayer by adjusting movement transitions on the dedicated server. We reduced feedback loops created during cover stance changes by adjusting cover rays to follow the eyes, and we adjusted spawn points for the new Free Play practice mode. This alone improved the playtest significantly; greatly reduced spawn camping! We improved the process for our designers, as well. By updating math to handle procedural offsets for ADS Y axis camera positioning and by working on procedural offsets for weapons, it will be much easier for designers to adjust relative camera positions using ADS without needing to update or redo animations. There was work done on the recharge station, which does not always activate over the network. And it wouldn’t be game development if we weren’t causing more problems for ourselves once in a while: we managed to break (AND FIX) weapon hand placement while firing.

     

    Gameplay Blockers

    • Working on smoothing out cover transitions and fixing ADS disconnecting when leaning out of cover, this is ongoing.
    • Working on prediction issues causing client aim to not synchronize, this is ongoing.
    • Adding Objectives to the Gold Horizon level for Team Elimination game type, will fundamentally slow down the gameplay on the level to encourage more of a capture and hold and careful play style.
     

    Animation Progress

    Any week where we get to play with machine guns is a good one! Animation finished updates to the Behring P4AR firing animation this week and kicked off work on the Behring ATT-4 AND the prone-firing for the Devastator Shotgun.

    But it wasn’t all rifles and SMGs: we also tweaked jump timing, fixed blending issues with the walk slow and assisted engineers with their cover fixes. We made some great progress polishing walk starts/stops/jukes, some of which you can see in the attached video. We locked down our work on crouch turns and starts, and wie will continue working on crouch stops and the prone mode.

    As we mentioned last week, Ragdoll death animations weren’t quite up to snuff (whoa, unintentional pun there.) That video got a lot of comments in the forums. It wasn’t merely a distraction, though: the research done while making that video helped point out an issue with our skeleton. What we found was an issue with the way our character’s skeleton joint orientations were set up. So we spent the last two days working on an updated rig with correct joint orientations to satisfy the requirements of CryEngine. Ivo, our animation specialist in Frankfurt, has a new rig in test now to check against the SDK. Then, he’ll check it against the animation code changes we’ve made specifically for Star Citizen and the end result will be a much improved ragdoll!

    Animation Blockers

    • Will need a pass to re-target animations on the new character rig.
    • Started working on crouch stops, this is ongoing.
    • Melee animations have not started yet.
    • Injured locomotion animations not finished, multiple states need clarification.
    • EVA style animations for ZeroG not able to be cleaned up and used until we get the new rig. This is needed for ZeroG gameplay on Gold Horizon, let alone SATA Ball.

    Art

    The art team conducted a lighting pass to improve client performance. This included the re-addition of breakable lights (visible in the screenshots and video.) The re-work of Gold Horizon assets continued, with updates to stair heights and panel textures. (In the case of panel textures, we create two of each: clean and dirty. That will let us build more interesting levels more quickly in the future!) We worked with Cort Soest and Sean Tracy from Austin to reduce LODs and improve framerate issues. That work is ongoing, but it’s already showing positive results.

    Art and design have continued to work together to improve the flow of the level. This week we added additional signage to Gold Horizon to ease navigation, and we have also updated floor decaling to this same end. Our weapons team certainly wasn’t idle, either: they finished a revision of the P4AR (including updated decals!) and then exported that work for use in other weapons by the same manufacturer.

    Art Blockers

    • Continuing work on Gold Horizon assets so we can use it as a building block set for future releases.
    • Working on 1st person hit reaction HUD mockups, iterating on the look with Chris and the team in the UK. As mentioned previously, this is a big team effort requiring audio, animation, VFX, and HUD UI to make it look and feel right.".
     
    Have fun
     
     
     
     
  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916

    I think I can see why so many people complain about CIG not giving any updates.

     

    What they really mean is that CIG aren't giving any updates that they can understand ! image

  • ErillionErillion Member EpicPosts: 10,329

    For those who cannot understand the tech jargon -

    Watch the videos !  ;-)

     

    Personally there still seems to be a bit more head-bobbing than i would like. Reality is a bitch ! ;-)  Funny to see how much work our brain does in real life to give us our view of life in the way we are used to. Doing movement compensation for a camera is not easy ... the brain is doing this automatically for millions of years.

     

    Have fun

  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,502

    I hope that head bobbing is an option. It's bad enough looking at it via a monitor, I can't imagine how awful it'll be with VR.

  • ErillionErillion Member EpicPosts: 10,329
    Originally posted by rpmcmurphy

    I hope that head bobbing is an option. It's bad enough looking at it via a monitor, I can't imagine how awful it'll be with VR.

    To my knowledge that is currently NOT an option. Thats how it REALLY looks like if your brain does not compensate. I am pretty sure looking at it through VR googles is LESS of a problem. Because then - again - your brain will auto-compensate as it is used to.

    If you (like me) do not like the head bobbing it would be a good idea to give that as feedback in the CIG forum.

     

    Have fun

  • rpmcmurphyrpmcmurphy Member EpicPosts: 3,502
    Originally posted by Erillion
    Originally posted by rpmcmurphy

    I hope that head bobbing is an option. It's bad enough looking at it via a monitor, I can't imagine how awful it'll be with VR.

    To my knowledge that is currently NOT an option. Thats how it REALLY looks like if your brain does not compensate. I am pretty sure looking at it through VR googles is LESS of a problem. Because then - again - your brain will auto-compensate as it is used to.

    If you (like me) do not like the head bobbing it would be a good idea to give that as feedback in the CIG forum.

     

    Have fun

     

    I can't see it being less of a problem with VR. It's the non-player initiated movements that your brain can't compensate for that are the prime cause of motion-sickness. They've been getting feedback about this for a reasonable while now, I know they said it was meant to be toned down but even still... it needs to go.

    I'd choose playability over realism any day of the week.

    --
    Edit: Oculus VR Inc’s Executive Summary of Best Practice for Virtual Reality Development
    • Have accelerations initiated and controlled by the user whenever possible. Shaking, jerking, or bobbing the camera will be uncomfortable for the player.
    • Do not use “head bobbing”; it creates a series of small but uncomfortable vertical accelerations.
  • SpottyGekkoSpottyGekko Member EpicPosts: 6,916
    Originally posted by Erillion

    For those who cannot understand the tech jargon -

    Watch the videos !  ;-)

     

    Personally there still seems to be a bit more head-bobbing than i would like. Reality is a bitch ! ;-)  Funny to see how much work our brain does in real life to give us our view of life in the way we are used to. Doing movement compensation for a camera is not easy ... the brain is doing this automatically for millions of years.

     

    Have fun

    When I first installed my TrackIR unit, it became abundantly clear just how much work the human brain does when processing vision. Your head moves around constantly, but the resulting "camera shake" is simply processed out of your vision.

     

    Slap some head tracking monitors on your head, and watch how the screen image continuously jiggles and moves around. Naturally, my first reaction was that the TrackIR unit was malfunctioning or broken, lol Without setting a "dead zone" for the head tracking, it's so irritating that it becomes unbearable after just a few minutes.

     

    Most people will be shocked when they realise just how much "image manipulation" is taking place in your brain. The recent drama around the picture of the gold/white or black/blue dress is just one example. Much of your peripheral vision is simply "faked" by your brain based on memory, etc.

  • ErillionErillion Member EpicPosts: 10,329
    Originally posted by SpottyGekko
    Much of your peripheral vision is simply "faked" by your brain based on memory, etc.

    BTW that is explicitly exploited in ninjutsu - or military close combat (killing guards). Brain is editing out a person if they are careful to stay outside the "primary" vision arc ... although everyone watching it would be convinced that the sneaking person MUST have been seen by the guard.

     

    Have fun

  • MrSnufflesMrSnuffles Member UncommonPosts: 1,117
    Originally posted by JonBonJawa

    This weeks update on the Star Marine status, as addition to the last one it appears they will put out a weekly info update until the module patch goes live for backers to test

    https://robertsspaceindustries.com/comm-link/transmission/14829-Star-Marine-Status-Update

     

    “Star Marine VFX Pass Sample” on @Vimeo

    The video looks awesome, can´t wait until they show more from it on Gamescom in a few weeks

     

     

    LMAO! I thought they had Military consultants. Where is that military consultant that said when aiming you focus on your weapon? You be dead in no time if you do that.

    In reality you focus on what is in front of your weapon and the iron sight is blurred.

    It's the same bullshit as with the head bobbing. My fucking head does not bob when i walk or run, my body, neck and eyes compensate. I have never in my life had my head bob around like in this game. It's complete bollocks.

    These Muppets are completely useless.

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    "It's pretty simple, really. If your only intention in posting about a particular game or topic is to be negative, then yes, you should probably move on. Voicing a negative opinion is fine, continually doing so on the same game is basically just trolling."
    - Michael Bitton
    Community Manager, MMORPG.com

    "As an online discussion about Star Citizen grows longer, the probability of a comparison involving Derek Smart approaches 1" - MrSnuffles's law

    "I am jumping in here a bit without knowing exactly what you all or talking about." 
    - SEANMCAD

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  • MrSnufflesMrSnuffles Member UncommonPosts: 1,117
    Originally posted by Erillion
    Originally posted by rpmcmurphy

    I hope that head bobbing is an option. It's bad enough looking at it via a monitor, I can't imagine how awful it'll be with VR.

    To my knowledge that is currently NOT an option. Thats how it REALLY looks like if your brain does not compensate. I am pretty sure looking at it through VR googles is LESS of a problem. Because then - again - your brain will auto-compensate as it is used to.

    If you (like me) do not like the head bobbing it would be a good idea to give that as feedback in the CIG forum.

     

    Have fun

    But our brain and muscles compensate so why do i suddenly have a worse vision in a game than in real life? How is that realistic?

    It's simply wrong. They have no idea what they are doing and it shows more and more in their ridiculous "realistic" choices.

    For VR: No, your brain will not auto compensate because the brain does not have the sensory information it has when you are actually running. It will not compensate and it will just be irritating as hell.

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

    "It's pretty simple, really. If your only intention in posting about a particular game or topic is to be negative, then yes, you should probably move on. Voicing a negative opinion is fine, continually doing so on the same game is basically just trolling."
    - Michael Bitton
    Community Manager, MMORPG.com

    "As an online discussion about Star Citizen grows longer, the probability of a comparison involving Derek Smart approaches 1" - MrSnuffles's law

    "I am jumping in here a bit without knowing exactly what you all or talking about." 
    - SEANMCAD

    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
  • ErillionErillion Member EpicPosts: 10,329
    Originally posted by MrSnuffles

    LMAO! I thought they had Military consultants. Where is that military consultant that said when aiming you focus on your weapon? You be dead in no time if you do that.

    In reality you focus on what is in front of your weapon and the iron sight is blurred.

    It's the same bullshit as with the head bobbing. My fucking head does not bob when i walk or run, my body, neck and eyes compensate. I have never in my life had my head bob around like in this game. It's complete bollocks.

    These Muppets are completely useless.

     

     

    I think you might be refering to THIS  (a CIG forum post and a dev (JCrewe, 2015-07-20 15:57:03) has answered it):

    Hey you guys know that blur effect when sighting down a rifle? It means you are focusing your eye on the end sight, not on the target. That means whoever is using that weapon is NOT a soldier... the place you are looking is where you are still looking with an iron sight.

    Come on people, "cool" and "look and feel" is one thing ... but this is arcade rubbish.

    If you want to spend all this time making this game look realistic, stop making basic mistakes.

    Yes, I am ex-Military. Yes, I am infantry trained. Reconnaissance to be precise. Yes, part of my job was leading and training infantry. And yes, I've used both scoped and iron sight weapons. No, I didn't go all kiddy widdy arcade and focus on the end of the barrel ... you shouldn't either.

    So yes, it's an interesting effect. But it also looks totally stupid to me, because unless your took your glasses off before aiming, ain't no way it should be that blurry - especially in the target area. Eyes don't turn into tunnel vision sights when you use iron sights, go put a go pro on an M16A2 with some real infantry if you want it to look real.

    Seriously, I'm not here to play Wolfenstien 3D. Go learn to shoot, or hire people who know how this stuff works for real. And yes, I'd be happy to come up there and consult if needed, but there are like only 3 million in the UK who know this stuff too, and more in the USA, so seriously there is literally no excuse for not having actual ex-infantry working alongside designers so this stuff is right.



    "If you are basing your comments on the animated gifs in the Star Marine status updates these are simple Photoshop mockups for viewing and not reflective of the ingame implementaton. The ingame system simply blurs the rear of the weapon up to and including the rear sight leaving the rest of your view,front sight and target infocus.

    Accurately simulating how the eyes work in relation to sights would be a major task for allowing the player to quickly change their focus inbetween the front sight and the target would be very distracting and complicated, so we go with the route of blurring the rear of the sight and leaving both the front and target in focus. We don't have any additional peripheral fullscreen blurring at this time like other games do.

    Hopefully we'll be showing off the Ghost Sight on the ATT-4 in a future update and this will clear it up hopefully."

     

    Have fun

  • ErillionErillion Member EpicPosts: 10,329
    Originally posted by MrSnuffles

    But our brain and muscles compensate so why do i suddenly have a worse vision in a game than in real life? How is that realistic?

    It's simply wrong. They have no idea what they are doing and it shows more and more in their ridiculous "realistic" choices.

    For VR: No, your brain will not auto compensate because the brain does not have the sensory information it has when you are actually running. It will not compensate and it will just be irritating as hell.

    I agree with you that head bobbing is irritating.

    Let CIG know in the forum feedback threads !

     

    Have fun

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