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Object shadow through the scopes
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Description

While player uses scope/binocular (zoomed mode) object at great distance do not have shadows. It is because there is a settings for shadow view distance.

See the pictures above(Shadow 1.png, Shadow 2.png) you will notice that there is only few buildings there which requires shadow. I suggest that the engine should render those shadows withing the field of view. Using the shadow view distance settings or other settings for it.

Check the attached specification picture.

{F22878} {F22879}

Details

Legacy ID
3834561120
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Feature Request
Additional Information

Option in the settings:

Shadow in scopes(checkbox)
Shadow distance through the scope(slider)

Event Timeline

danczer edited Steps To Reproduce. (Show Details)Dec 3 2013, 1:54 PM
danczer edited Additional Information. (Show Details)
danczer set Category to Feature Request.
danczer set Reproducibility to N/A.
danczer set Severity to None.
danczer set Resolution to Open.
danczer set Legacy ID to 3834561120.May 7 2016, 5:33 PM
danczer added a subscriber: danczer.May 7 2016, 5:33 PM

Is the description and the attached image precise enougth for this feautre?

Interesting idea, but I'm sure it will cause the performance drop once all the shadows need to be rendered instantly.

The attached image and description is good danczer, but like shredthesky said, it would be very difficult/performance-intensive to have the shadows be available the instant the scope is pulled up, since that would mean knowing when the player is going to scope in before the player does.

That said, an optional feature to quickly load in shadows once scoped in could be useful for those with highend computers.

This idea is good :-)

Bear in mind that when looking through a magnified sniper scope there will be the initial couple of seconds to settle into position.
This time could be used to render the shadows as the eye moves into position adapts & focus.
This could also be accompanied with audible rustling sounds of fabric close to the ears as the players character slightly adjusts posture giving the player a true sense of being comfortably hidden away.

As it is now the scope just pops into the screen instantaneously like magic.

I think it is require the same effort as if you at the red dot.

I would take losing a few fps for a few seconds if it got me better looking environment at a distance.
If I recall correctly, there was a similar tracker ticket that used a very similar technique for rendering grass in the same way you suggested with shadows.

Same could be apply to the grass layer.

https://www.youtube.com/watch?v=4kBa0DSKFnE

Bohemia added a subscriber: Bohemia.May 7 2016, 5:33 PM

Shadow thing will kill performance while scoping. Grass is good idea here, specially when it is actualy rendered, but changing on distance to green mud instead of grass. I remember when Arma 2 had normal grass, wothout this stupid filter..... that was god times, and almost nobody was crying about performance. This filter gives them only 5 fps MAX! Problem is Shadow rendering and grass rendering is diferent features - grass wihtout animation (made by wind for example) is almost not touching CPU and GPU in very little angle. Shadow is moving, when sun is moving (you may not see this, but this is happening allways),Long distance shadows require deferent rendering, wchich will eat CPU very much. Shadow on the distance must have diferent edges antialiasing also so if you add this two you will get resoult.

I agree that the shadow eat some performance, but keep in mind, that you have i when you are not in the scope mode.

Rendering shadow is there, i just request to "move" it to the place where the player watching with scope/binocular.

Most of the times players use binoculars/scopes except in CQB. Therefore the engine should have the best graphics at the position, where the player watching.

I was writing about it. If they use such solution as you mentioned, game will have big berformace hit if you will switch view to scope and moving it fast. It will be lagging as hell and become unplayable, but sure, they can implement video option as "shadow in scopes" ;)

I don't think so it would, but for safety why not.