Basically with fishcam we could make alien field of view up to 180 and make them feel more alien-ish.
Fisheye camera for aliens!
Re: Fisheye camera for aliens!
I'm pretty sure Qrntz already added some sort of adjustable FOV feature.
Re: Fisheye camera for aliens!
kharnov wrote:I'm pretty sure Qrntz already added some sort of adjustable FOV feature.
Alas, it was `Ishq who did. I just bugged him about it for long enough.
Besides, we only support FOV up to 115°. Fisheye could be worth a try but it'll probably confuse newcomers even more or end up not being used by nobody because old habits die hard.
I myself am a fan of higher-than-average FOVs for the feeling of warping space they give you. I used to use a 160° one in Q3A for my euphoria needs but, obviously, it made my railing a bit suboptimal so I mostly keep to 115° since then. I am uncertain on if this is at all necessary in a game such as Unvanquished, would try if it was implemented though.
I voted «yes» at first, but then I realized that I have no idea if it would fit with our environment. Needs further investigation (if a sufficient number of people care).
Re: Fisheye camera for aliens!
Distinct perspectives seem like a good way to make another difference between the teams to me, so let's give it a try.
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Re: Fisheye camera for aliens!
Qrntz wrote:not being used by nobody
Meaning everyone will use it?
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Re: Fisheye camera for aliens!
kharnov wrote:I'm pretty sure Qrntz already added some sort of adjustable FOV feature.
kharnov, this isn't about adjustable FOV, this is about distorting the view to achieve a "fisheye" appearance, as you can see in the comparisons. (The images on the left are traditional view frustums and the images on the right are fisheye projects; each row is at the same FOV.)
iirc eihrul (I think that's where you're getting this from, lamefun?) accomplished this in Quake by scissoring the view up into eight or so vertical stripes, then rendering each with a different view frustum, the ones towards the edges (I guess) being non-rectangular frustrums. That means the fisheye is not perfect (but as you can see, certainly looks good enough), but moreover, that means you have to render multiple passes (though each is smaller). I have no idea how glScissor affects performance (I almost typed "how scissoring affects performance", but let's stay on topic), but I think the better way to do this (which would only work for GL3 users) may be with a full screen pixel shader.
EDIT: I voted yes, because I think this would be awesome. Also, I might add that I can recall playing games that used this, but I don't remember what. Possibly the newest Alien vs. Predator, I'm not sure.
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Re: Fisheye camera for aliens!
Doesn't dretch already have wider field of view than the rest of the alien class and the humans?
Re: Fisheye camera for aliens!
I like the idea. I would really enjoy playing with a fish eye lenses. Something different. Just make it an option in the settings. Alien: 180 view y/n
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Re: Fisheye camera for aliens!
The dretch's FOV is larger than 115 though...
I generally use 110 for humans and past-paced games, since > 140 just seems too warpy for me.
But i guess fish eye lens are tolerable... Maybe make the maximum 360 degrees? (That is what a REAL spider sees after all...)
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