I tried using a couple of my rifles to test your theory, but it doesn't really work. Obviously, there is a parallax effect when switching from right eye closed to left eye closed. However, if I line up the iron sights with my right eye, the rifle appears far larger in my left field of vision than what you propose it to be. With my left eye, the visual field is still largely obscured by the rifle and the sights appear at far less of an angle than what is typically represented as the non-ADS view of the player's firearm. Any videogame which stayed true to your proposal (right FOV represented by the reticle while weapon model represents the left FOV) would be extremely irritating/impractical as the majority of the screen would constantly be obscured by the weapon model.Treblaine said:snip
Yep, that's pretty much how I felt too. Our eyes are no where near far apart enough to make that big of a difference. Human eyes don't stick out at the sides.oplinger said:Treblaine said:Think about it, the right eye would be looking down the weapons sights and out around at the enviroment. The left eye would be looking around with a better view at the environment and see the left side of the gun in your hand.
Your left eye would see something like this:
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While your right eye looking down the sights sees this:
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That's how that makes me feel. I'm already self concious man..![]()
Huh... thats weird, cause when I look down sights on a gun, it looks pretty similar to what I see in most FPSs with ADS. I tried to visualize what having a gun under my chin would look like, and thought that there was no way that was even sensible, I couldnt even see how it was similar to how you describe it.Binnsyboy said:Yes, I've grown up hunting and shooting.WanderingFool said:Do you know how aim a gun?Binnsyboy said:The only nitpick I have for aim-down-sights is how unrealistically it does it. You want to look dead centre down a rifle? Don't come crying to me when your front teeth are missing and your sternum is shattered.
If they could put some proper alignment on the guns, I wouldn't mind, but in all games with iron sights, it looks like the protagonist is sticking the stock under his chinny chin chin.
well it techincally is called 'Unsighted shooting' but i've heard it called many things... shooting over the barrel, shooting down the barrel, shoot by feel...ElPatron said:It's called "point shooting" and it's only truly effective for a few feet. Longer than that and you're just as accurate as if you were shooting a Nerf gun - you know where you're aiming at but you won't be able to control where the projectile actually lands.Pyro Paul said:So then what is with the cross hairs?
Well, Any shooter with a bit of experience can tell you where they 'feel' the bullets will go simply by how they are holding a weapon. we, ourselves, create mental projection on the general location bullets would fall based on how a gun is being held and our own knowledge on how the gun works.
They call it 'Aiming down the Barrel'
And this is what is represented in FPS games.
You mentally visualize where the bullets will go. (cross hairs)
It is harder to visuallize this when moving (Accuracy loss while moving)
Holding in a more comfortable or stable position makes it easier to visuallize (accuracy gain while crouching)
Crouching has fuck-all to do with your accuracy from point-shooting.
Any shooter with a bit of experience will tell you that there are no "real world" crosshairs. You just learn how to have consistency and use reference points to be able to use a longer rifle inside compact spaces.
In video games crosshairs actually allow you to control where a projectile is going.
But you're right in the part about the eyes and the image shown.
Killing floor would like to disagree with you, shotgun sniping is awesome.Draech said:Dieing... if you repeatedly use a shotgun to snipe you are doing it wrong... If you are repeatedly using sprint in a way that is getting you killed you are doing it wrong.
This is more what I thought. You'd have the gun shouldered properly, but wouldn't move your eyes to the sights until actually aiming. Though that probably wouldn't work too well in a game to shift your view point when you aim as when I play I tend to have already started lining up the shot before I even bring the sights up. I dunno, I've kind of grown bored of this discussion now, I think ADS in games is fine as it is.Abandon4093 said:No it's not.ElPatron said:But it is right.Techno Squidgy said:I just can't quite visualise someone walking around with their eyes always down the sights. It just doesn't seem right.
Trained combatants shoulder weapons when they expect contact but they don't aim down the sight unless they're aiming at something.
NLS said:My point about aim-assist was not it existing at all, but the way it is used in COD and so many console games of having the ADS as a cue for a much more powerful ADS "stickiness". Not that ADS comes with aim assist necessarily, but that the most popular form of aim-assist comes with ADS.Treblaine said:STALKER has ADS for sure, not just "a little bit, sometimes", it's there on all weapons.Draech said:List of very popular PC games without any standardised ADS mechanic:
-Left 4 dead 1 & 2
-Team Fortress 2
-Half Life series
-Tribes Ascend
-Quake Live
-FEAR and FEAR Combat
-STALKER series (OK, a little bit of ADS, sometimes)
-Minecraft? (it's got a bow)
I think it is the mouse and lack of Aim-assist which is a factor.
First FEAR didn't have ADS, however IIRC it had a slight zoom for all weapons (where your weapon stays to your side), FEAR 2 and 3 both had ADS.
When charging your bow in Minecraft, your FoV changes and your aim slows down, not too far away from ADS.
Also, don't mix in ADS with aim-assist and "poor console controls". Left 4 Dead 1/2 had aim-assist on consoles, yet they don't have ADS.
And as a bonus, I'll mention ArmA 2. What? A very popular realistic PC exclusive game that doesn't have aim-assist, yet it has ADS? Yes.
And though STALKER did have aim-down-sights for some weapons (though I'm sure loads of them didn't), it still had such tight crosshairs, tighter than you could get just from "feeling" where the weapon was being pointed and accurate enough for general use. Almost as if the right eye was aiming down the sight always telling where the barrel was pointing.
I definitely think modern games don't need Aim-down-sights to be modern or current or up to the current standards of realism, except maybe for the console port where the ADS mechanic would be there just to compensate for the lack of mouse aim speed/precision. It CAN have ADS, but it's not a vital component.
Why use a broom when I went out of my way just to handle a real stock this morning? There is literally a difference of an inch or so between keeping my neck straight and just press my cheek to the stock. My point of view shifts a little to the side.Abandon4093 said:Go get a broom or something, shoulder it and then shove your cheek right up against it and tell me it wouldn't inhibit movement.
Shouldering a weapon =/= cheeking it.
However the use of Counter-Strike style crosshairs allow for near pinpoint accuracy at longer ranges. I can't get headshots from 25m away in real life.Pyro Paul said:But the thing is the distance you usually use unsighted shooting in is the distance we see portrayed in video games.
I never got to finish STALKER but most initial guns had ironsights. After that there were a lot of optics.Treblaine said:And though STALKER did have aim-down-sights for some weapons (though I'm sure loads of them didn't), it still had such tight crosshairs, tighter than you could get just from "feeling" where the weapon was being pointed and accurate enough for general use. Almost as if the right eye was aiming down the sight always telling where the barrel was pointing.
There is no right or wrong. It heavily depends on your school of thought.Techno Squidgy said:This is more what I thought. You'd have the gun shouldered properly, but wouldn't move your eyes to the sights until actually aiming.
Operation Flashpoint even has both zoom and ironsights. During zoom you have some crude "ironsights" painted on your HUD.The_Blue_Rider said:Why do some many people have a problem with ADS, but not guns having a zoom function? (Not zoom as in with a scope, zoom as in the camera just moves forward a bit, giving you a bit more accuracy).
They are the same goddamn thing, its just one of them actually has a separate animation. If my recollection is correct a lot of PC games have a zoom feature with their guns
Aww, come on. "from the Cheek" and "from the shoulder" are so close.Pyro Paul said:(Snip)
Well the "zoom" thing is not that widely implemented in game and more rarely used, I always found walk/crouch key to be as effective in shrinking crosshairs in games where such a mechanic is used.The_Blue_Rider said:Why do some many people have a problem with ADS, but not guns having a zoom function? (Not zoom as in with a scope, zoom as in the camera just moves forward a bit, giving you a bit more accuracy).
They are the same goddamn thing, its just one of them actually has a separate animation. If my recollection is correct a lot of PC games have a zoom feature with their guns
Well here is the tricky part that I am struggling to explain.Higgs303 said:I tried using a couple of my rifles to test your theory, but it doesn't really work. Obviously, there is a parallax effect when switching from right eye closed to left eye closed. However, if I line up the iron sights with my right eye, the rifle appears far larger in my left field of vision than what you propose it to be. With my left eye, the visual field is still largely obscured by the rifle and the sights appear at far less of an angle than what is typically represented as the non-ADS view of the player's firearm. Any videogame which stayed true to your proposal (right FOV represented by the reticle while weapon model represents the left FOV) would be extremely irritating/impractical as the majority of the screen would constantly be obscured by the weapon model.Treblaine said:snip
By forcing the player to take a moment to switch to ADS view, it realistically simulates that a combatant cannot constantly keep his/her weapon sights perfectly aligned at all times. Soldiers are trained to keep their weapon shouldered (ie sights are not aligned in either left or right fov, no cheek weld) while scanning for targets. When a target is found, the soldier repositions his/her weapon and head to form a cheek weld and align the sights. If stationary or moving very slowly, you can scan for targets by peering slightly above the sights without breaking your cheekweld, but if a videogame is attempting to simulate movement through a battlefield or a zombie apocalypse (rather than hunting from a deerstand or shooting paper from a bench), a toggleable shouldered position to cheekweld would be the most sensible choice. The current ADS systems is not perfect, the shouldered position often shows too much of the firearm, the ironsight view often does not obsure enough of the screen, and the standard FOV simulated on a computer screen or TV is not the same as that of the human eye (hence the rather awkward zoom feature found in the ADS view of Red Orchestra 2, the weapon sights are shifted to the FOV created by the human eye). Anyways, these ADS systems are FAR more realistic than the hipfiring-only nonesense found in games like L4D2 or Half-Life 2. Your proposal would not be particularily realistic, as it would imply that the shooter can maintain constant alignment of the sights regardless of movement or circumstance. In reality this just isn't possible, nor prefferable (impractical when scanning for targets in vast majority of situations).
As an aside, shooting with both eyes open would be extremely difficult to simulate in videogame, in my case I find both fields of view overlap (with the visual field of my dominant eye appearing opaque, while the visual field of my other eye appearing transparent).