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I have implemented a 4x scope like in the first image. But the tunnel looks really awful here. In other games like pubg it is removed and some vignette effect is added. Can anyone tell basically how to remove this tunnel look while scoping? You can see in the second image what I actually want to achieve. Thanks.
I think most of the pc community would agree here that there needs to be different ads sensitivity settings for different scopes in the options. ie. 4-8x, 3x, 1x, all able to be change to a different ads sensitivity. Most people want a different feel for a sniper scope ads and a submachine gun ads! just a thought.
It would be great if we could adjust the sensitivity for the different scopes. This should not be hard to implement and could make the switch from other games so much easier. For me, the scopes are too slow if I set Hipfire and ADS how I like it.
Why don't add the function that we can change the mouse sensitivity for different scopes? It doesn't work to use mouse sensitivity of single time scope in the one of four times scope. I think it is not difficult to design it for EA :D
Please add the ability to set a our own sensitivity for each scope zoom level. Such as in BFV or PUBG. It's really messing up my muscle memory from my years of playing with the same sensitivity, and it's should be a good quality of life change in general. There's even cvar in the settings.cfg file for different zoom levels but they're not working! I'm having a lot of fun in an otherwise very good game, but I am really missing the ability to set scope sens for each scope.
So, basically i converted my scoping and targeting sensitivity (1st and 3rd person) and they seems to be working perfectly. But how do i make the same sensitivy as my scoping one but for scopes because when i try to convet it using calc it's just not the same and when i try to spin my mouse it feels so fast and weird at all.
my bad, I had meant render targets and as you also stated they are not good for performance but sadly the links you have sent me are also using render targets which is not a viable option for me.
so im trying to find the pubg method in which from what i see it does not use a render target.
Please look at the two pictures i have uploaded.
in these 2 pictures there are 2 different zoom levels 1 is zoomed in and 2 is zoomed out.
now here is the thing, outside and inside of the scope have the same FOV and thats pretty obvious if you take a close look at it. lets say it does use a render target for inside but it begs the question why would you adjust the FOV of player camera to match the render target? it doesnt make sense. whats more important for me, since the FOV of player camera is getting changed then why is it not zooming on scope mesh itself? one might think its umg but i dont think so because the lighting of the world is affecting scope material.
I watched the video again and the way player brings in the scope to screen is definitely weird as if its done for the sake of umg to not look out of place.
I think i know where to look now.
Thanks for the help, I really appreciate it