Even MORE Sneaky Tricks Most FPS Games Use

  Переглядів 729,621

Garbaj

Garbaj

День тому

Expanding on the "sneaky fps trick" video
Music: Road Trip - Slynk
MP40 model: sketchfab.com/3d-models/mp40-...
Gaming channel: / garbajgaming
Discord: / discord
Twitter: / garbaj2

КОМЕНТАРІ: 887
@razi_man
@razi_man 2 роки тому
"You actually shoot from your eyes, the gun is purely cosmetic." So basically, we are all superman in an fps shooter game.
@fulsame1
@fulsame1 2 роки тому
This isnt as common anymore.
@9another632
@9another632 2 роки тому
And The Original doesnt shoot from the center[technically]
@SherrifOfNottingham
@SherrifOfNottingham 2 роки тому
This is less common with games like DayZ and Arma (same engine) where the "mil-sim" aspect of the game kind of required a bit more consistency of where the bullet was coming from. However, as you will notice, there's downsides to both a "in world" view model and bullets coming out of the actual muzzle. 1.) We don't hold our guns perfectly in our vision. The idea of a "view model" was instilled into gaming with it not being super realistic, mechanically it allows us to see what gun we're using but in reality if you ever actually play paintball/airsoft (or actually engage in combat) with a go pro on your head giving your "FPPOV" you'll notice that at most you'll see the gun when you aim down sight, but the rest of the time the gun is flailing around outside a normal camera FOV. So having the gun be a part of the real world model means you'll see less of it, and the view can be sickening to try and follow, especially for more action hero characters (Arma characters are well trained enough to not make heroic and action hero like wild movements). If you want to get a normal FPS game perspective of real life shooting, you would effectively need to have a camera on your chest. 2.) Depth Perception This is a major reason why games, like Arma in this example, utilize a crosshair despite it being debated on it being an unrealistic UI element or with the idea of it being cheaty. The reality is if you've ever held a gun (paintball or airsoft applies) you'll know that intuitively the general area you're pointing due to having TWO eyes and making use of your natural depth perception. With the Arma rifle being both in world and firing from the actual muzzle, gaging where the bullet is going to go is a little bit easier, but nowhere near as good as if you were holding the gun with both your eyes, and while this effect is actually worsened in separate view models, the bigger issue is the bullet comes out of the gun. Which means commonly people will peak out over cover, be unable to read the fact that their gun is actually below the cover you're shooting over and you just plant a few point blank rounds into whatever you were hiding behind. Now imagine having a fake view model and having your bullets come out of the theoretical third person gun model that you can't even see. 3.) Heads up This is the main reason most games end up abandoning "world models" or 3rd person view models, the idea is that we're going to make a character and we're going to plant the camera on the characters head, and make the first and third person models the same thing. The first glaring issue is the fact that you can see your own head. Most games that tend this way actually remove your own head from rendering to function better, it's the same model but the head is just invisible to you, so you don't see weird floating polygons that is actually just your nose or hair/helmet. But this also leads to really janky looking movement. Naturally as you walk your head is actually swaggering left to right and up and down and even leaning forward and back with every step, but your entire body is telecasting your intentions to the motion centers in your brain so you can automatically calibrate your human viewport to be smoothed out and not cause motion sickness. But when looking at the 2D viewport of a game, this peripheral information doesn't get translated and your brain just sees a shaky blurry mess. While it's getting more common to see games tackle this idea, understand that a majority of games steer clear of these mechanics for good reason. That's why games like Apex, Overwatch, and Valorant all went with laser vision.
@testhekid
@testhekid 2 роки тому
apex battleroyale is basically superman ffa
@ezequieldidjurgis9430
@ezequieldidjurgis9430 2 роки тому
in a few games the gun rreally works, example:Phantom forces (a roblox game) here the models are preetty well made, the gun shoots where it is supposed to shoot, instead of your eye shooting.
@Wodsobe
@Wodsobe 2 роки тому
For the TF2 viewmodel fov thing, Valve just knows how to do a lot of sneaky stuff
@Xx_time2die_xX
@Xx_time2die_xX 2 роки тому
And yet they can't count to 3
@Wodsobe
@Wodsobe 2 роки тому
@@Xx_time2die_xX got'em
@garbaj
@garbaj 2 роки тому
Sneaky gaben and his sneaky tricks!
@MekaniQ
@MekaniQ 2 роки тому
@@Wodsobe haha!
@MachStarry
@MachStarry 2 роки тому
@@garbaj shounic has a great vid about viewmodels where he talks about the medic syringe guns ukposts.info/have/v-deo/enGkYaafbqKi0nU.html
@Guilmon35249vr
@Guilmon35249vr 2 роки тому
TF2 and other Source games, as far as I know, are capable of using one camera to render a scene multiple times and superimpose the rendered scenes together. Garry's Mod uses it to handle 3D2D objects- it temporarily moves the camera, draws the object, then moves the camera back and draws the rest of the world.
@jco_sfm
@jco_sfm 2 роки тому
yeah all source guns render the viewmodel separately
@lucariken2065
@lucariken2065 2 роки тому
You can also spawn the things that are used for the view model in G-mod. For example the demoman arms and his gun.
@-YELDAH
@-YELDAH 2 роки тому
@Nevermore congrats on saying that exact sentence for the 4680247th time they have a life too y'know
@RoyaleNoir
@RoyaleNoir 2 роки тому
Spent *wayy* too long studying the CViewRender class and I can confirm it does do a separate pass on the same renderbuffer
@Miksolo
@Miksolo 2 роки тому
I remember seeing something in one of Shounic's videos about how all the viewmodels in TF2 are actually separate, enlarged models of the characters' arms and weapons that appear in front of their head, that are simply invisible when viewed in third person or by other players unless some cheaty stuff is enabled
@fireaza
@fireaza 2 роки тому
Unlike a traditional shooter, in VR, the bullets actually come out of the gun model instead of your face. This is real neat, since motion controls allow you to freely miniplate the position and orientation of the gun in 3D space. This means that, without the programmers needing to program in the specific function for it, the player can play the game more like Gears of War if they want, blind-firing and all that. This horribly breaks barebones VR ports, which aren't expecting the player to be able to do this. Especially if they didn't bother to add collision to your hands, which means you can just straight-up ghost through walls and interact with things you shouldn't be able to do. Like being able to get the Cryolator in Fallout 4 before you even leave the vault, simply by snatching it out of the locker without picking the lock.
@pretzelbomb6105
@pretzelbomb6105 2 роки тому
That’s why I always get a bit annoyed when people talk about VR like it’s just another console, when it changes every facet of play. A great example is 40k Battlesister. Simple things like being able to hold larger weapons with two hands, being able to hold onto the front without holding the back, parrying with your sword actually working, manually removing and inserting magazines, bludgeoning heretics with non-melee weapons, etc. Stuff like that is only experienced in VR. Sure, I can run out of ammo and click the right stick to melee a guy on Xbox. But that is entirely different from my meltagun running out and instinctively turning it around to bash a cultist’s head in.
@williamwhitehouse8741
@williamwhitehouse8741 2 роки тому
To be fair you could do that in vanilla for as well just by telling dogmeat to fetch it
@fireaza
@fireaza 2 роки тому
@@williamwhitehouse8741 Seriously? Ah, good old buggy Bethesda! Though another cheat you can do in the VR version is taking a shortcut to the end of dungeons by reaching through those doors that are placed near the dungeon entrance (the ones that are intended to help the player quickly exit the dungeon after they've reached the end) and unlocking them from the opposite side.
@quinnmarchese6313
@quinnmarchese6313 2 роки тому
fun fact, a lot of old FPSs did the same thing. to piggyback on Fallout, Fallout 3 uses that method, the bullet comes from the gun, hence why you may shoot at something, but have the bullet hit the wall or piece of cover directly in front of the gun. New Vegas, switched to the old bullet leaving the front of your face to combat this annoyance, and im sure for other reasons.
@graphite7898
@graphite7898 2 роки тому
@@fireaza If you are talking about Skyrim, I heavily suggest getting HIGGS (I believe it is what it's called) among other mods like a full body. It makes the game infinitely better in VR because you actually have a digital both that can interact with things (Like balancing cheese wheels on my triceps) and see what you wear. As for HIGGS, it allows you to actually grab things, for realsies, like actually grab corpses by the ankles and drag them. Amazing stuff. Fixes the glitch too since you are no longer some bodiless Skyrim ghost that levitates things slowly and can phase through walls, which is neat.
@unseenentity7085
@unseenentity7085 2 роки тому
In TF2 each character has two models: a full character mesh and their view model. both are rendered in game as 3d objects just like the characters, projectiles, and terrain, but the view model is only visible from the first-person perspective, and it renders over everything else but the HUD. I used to turn-off the view model and render the character mesh in first person because it freed-up my POV and could also help me get a feel for where my hitboxes were at.
@getshrekt6933
@getshrekt6933 2 роки тому
it was also used as a feature for the vr mode that was in the game a few years ago
@vidiottheowl2825
@vidiottheowl2825 2 роки тому
that's a really neat trick. how do you do it?
@getshrekt6933
@getshrekt6933 2 роки тому
@@vidiottheowl2825 wdym
@zeniththetoaster9712
@zeniththetoaster9712 2 роки тому
@@vidiottheowl2825 I'm used to command for a while but I've got to go check to see what it was. I will get back to you
@zeniththetoaster9712
@zeniththetoaster9712 2 роки тому
@@vidiottheowl2825 set cl_first_person_uses_world_model to 1 in the console, it Can be used on any sever and is 0 by default.
@BlueHarrier
@BlueHarrier 2 роки тому
2:30 I was going to throw a theory on the matter, but turns out that it has been already covered, so here's another clarification. If you remove the z reading or writing, it would affect the polygons of the weapon itself rendering over each others in reversed calling order, so to achieve this effect, it's probably clearing the depth buffer of the scenary before rendering the weapon without disabling the depth reading or writing. Another clarifiaction in 2:50 is that only raytraced bullets are shot from your eyes, however proyectile type bullets (like Lucio's example) are actually coming from the weapon, but using a raytrace from the eye's perspective to calculate the direction of bullet so it hits where you're aiming to. This is better explained in Shounic's video about the rocket launcher, I recommend watching it out.
@Thornskade
@Thornskade 2 роки тому
Overwatch doesn't do this like TF2. Although it looks like the projectiles are coming from your weapon, they do actually come from your eyes. So it basically shows a fake projectile path to the player who's firing the weapon.
@RoyaleNoir
@RoyaleNoir 2 роки тому
What valve does is scale the depth range of the renderer to 0-0.1, so if you had level geometry close enough it clips through your camera, it would also clip through the viewmodel
@blinkachu5275
@blinkachu5275 Рік тому
@@Thornskade That's wrong, Overwatch only uses eyes for hitscan, projectiles are 100% coming from the gun itself. It's why if you're standing in front of a wall and shoot as Pharah for instance, the impact is where the gun's tip is.
@Thornskade
@Thornskade Рік тому
@@blinkachu5275 That was 100% not the case when I played it.
@vpswede98
@vpswede98 2 роки тому
2:47 "Does this mean i can shoot through a wall" Arma 3, I believe they use one camera, but the gun does not interact with certain walls as it should, if there is a thin sheet of metal you're able to stick the barrel of your gun through and shoot without having the penetration damage penalties. Same goes for floors of buildings and most other thin walls.
@starchaser2053
@starchaser2053 2 роки тому
Escape from tarkov actually calculates the bullet direction from the barrel of the gun. Not sure if you can shoot through walls like Arma but its cool to think about
@PeacecrabVal
@PeacecrabVal 2 роки тому
Basically in order to draw a mesh on the screen its vertices are multiplied by 3 matrices. One to move it to where it is in the world, one to then move that location relative to your camera, and then one to transform that relative position into a position on your screen. That third matrix is called the projection matrix and it's what simulates depth perception by for instance making objects smaller the further they are, and it's calculated according to a desired FOV. So, rendering a viewmodel with a different FOV on one camera is as simple as calculating a projection matrix for a specific FOV and sending that to the weapon model instead of the regular projection matrix the camera will use with its FOV.
@qreeves
@qreeves 2 роки тому
Smart and beautiful. This comment is underrated, I wouldn't have wasted time writing my own if this was further up the list.
@NeovanGoth
@NeovanGoth 2 роки тому
Perfect answer!
@Waffle4569
@Waffle4569 2 роки тому
Exactly this. We think of every object in the scene having to receive the same camera matrix, but absolutely nothing stops you from changing the camera for each object.
@AlexTuduran
@AlexTuduran Рік тому
Yep.
@Rome101yoav
@Rome101yoav Рік тому
I love your reply because it's really smart but I hate that game design has so much linear algebra in it because I'm really not.
@WhiteDragon103
@WhiteDragon103 2 роки тому
To be honest, I really do appreciate it when FPS games make an effort to make the gun physically real and not in a separate layer; it avoids collision, bullets come from the gun's tip instead of your face etc. StarCitizen did a lot of neat things with this.
@AlexProGear
@AlexProGear 2 роки тому
I think it's more about the game design rather than implementation difficulty. Imagine scenario where you're hiding from your enemies behind boxes, stand up and shoot into the box because your weapon is too low. That would be really frustrating! Devs could implement animation for character to raise hands, which would kind of solves the issue, but how high does the character need to raise his hands? And what if the enemy under crosshair is also behind some cover? Now that I think about it, maybe it IS about implementation difficulty... Too much effort for no practical use? Projectile weapons, on the other hand, tend to shoot from the weapon tip, like the rocket launcher from TF2. And yes, that means that when you're behind some cover it's easy to shoot on the right side but hard on the left - you have to peak further to not shoot into the wall, since default settings imply right-handed player model. Although, there is a special rocket launcher called Original, which is in the middle of the screen like weapons in *original* Doom games :D
@diegopugaquintanilla4344
@diegopugaquintanilla4344 2 роки тому
@@AlexProGear yeah, like it's neat when it's implemented but it can really hinder a game if it was not designed for it, for example, CSGO would be literally unplayable if bullets came out of your gun
@WhiteDragon103
@WhiteDragon103 2 роки тому
@@AlexProGear An alternative could be to use a camera-centric shooting mechanic, where bullets come from your face, but the character adjusts where his gun is held to satisfy (as best it can) the constraint that a light of sight must be established between the gun's tip and the visible point under the crosshair. This would cause the gun to move around the wall or ledge, and would look a bit like the gun is blind firing around a corner, switching handedness when appropriate. It would all be cosmetic and not affect the gameplay but would create the look of authenticity. It'd also communicate effectively to other players that - because their gun is visible and pointed at you - they are able to shoot you. Could also add another constraint to prevent the gun from obscuring your line of sight. I think it'd be pretty sweet if a game implemented a system like this, where the character moves his weapon dynamically and adaptively to his cover like some sort of movie! Sure, it'd be hard to implement, but it is important to move the art form forward
@Acidicheartburn
@Acidicheartburn 2 роки тому
@@AlexProGear You need to play Insurgency: Sandstorm and see how they handle it.
@KhrisMiddletonFitnessOfficial
@KhrisMiddletonFitnessOfficial 2 роки тому
Far Cry has always been great at this.
@Mandude4200
@Mandude4200 2 роки тому
I love how this illusion completely is ruined when it comes to mirrors, as in you can see the mirrored model clipping through the mirror even though you aren’t, I remember discovering this when playing hitman III, even though you don’t look like you’re clipping through the mirror Your mirrored self definitely is
@lm9029
@lm9029 2 роки тому
The illusion also kinda breaks when you compare to thirdperson. Usually the viewmodels make it look like you hold a gun in front of your face, while the character model usually holds it around the waist.
@polar1991
@polar1991 2 роки тому
Yeah I literally implemented all of these 6 months ago. I do use only one camera though. I use a special material on my gun and arms though.
@Tinkerer_Red
@Tinkerer_Red 2 роки тому
TF2 Can make use of a vec4's quaternions to distort the rendered object to appear as if the fov is being changed, where in reality it is being stretched/skewed through the 4th dimension.
@wombatowo
@wombatowo 2 роки тому
I like your funny words, magic man
@slimeyar
@slimeyar 2 роки тому
@@wombatowo at least it is not some make up word lol
@temporaryname4121
@temporaryname4121 2 роки тому
classic valve
@RoyaleNoir
@RoyaleNoir 2 роки тому
Source does it by changing the perspective matrix to have an fov of 54, no funky quaternions involved
@DasAntiNaziBroetchen
@DasAntiNaziBroetchen 2 роки тому
I have no idea why you're mentioning quaternions. Quaternions are for rotations, not distortions. "A vec4's quaternions" wtf does that even mean?
@polar1991
@polar1991 2 роки тому
Games like call of duty and over watch Also scale the screen differently. When you make the screen wider it snaps the gun to that side of the screen.
@frostsoul4199
@frostsoul4199 2 роки тому
there's a game i've been playing recently that actually does FOV differently than most called Stalker Anomaly, where instead of your gun being rendered like in most other games, the weapon is instead considered a part of the HUD. and there's a second slider in the game that changes how close or how far it is from your face called the HUD FOV slider.
@StoreMilk
@StoreMilk 2 роки тому
2:16 tf2 allows the arms to stretch in the 2nd camera because the view model is an actual model that other players can't see so when that view models fov is increased it stretches the model
@kwan8247
@kwan8247 2 роки тому
Woah first time I saw your videos I was with the mindset that this is a small time youtuber, now you’ve blown up quite a bit. Keep up the good work!
@garbaj
@garbaj 2 роки тому
thanks! the growth in the past few months has been incredible
@CapitandodleR
@CapitandodleR 2 роки тому
This whole channel really blew up in popularity these couple of weeks haha Always nice to see more gamedev videos like these.
@aatsiii
@aatsiii 2 роки тому
Well done on your previous video. Never seen your channel but gaming stuff pops up in my feed and you got lucky. I don't even play fps lol, but it's interesting.
@jamesalbus7991
@jamesalbus7991 2 роки тому
1:54 woah, ive been a game dev for like 2-3 years now and ive never thought of that! thanks for the video dude, it really helps :D have a great week!
@sznio
@sznio 2 роки тому
2:24 I think you have to go beyond thinking with high-level abstractions like cameras. I'm not an shader whiz (never written one in my life), but this is how I think it could work 1. Render the world as usual 2. Swap the projection shader for one with a different FOV 3. Flush z-buffer 4. Render the gun with otherwise same procedures except the swapped shader.
@colly6022
@colly6022 2 роки тому
TF2 probably subtracts the main camera's projection matrix from a project matrix of whatever FOV the gun is supposed to render as, and then multiplies the vertices of the gun by the differential projection matrix. Originally I assumed TF2 just applies the intended FOV matrix to the mesh instead during rendering, but I'm pretty sure that would be hard to pull off without weird stretched reflections.
@RoyaleNoir
@RoyaleNoir 2 роки тому
It's just swapping out the projection matrix / clearing the depth buffer between draw calls. Source's rendering system is still very much designed for fixed-function hardware where operations like that would be costly
@colly6022
@colly6022 2 роки тому
@@RoyaleNoir oh huh, so i was more correct with my initial guess
@Evanz111
@Evanz111 2 роки тому
Dude, all of your videos consistently appear at the top of my recommended and I’m not even subbed (I’ll fix that now) - your SEO must be crazy impressive, and congratulations on the success! They’re always a delight to watch.
@AlexEatDonut
@AlexEatDonut 2 роки тому
For the TF2 viewmodels, there is basically a giant viewmodel rendred in front of your character. No one else sees it but you. They are actually shown in this video if you want to see how it would look like in thirdperson. ukposts.info/have/v-deo/enGkYaafbqKi0nU.html Because they are rendered in 3D changing the viewmodel fov just moves the viewmodel away from the player.
@EmApex
@EmApex 2 роки тому
This isn't quite right, it causes warping on the viewmodel indicating that an FOV change is actually taking place. A better example for this is in CSGO (same engine as TF2) where you can change the viewmodel X, Y, and Z position as well as the FOV - the FOV isn't just moving the viewmodel, it is actually altering the FOV of it. I have no idea how that would work myself though, I'm sure someone else can explain it
@heliusuniverse7460
@heliusuniverse7460 2 роки тому
@@EmApex it uses a vertex shader to distort the viewmodel depending on its fov
@EmApex
@EmApex 2 роки тому
@@heliusuniverse7460 ah, thanks!
@randomcatdude
@randomcatdude 2 роки тому
@@heliusuniverse7460 likely doesn't even use a special vertex shader. Most likely, they just simply pass in a different perspective matrix when the viewmodel is rendered. It's that simple.
@qreeves
@qreeves 2 роки тому
@@EmApex We use something called view and projection matrices, which is just fancy 3d renderer speak for changing the math that interprets it on the fly. It's all still done in the same pass, but we can change how certain things render in that space by changing the math that applies to it.
@waaave564
@waaave564 2 роки тому
i believe that in tf2, the game renders 2 separate models: world model, and viewmodel. your viewmodel looks much more different then your world model. they don't use two separate cameras or layers.
@daveface69
@daveface69 2 роки тому
In Goldsource/Source-speak, viewmodel is the first person model, world model is the third person mesh. It doesn't relate to how the first person view model is rendered.
@garbaj
@garbaj 2 роки тому
Yes, I’m aware. But how are you able to change the fov of the view model separately without a second camera?
@notalostnumber8660
@notalostnumber8660 2 роки тому
@@daveface69 Fun fact, you can use console commands to use your world model in first person. It's most likely going to clip your head into your camera, but it sort of works and shows how others actually see you
@USSMariner
@USSMariner 2 роки тому
@@notalostnumber8660 In TF2, the implemented this to try to accommodate future VR support, but it also makes it easier to aim certain weapons like the Huntsman, as your perspective now accurately sees where the arrow is coming from in relation to your position, making arc estimates better.
@Orincaby
@Orincaby 2 роки тому
@@notalostnumber8660 oh shit don't tell the csgo players or they'll get OW banned
@ABaumstumpf
@ABaumstumpf 2 роки тому
For the first-person view to render independently from the normal
@KaletheQuick
@KaletheQuick 2 роки тому
With the two camera FOVs you can adjust the gun one so your gun looks nicer. I remember back in the days of Counter Strike modding people would make their guns scale up towards the front so they would look nicer. It's more noticeable on longer guns. Just another thing to tweak to dial your game in :)
@coffee0093
@coffee0093 2 роки тому
I heard the special trick in team fortress 2 is there is an invisible pair of arms with the gun that float around the game world along with the player models, but they're only seen by the specific player or spectators
@annaw.1951
@annaw.1951 2 роки тому
You can render the gun model on top of everything without using a 2nd camera by clearing the Z buffer after rendering the scene, but before rendering the view model. Likewise, you can manipulate the FOV of the scene and the view model independently by clearing the Z buffer and then swapping out the view matrix. In my own projects, I use the same trick to render the skybox: it's actually a 1x1x1 cube around the camera, but I clear the depth buffer after rendering it, and so the rest of the scene simply gets drawn on top of it. This allows me to use the same layers for the skybox and view models, and in turn saves on graphics memory and only requires a single pass on the post-processing shaders. This also makes it much easier to keep the lighting seamless, as you've mentioned. You can drive this even further by doing multiple geometry rendering passes with different near and far Z clipping planes, clearing the Z buffer between each pass, to get a crazy high depth resolution. I'd be willing to bet that games that need very far render distances, such as flight simulators, employ this trick to render the world far away while still maintaining good detail up close. Of course, to do this sort of thing, you need direct access to the graphics library you're using (OpenGL in my case). If you're using a ready-made game engine like Unity, your options may be more limited.
@Flonednb
@Flonednb 2 роки тому
Speaking of the TF2 FOV case: there are no such things as cameras in computer graphics. In order to draw something "from a camera view" we build a view matrix that will translate every object (specifically every vertex) from world space (your usual coordinate system) to view space and we do that in the vertex shader for each vertex. To handle FOVs we use a projection matrix. I'm not a professional graphics programmer (just a beginner) so I might be incorrect, but in order to have 2 FOVs (one for the world and one is for the gun/hands) you just have 2 projection matrices. First, draw world stuff, then disable depth test and draw gun/hands with the other projection matrix (that includes a different FOV). So, only one "camera", just different projection matrices. If we would again speak about the cameras then we might say that TF2 is using 2 different cameras (each having a different projection matrix). In my small engine, which I'm developing for educational purposes I only have 1 camera, you can't have multiple cameras, but you can always use another projection matrix in the vertex shader to handle this kind of stuff, so there you go: only one camera but different FOVs. :)
@garbaj
@garbaj 2 роки тому
ah, that makes sense. I figured there was probably some semantics involved with the whole 1 camera vs 2 camera thing. Thanks for the insight!
@favkisnexerade
@favkisnexerade 2 роки тому
No such thing as matrix in computer graphics, its just 16 floats stored sequentially in RAM. What we do to create matrix is sending a uniform to GPU through PCI.
@derpythean-comdoge8608
@derpythean-comdoge8608 2 роки тому
VR players: is this some kind of flat screen joke that I’m too immersed to understand?
@unfa00
@unfa00 2 роки тому
Wow, congrats on your hit! :)
@serbiancow6918
@serbiancow6918 2 роки тому
you have to be my favorite youtuber,hope you hit 1 mil soon:)
@theskiesahead795
@theskiesahead795 2 роки тому
I remember the days I would fight Saxton Hale as a demoman with 130 fov. I had grown use to have 1 meter long gapes between my arms and my body.
@BleachWizz
@BleachWizz 2 роки тому
i like how gunz: the duel works. it shoots a ray or projectile from the barrel to where the crosshair is pointing to the screen, which means often the gun is shooting diagonally. Still there's a trick where you can get the crosshair on an enemy behind you by looking almost straight up and shoot him.
@ammoburgeryoutube
@ammoburgeryoutube 2 роки тому
Great video, bro
@redwastaken3363
@redwastaken3363 2 роки тому
About Apex, legends like gibby actually move at the same speed as everyone else but the effect applied to FOV while running and his animations are different enough to feel much slower. I think its interesting how they worked around movement breaking immersion without actually changing gameplay and I thought you might, too.
@garbaj
@garbaj 2 роки тому
I hate how slow Gibby's animations feel. I've died way too many times because I couldn't tell if I was walking or running
@raosthegray7090
@raosthegray7090 2 роки тому
Honestly just commenting purely cause of the little tid bit at the end talking about how he said that to boost engagement, it was super genuine and also made me giggle, good job
@jackmcslay
@jackmcslay Рік тому
I've also seen some Quake mods in which the weapon model is tiny and put very close to the camera, such that you can have a vary large looking weapon that doesn't clip through the level
@yh_hat_trick491
@yh_hat_trick491 2 роки тому
The problem is that you're thinking of Cameras as actual objects when in reality they just describe how to transform the scene in the shader code. It's alot of complicated math but the camera holds a few transformation matrices that describe how to place objects in the world, their lense FOV, etc. At the end of the day it has to transform it from that world space into what I believe is clip space (although I may be mistaking it for NDC, Normalized Device Coordinates). Which is essentially what graphics API's like openGL work in. Your actual screen coordinates are represented from -1.0 to positive 1.0 on all 3 axis. This is what is actually put on screen.
@sourestcake
@sourestcake 2 роки тому
Yeah, clip space is correct. It's where things end up after the projection matrix and perspective division. I've only used OpenGL and Vulkan, so i don't know if DirectX has a different term for it.
@yh_hat_trick491
@yh_hat_trick491 2 роки тому
@@sourestcake nah it's the same concept there.
@falxie_
@falxie_ 2 роки тому
I really like how Tarkov handles the gun clipping issue, I'd love to a technical explanation of how they do that
@frempass3309
@frempass3309 2 роки тому
ill try these tricks while creating my game.Thanks!
@Sebal007
@Sebal007 2 роки тому
Regarding seperate Weapon FOV: Til a model is rendered, it goes through several matrix calculations to transform it from model to world to view spaces. It's possible to render each model with a seperate chain or to calculate a matrix that counter transforms the FOV of the camera and have it look not distorted. So it means the model gets distorted in a way that counter distords the distortion imposed by the FOV. And then there are things like panini projection which avoids some distortion in general.
@jackmakmorn
@jackmakmorn 2 роки тому
Very informative once again, thanks ☺ ... and to boost the vid as wished: "Whaaaat, a separate universe?!" 😃
@shivanshsrivastav9037
@shivanshsrivastav9037 2 роки тому
Great video, as always
@IDontDoDrumCovers
@IDontDoDrumCovers Рік тому
you need to do 2 series on fps map design, one for single player and one for multiplayer
@MekaniQ
@MekaniQ 2 роки тому
Damn, I love these videos!
@chaohord
@chaohord 2 роки тому
I mean honestly, that tiny bit of sway really does do a LOT to make both the gunplay and movement look way more satisfying
@benthomason3307
@benthomason3307 2 роки тому
On time while I was playing borderlands 2, one of the other guys in my party had a glitch that allowed his viewmodel gun to manifest to the rest of us, without removing the gun his character model was already holding. The two guns were always near, but they were rarely even close to overlapping. It was quite the experience.
@coregod109
@coregod109 2 роки тому
In Source games like tf2 and csgo you can have a config for your viewmodel lots of players have custom commands set up to get it just the way they like its not modifying the fov its actually shifting and moving the models and to keep things from clipping the same trick is used where the viewmodel has the highest priority The freedom this gives players is ultimately the best option cause you can run 120 FOV and bring back the normal viewmodel with the right config so it looks like the standard or run 70 FOV with you gun a mile out in front of you
@dayeed
@dayeed 2 роки тому
You can alter the perceived FOV of any object by applying a clever material with position-offsets. Certain engines (Like Unreal) don't play nice with multiple cameras/scenes, so tricks like this are handy.
@Redd56
@Redd56 2 роки тому
very well played on boosting engagement last video. very pog idea
@MilesFox92
@MilesFox92 2 роки тому
2:45 in GTA V and Online you can actually shoot through walls with long weapons (Sniper is the best) if you sprint into the wall and shoot at the right time. I think with Snipers you could also just stand right next to wall and be able to shoot through
@dotcomgamingd5564
@dotcomgamingd5564 2 роки тому
The warping of the weapon when the FOV is increased did actually occur in earlier games, such as QUAKE or DOOM 3
@KalebSDay
@KalebSDay 2 роки тому
You should make a video talking about the importance of horz and vertical hud adjustments for Ultra Wide Monitor support. Being able to see the key info in the center of the screen is essential, don't know how many newer games such as Apex and Fortnite don't support this, while Modern Warfare, Battlefield 4(--onwards) has both a Horz and Vert slider to fix this(in BF4 you can go to the user settings ini file and change the horz posistion of the hud even more that the in game slider allows if you need). Halo MCC has it to a degree by having a fixed "center" UI option to support UW, but it does the trick well enough. Luckily the next installment in the Halo series has a lot of adjustable UW support features from their recent video. Definitely should become industry standard.
@as101345207
@as101345207 Рік тому
You can also do camera/viewmodel FOV independence by doing math on your gun's shader to offset your gun vertexes to render in the fov and position you want them to.
@beardphantom
@beardphantom 2 роки тому
You don’t necessarily need a secondary camera to render specific objects in a specific way. For example in Unity’s URP you can insert render object commands at any point in the render pipeline and override the camera settings for that object. Under the hood it’s just modifying the projection matrix for those objects. Before SRP the way to do this was command buffers. When you have a custom render pipeline or custom engine you can render anything however you’d like. Game cameras in general are nothing more conceptually than convenience objects used to set up a specific rendering state/projection matrices. You can always do that manually in other ways.
@TopchetoEU
@TopchetoEU 2 роки тому
about the tf2 gun, they apply a different camera matrix to the gun than the world. a matrix describes transformation of a point in the space, and applying a matrix transformation to an object means applying it to each separate point of it. multiple matrixes can be applied one after another to an object. opengl renders triangles in so-called screenspace. screenspace is a 2x2x2 cube located in the middle of the space, any triangles outside this cube get culled. the perspectice matrix stretches the space so the further a point is the smaller it appears and the opposite. near a nd far clip are the distance at which something will go outside the screenspace bounds. applying different perspective matrixes to different objects is possible and will result in the seemingly different fov while in the same world
@sina5071
@sina5071 2 роки тому
hey man congrats for the blow up ! well deserved =)
@Kaizentry
@Kaizentry Рік тому
I literally got called a hacker just because "I shot him through the wall!" and I'm like "It's just the head camera."
@bobbymorelli9763
@bobbymorelli9763 2 роки тому
about 3:05. in destiny 2 certain weapon ornaments can increase the range of a weapon. You can look this up specifically the "Chaperone" gun ornaments. I think this is because the bullets must come from the barrel in destiny 2 because there is sometimes 3rd person perspective.
@KillerManxp
@KillerManxp 2 роки тому
Using shader parameters to define different perspective matrices, you could still use the same camera matrix (also known as a view matrix). It should work as long as the perspective matrix isn't directly tied to the camera in whatever engine it's being done with
@sikliztailbunch
@sikliztailbunch 2 роки тому
I remember Blood 2, where your playermodel and gun model was actually supertiny and close to the camera for a similar effect
@Schmidt54
@Schmidt54 2 роки тому
The shooting from the eyes was quite famously adressed in BF4. When the game was new, people headglitched a lot and that made players angry, because it was clear that the buttlets were shot from the head, while the torso and the gun alike were behind cover. They patched it and made the bullets come out of the torso on gun height, so that seeing the enemy would not mean being able to hit the enemy anymore.
@MengLinWu
@MengLinWu 2 роки тому
It’s pretty simple to scale weapon fov independently if the weapon has its own shader. In the weapon shader’s vertex program, scale down the projected, camera space x and y coordinates. If you scale them down 2x then you zoom out on the weapon 2x.
@iakonasisler4808
@iakonasisler4808 2 роки тому
I've noticed in games like Rainbow Six that even your character is on a different layer because if you lay down on your back and slide towards a wall or makes your body look tiny
@spudd86
@spudd86 2 роки тому
FOV is just part of the perspective transform matrix, so you render the world and then change the perspective matrix, turn off the z-buffer test (or just clear the z-buffer if your gun model won't look right without it), and render the gun.
@qreeves
@qreeves 2 роки тому
As the developer of a FPS game, I'll shed some light here. What's going on most of the time isn't that there are two separate cameras or layers or "universes". There's usually only one render pass where most of this stuff is happening, but what happens is that prior to rendering the "avatar", we change the view and/or projection matrices. Changing the matrix and the render options for the model allows us to set a fixed FOV and change the Z-depth ordering compared to everything else. It's still actually there in the world along with everything else. In the game I develop, I actually have a penchant for "physicality", so everything is a projectile that comes from the gun muzzle. To make this work correctly, we project from the eyes down the muzzle to check if the space is obstructed.
@chrisbengtson6887
@chrisbengtson6887 2 роки тому
As a filmmaker, I use greenscreen a lot to composite shots together, but I've always wondered what it would be like if the foreground footage was shot with a different lens than the background footage, with two different focal lengths. I had no idea that's effectively what lots of FPS games are doing when they add an FoV slider!
@vinegarlegate24
@vinegarlegate24 2 роки тому
This is definitely me when I'm boosting the video engagement
@InvaderMEEN
@InvaderMEEN 2 роки тому
One thing I also noticed is that a fair number of games have certain parts of the sights be another layer on top of the gun viewmodel. This is especially prevalent in games with EOTech sights (commonly referred to as holo sights). I remember one time Apex Legends' servers were so borked that when I would ADS, the viewmodel would move appropriately but the actual reticles, and even _parts of the iron sights_ wouldn't render, making it absurdly difficult to aim.
@doctortwilight
@doctortwilight 2 роки тому
In GTA 5 (even though it's mainly a third person game) the bullets do come out of the gun, specifically the tip of the barrel. So if you run quickly with an aimed long weapon (for example the heavy sniper rifle) you can clip the barrel through a very thin wall to shoot through it.
@5volt793
@5volt793 2 роки тому
changing FOV is an alteration to the camera frustrum(aka the VP or view-projection matrix, which is a 4x4 matrix that defines the transformation required to translate from world space to screen space) which is a key aspect of 3d rendering. My guess would be that TF2 has a seperate VP matrix for the viewmodel which can be changed independently from the rest of the scene. This is still different than using render layers as the latter consists of rendering 2 complete frames and compositing them, whereas with just 2 different VP matrices, both the scene and viewmodel are rendered in the same frame, but the viewmodel is just using a different world transformation. It's probably done this way to combat the exact problem you mention with the gun stretching if the scene FOV changes.
@billclinton4913
@billclinton4913 2 роки тому
2:35 you can mess with thr transform matrix of the gun in a very specific way, to apear like its fov is changing.
@Fezezen
@Fezezen 11 місяців тому
I suppose you could have a separate shader to render the gun, and supply it the same info as the main camera, but also give it some sort of secondary perspective matrix which multiplies with the camera's normal perspective matrix to get a "corrected" perspective. But I don't know if the math there works out.
@CathodeRayKobold
@CathodeRayKobold 2 роки тому
In source engine games like Team Fortress 2, the viewmodel is projected onto a plane directly in front of the camera. You can see this by noclipping very closely into some map geometry--the viewmodel plane will clip through the wall's geometry slightly before the main camera plane does.
@hamac6156
@hamac6156 2 роки тому
I love you and your content. This is all i am interested about
@flamingscar5263
@flamingscar5263 2 роки тому
in tf2 the viewmodel of the gun is a physical client side only model that is positioned to follow the camera, you can actually change this model out for the world model with toggle cl_first_person_uses_world_model 1
@johnstreeter3097
@johnstreeter3097 2 роки тому
In takeover the bullet comes from the gun, that is to say that if you are brushed up against a wall the shoot the bullet goes to where the barrel is and not where you are looking, so that is like super attention to detail
@kajixdn
@kajixdn 2 роки тому
2:45, in GTA 5 you can actually shoot through walls but only in third person and you can't be aiming down the sight or scope of your gun but I'm not entirely sure about that last one, it might only be the case for the sniper since using it while scoped in changes where the bullet comes from as it switches you to a first person perspective.
@MildMisanthropeMaybeMassive
@MildMisanthropeMaybeMassive 2 роки тому
_The Darkness_ for the PS3 was the 1st FPS I remembered the protagonist moving the gun out of the way when bumping against a wall. I remembered it blew my mind.
@geovannyclaro3294
@geovannyclaro3294 2 роки тому
some stuff that happens in a lot of third person games, in the rigth angle you can shoot behind walls cause the game just check the dot in the center of the screen, it is something that i abuse a lot in games to shoot in cover
@micklarkins6429
@micklarkins6429 Рік тому
Professional game dev here -- another method that we use is transforming the actual geometry of the gun (and the effects) to "counter-warp" the game scene so that as the FOV changes in the world, the gun is being warped precisely oppositely so that it remains the same. In Paladins, we did this directly in the Render Transforms of the mesh's components and effects. In our newest game, Starsiege Raiders, we are doing this with a shader and using a technique called the Panini projection. This allows us to render geometry in the "foreground" when there is no render layer available and also "counter-warp" the distortion as the world FOV changes.
@MythicTF2
@MythicTF2 2 роки тому
I could be wrong about this but with source games, how it works is the first person viewmodels are just models that are drawn in front of the camera in the game world physically that are just set to hidden for every other player. The viewmodel FOV doesn't change a camera but warps the actual model itself.
@phloxie
@phloxie 2 роки тому
at 2:25 I did this effect with a material instance and a world position offset texture that has different vertex positions for different fov's.
@Duriel181
@Duriel181 2 роки тому
You can do this with a single camera, by feeding the view models vertex shader it's own camera transform matrix with a different FOV.
@ladnewgg4151
@ladnewgg4151 Рік тому
As an exemple for the last video topic, when you shoot with a sniper on valorant and quickly unscooe, the bullet line before the first target and after it does not seem right. When you shoot at someone the ray is casted from sniper to target, but then another is casted from the impact on 1st target to 2nd (bullet go through people/ walls) which make it seems like a broken line, and sometimes very obvious. Visible especially with chamber and his ult.
@SharkFin.pppppppppppp
@SharkFin.pppppppppppp Рік тому
Coming from a Garry's mod player, the view model is a model projected in front of the camera, and they are spawnable within gmod actually. So when they want to stretch the viewmodel "fov", they just stretch the actual mesh instead to give the same effect.
@nou2950
@nou2950 2 роки тому
about the tf2 thing, in one of shounics vids he talks about how the viewmodel is its own seperate entity, only visible by the player located right in front of the player btw (sorry for bad english)
@Malidictus
@Malidictus 2 роки тому
And then you have oddities like Bungie's Oni, where bullets actually do come out of the gun but the player's camera does absolutely no parallax adjustment. As a result, you end up with "depth scopes" and a system which makes hitting anything beyond 10 paces REALLY difficult.
@gergelybukta5117
@gergelybukta5117 2 роки тому
You can change the camera and weapon fov with fov_desired and viewmodel_fov commands, or in video options
@anshsgh6092
@anshsgh6092 2 роки тому
0:18 “In many FPS games your character looks like this.” character: *bean*
@IdkWhyMyNameIsB
@IdkWhyMyNameIsB 2 роки тому
Tf2 uses a "invisible" viewmodel, that's basically only visible for the player, and when you change the "viewmodel_fov", you change the distance between the camera and the viewmodel itself. And also the bullets comes from behind of the eyes like most fps games, although some weapons are different (they come from the weapon itself, like the soldier's rockets, for example).
@GamingStepByStep
@GamingStepByStep 2 роки тому
Ah, I always wondered why my eyes hurt after a lot of gun gaming
@fishinabowl3356
@fishinabowl3356 2 роки тому
2:50 in TF2 alone, I think some of the flamethrowers can clip through the spawn doors while their shut during setup time in payload
@lesto12321
@lesto12321 2 роки тому
the trick in tf2 could be that they apply the inverse of the FOV to the gun model, so instead of using 2 cameras, the single camera "remove" the warping from the pre-warped model. But that may introduce some artifact from the double transformation
@Music7Ada
@Music7Ada 2 роки тому
2:43 Fun fact: In GTA 5, firing the sniper rifle without using the scope allows you to shoot through most types of walls.
@theeternal6890
@theeternal6890 2 роки тому
*2:35** I think they do it by warping model of gun itself so when u change FOV the gun is warped to match environment. Meaning When u change FOV then gun model is warped to make it look normal even though camera would have made it look warped like environment. This was also my answer when u asked if there is a way of changing FOV without having 2 cameras.*
@donutstudios6353
@donutstudios6353 2 роки тому
im making an fps rn that has a gun that clips through the walls, and my bullets do shoot out of my gun, not my eyes, but to prevent it from going through walls, i made the bullet generate at the very back of the gun.
@Ethereal6541
@Ethereal6541 2 роки тому
just dont do viewmodel fovs like tf2 and you should be fine with shooting through walls
@josebenavides1850
@josebenavides1850 2 роки тому
The separate FOV camera trick is used in Destiny and Overwatch too I believe. I've found it super useful for creating animations. The biggest advantage so far with having the weapon/arms FOV separate from the world is your animations and poses will match up the same regardless of screen resolution or aspect ratio. Without this separation your hard work in animations gets filtered out by scaling/stretching. What you animate in Blender or Maya is what you will see in-game so it's way faster for iteration
@erl3ndur124
@erl3ndur124 2 роки тому
You should try totally accurate battlegrounds it's a wonky physics based br where the guns are physicall objects that move on collison
I Have No Idea What's Going On Here
4:22
Garbaj
Переглядів 475 тис.
The Fatal Trap That Can Kill Any Game
4:27
Garbaj
Переглядів 541 тис.
The Devs Were Pretty Smart To Come Up With This
4:28
Garbaj
Переглядів 915 тис.
I Never Would Have Thought Of This On My Own
3:01
Garbaj
Переглядів 485 тис.
I Stole This Technique For My Game
3:35
Garbaj
Переглядів 806 тис.
The Most Powerful Aiming Technique in Existence
10:05
Struth Gaming
Переглядів 548 тис.
Sometimes, The Old Ways Are Just Better
6:24
Garbaj
Переглядів 402 тис.
AI learns to play the WORLDS HARDEST GAME even more levels
13:25
Code Bullet
Переглядів 6 млн
This is one of my favorite video game exploits
3:27
Garbaj
Переглядів 218 тис.
Sometimes...Less Is More
2:20
Garbaj
Переглядів 584 тис.
ULTRAKILL and Doing FPS Games Right.
23:11
Neat
Переглядів 136 тис.
It Starts With A Single Bug...
5:08
Garbaj
Переглядів 235 тис.
200IQ заключенный #фильм
0:57
CutTheStories
Переглядів 4,7 млн
Кто забьёт гол ? #логиклаб
0:29
ЛогикЛаб
Переглядів 3,2 млн
I Just Wanna Do Some Push Ups 👍🏻 / #minecraft
0:14
NoneSteve
Переглядів 10 млн
Майнкрафт, но я ПОЮ🎤 | WICSUR #shorts
0:55
Бискас
Переглядів 1,9 млн