Not that simple because they have integrated 1st person and 3rd person view, what your character does/looks is what you see, unlike for instance Battlefield, CS or COD were they have separate animations and that's why sometimes you see players shooting at you while still reloading the gun for example. This is costly to fine tune specially with movement, ARMA does it too and some people find it's gameplay a bit clunky. It's useless because they will have players do all sort of interaction with objects by hand and like this they don't have to fake with custom animations for each action I think.
Video here:
https://robertsspaceindustries.com/comm-link/transmission/15511-Sneak-Peek
That's patently
false
NO fps game has two sets of animations for first and third person. The way it works is that some legacy games
used to have different arms for the fps view as that increases the visual fidelity in that you can have arms (which holding a weapon) with over 20K polys, while the actual character (seen only in 3rd person if the game has that view, or remotely by other players if multiplayer) may only have arms with about 1K polys.
The issue with allowing the same character pov for 1st person is that you have to set the camera POV so that it doesn't intersect the character model. So if you have a fov of 60 and someone decides to change the settings set it to 90; this will break the view. The end result is that the camera will either end up inside the character model or worse.
Like all games with 1st/3rd person view, even LoD does this. We have high resolution arms for holding weapons, interacting in 1st person etc. They are completely different (in terms of polys and models) from the arms on the actual character model itself, and which other players see remotely in multiplayer.
If they are unifying the 1st and 3rd person models
now, it simply means that they are no longer using a separate model (e.g. arms) for the 1st person view. If they were in fact using two FULL character models for 1st and 3rd person - which I think is unlikely - that right there is part of the problem with this game. Everything is just a broken mess.
"visual stabilization" is just a fancy term for "
we went back and changed to how it really should be, because how we did it before was unconventional rubbish". And the removal of head bob is just a camera manipulation, coupled with physics input, depending on how they implemented it. So they disabled it. And if they were actually animating the head movement, then they also went in and removed that character "head" animation if in fact it was a separate entity.
Finally, If you ever see someone shooting at you, even though they are reloading, that has absolutely
nothing to do with models or visual stabilization. At all. It is purely to do with netcode synchronization because the client and server are not in sync.
Ben Parry knows. So he - assuming he wants to - can shed more light on how they did it, and why the change now.
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They made the very inept design decision to have the camera slaved to the character model and to have the first-person view slaved to the third-person model, as opposed to having a sensible and easily adjusted camera and to make distinct first- and third-person animations to ensure that it always works properly.
This is part of why the game isn't VR-compatible at the moment, and while there are some examples out there of how CryEngine normally cheats it, it is also not a problem that CryEngine has also already solved. They're also problems that would normally only exist in a far more complex combat sim than what SC has on offer. So yeah, it's a bit grandiose for what should be a trivial thing to change, but in best CIG tradition, they've made it non-trivial for no good reason and thus caused all kinds of very silly follow-on effects.
If they're clever, this “vision stabilisation” still just means what you think it should mean, but with them fixing the camera design first. But by that logic, chances are that they've implemented a movement mechanic to combat the regular movement mechanic, because nothing says good engineering as having two different parts of the system constantly battling each other.
Yeah, that.
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They simulate same technique used by tour brain to smooth movements when moving, the head can function as an independent part of the body like in Arma you can run straight and decouple the head and look/shoot to the sides at the same time, that is already possible in EVA and I guess it will used in the future for VR implementation.
https://www.youtube.com/watch?v=RAbtzAh5NXs
PS- Not entirely bad looking for mod of an outdated engine [big grin]
Waiiiiiiitaminute! WOT!?!?!?
...this is the part where my brain did a BSOD