A Sneaky Trick Most FPS Games Use - grsgames.com

A Sneaky Trick Most FPS Games Use

Garbaj
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  1. alternative title: THESE SECRETS DEVELOPERS DON'T WANT YOU TO KNOW (ENDS BADLY!)

  2. alternative title: THESE SECRETS DEVELOPERS DON'T WANT YOU TO KNOW (ENDS BADLY!)

  3. No he doesn't. He looks like a £20 skin I paid for

  4. No he doesn't. He looks like a £20 skin I paid for

  5. Then your .50 Cal sniper rifle with extended length gets smaller than a soda can, go figure 😅

  6. Then your .50 Cal sniper rifle with extended length gets smaller than a soda can, go figure 😅

  7. Actually, I think in most FPS games the gun is actually scaled-down towards the camera where from the player's perspective it looks the same but it doesn't go out as far to clip into the wall because the player bounding box (capsule) goes out farther than the gun. This is an easier and cheaper solution and also better because if you render the gun separately the shading won't match the surroundings.

  8. Actually, I think in most FPS games the gun is actually scaled-down towards the camera where from the player's perspective it looks the same but it doesn't go out as far to clip into the wall because the player bounding box (capsule) goes out farther than the gun. This is an easier and cheaper solution and also better because if you render the gun separately the shading won't match the surroundings.

  9. I like how you talk and talk and dont actually ever say anything

  10. Bro lives in a different universe went really real💀

  11. The weird part is the 3d render of the gun still clips through the wall. That could be fixed if the animators made the character hold the gun different when against a wall. You can have the character point the gun toward the sky or the ground while still having the overlay in the proper position. It would just look better from another POV. Like in Apex when a teammate walks up to you, theyd see you holding the gun differently but the player themselves wouldnt

  12. No one knows how bad this was in 007 golden eye…youd shoot the wall from 30 feet away walk up and the bullet holes were just as large as your gun. lol

  13. It is most notable in COD games when you’re looking at your teammate and their whole face is bigger than your entire arms and the gun your holding 😂

  14. Gears of war had the same problem if they didn't do it you could be shooting through walls that you couldn't shoot through and that's why they rendered the gun different from the game

  15. Little Owl Gaming - Unity3d Tutorials With Brokn says:

    thats a older trick for fps games, more often than not now, its a shader that changes render order

  16. me hiding behind a wall tryna be stealthy while my barrel is sticking 2ft out the other side

  17. 2 layers render and correct capsule with animations

  18. every fps io so tired and fkng lame. weak ass systems and workarounds that suck.

  19. PUBG aren't use this mechanism, they use a fully body render and just change camera perspectives from Third-person to First-Person

  20. In Ready or Not firearms lenght actually impact gameplay

  21. Or you can make it like Tarkov, the gun does not clip into the wall

  22. I can always rely on YT shorts to explain something I knew when I was 12 but with no technical detail or anything interesting

  23. They render the gun model in front of the geometry but that doesn't necessarily apply to the glow from iron sights or optics.

  24. So, no, your honor, I couldn't have shot him. My gun is in another universe.

  25. We also do this because first person guns are far more detailed than third person guns, and should be if you're creating an optimized game. You don't want to render insanely high-poly models for everyone's guns.

  26. I really don't like using viewmodels, so I have to do it the hard way.

  27. And, if the game was made by someone smoking crack, the lighting on the arms would be different from the real POV. I'm talking about Unturned.

  28. In some games, they give clipping consideration to the weapon models themselves.

    Take DBD as an example. As the killer, you have your separate weapon model for your pov, that doesnt exist in the actual model. However, depending the angle at which you touch a wall, one hand or the other (if it uses both hand) or both of them will move "backwards" as if the wall prevents you from having your weapon directly in front of you, making it look way more realistic

  29. that trick shouldn't have remained for decades, is 2023 and many fps still uses that, when in reality, there should be a colission box on the gun to trigger an animation of the character putting his gun pointing to the floor and pressing his hand against the wall, just to put an example, i hate the trick you mention, because many fps when you get close to a human body who is lying in the ground looks gigantic compared to your gun and hands

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