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A Sneaky Trick Most FPS Games Use




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Название :  A Sneaky Trick Most FPS Games Use
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vinceBlanket
Battlefield 5 i think i remember the gun moves away from the wall
Comment from : vinceBlanket


C3r0x
The game he shows is called apex
Comment from : C3r0x


Slade dude
My man just disappeared
Comment from : Slade dude


Nunya Bidness
i love that the comments are 1/2 unity beginners and the other 1/2 has no idea how game development works at all
Comment from : Nunya Bidness


Ryan Wu
Screw that, just call it black magic and you’re done
Comment from : Ryan Wu


stoidat daeva
the better implementation that most High-Quality games use is to scale the gun by a huge factor (like 200 times smaller than it seems) and put it in front of the camera at super close range, that way because of the perspective gun appears as big as normal and don't need the the a different render target or render pass much more optimized
Comment from : stoidat daeva


Kirby Vera Cruz
That cutout of the gun in white, i thought for a sec it was a flashbang animation
Comment from : Kirby Vera Cruz


ZodaicYT
Multiverse exist
Comment from : ZodaicYT


Whomobile
TF2 STOCK SHOTGUN
Comment from : Whomobile


isaías garcía
I NEED MORE BULLETS
Comment from : isaías garcía


Darkvidou
how tf 23 milions like for some basics knowledge bruh if u didnt thouht abouti it before, like, damn take a 2nd pair of glasses to better see the world
Comment from : Darkvidou


SynthLizard8
I think most modern FPS's the character raises or lowers their gun to compensate, even in the Far Cry series
Comment from : SynthLizard8


Christopher Buckenham photography
That’s Greenwich navel museum
Comment from : Christopher Buckenham photography


JUPITER13n
why is this gun the size of a bullet hole lol always found that weird
Comment from : JUPITER13n


Brian & Sarah Gillespie
VR doesn't have this problem
Comment from : Brian & Sarah Gillespie


gacekky1
So it's not like that at all
Comment from : gacekky1


Anik Sarker
z-index: 999;
Comment from : Anik Sarker


bladeboy
Or sometimes they make it go towards the camera more
Comment from : bladeboy


HerraQtamo
ghost recon phantoms didnt have that "problem"
Comment from : HerraQtamo


jon sponser
I was just thinkin bout this video
Comment from : jon sponser


Abel Bloodstone
It Z buffer, and with it you can control what thing will be always render on foreground, and what is on background( commonly using for sky or skybox objects)
Comment from : Abel Bloodstone


Herald
ah yes, the same method since Wolfenstein 3D
Comment from : Herald


Garcirious
oh just like real life
Comment from : Garcirious


Abhimanyu Sareen
So how do others see it?
Comment from : Abhimanyu Sareen


Asif Ansari
"EZ PZ LEMON SQUEEZY"
Comment from : Asif Ansari


Nige Jay B
Same
Comment from : Nige Jay B


Bruce Wayne
so we are a literal potato just like my aim xD
Comment from : Bruce Wayne


cdfv B3B3
arena breakout realy did a good job
Comment from : cdfv B3B3


ProtectedClassTest
so engines doesnt have z-index? lololol
Comment from : ProtectedClassTest


EVEREST VR
What game is that? The one in the canyon, looks super familiar but can't put my finger on it
Comment from : EVEREST VR


eroc
Red faction does this, but if you get a remote charge thrown on your face the gun ends up shooting it despite is being behind the gun
Comment from : eroc


PsychoEkan
now you make the gun model huge, covering 40 of the screen just to make sure you can get that sweet 30fps on your console release and call it optimizing
Comment from : PsychoEkan


Smalldemonicgremlin
When is he gonna post again lmbo
Comment from : Smalldemonicgremlin


geof
Lol bro no The can be made solid just as the character so it doesn't tear through walls
Comment from : geof


hmjahir77
so?
Comment from : hmjahir77


Carlson Bench
Tarkov
Comment from : Carlson Bench


jacob sorlie
Welcome to redmatch 2
Comment from : jacob sorlie


Gamygn
Ta em outro layer
Comment from : Gamygn


T-ReyeHD
Render prioritybrI animate with Cinema 4D and there is a thing called render composite and I can prioritise objects, whether or not they're visible to the camera or reflections That includes objects inside another object If the object inside has higher priority despite being in a cube we still see it fullybrbrbrRendering separately isn't necessary
Comment from : T-ReyeHD


Pat Baker
In rust you can shoot people through doors when your gun clips through
Comment from : Pat Baker


Jamie w
time frame live
Comment from : Jamie w


ymom11
I think that Tarkov does not do this
Comment from : ymom11


Pt Prashant Tripathi
That's why sometimes in games you can shoot behind the Wall
Comment from : Pt Prashant Tripathi


Rick Boone
Was the first game shown dods?
Comment from : Rick Boone


PraDaoX _
Tarkov: "yeah, your gun is just not goign through that wall"
Comment from : PraDaoX _


InspireRise
collision enters the chat
Comment from : InspireRise


Fireslime
look at ground branch
Comment from : Fireslime


Shantanu Biradar
this is not helping me win my comps bro whats the use of this knowledge? :(
Comment from : Shantanu Biradar


U _ T
Don't try an clip your gun through the wall, that's impossible Instead, only try to realise the truth there is no spoon
Comment from : U _ T


KokoJacK
Dead developers, stop doing that you are messing with my depth buffers on ReShade
Comment from : KokoJacK


RNS10
So counter strike is multiverse war
Comment from : RNS10


Da Big Boo
no its just told to render on the top layer so if anything, the world clips through it
Comment from : Da Big Boo


Tyler Nicolas
Now do Tarkov
Comment from : Tyler Nicolas


Theoneandmarlboroman
That's why I never clip through walls either
Comment from : Theoneandmarlboroman


Crabefeller
It is disadvantage becose you don't see your weapon peaking out when it's clearly peaking out
Comment from : Crabefeller


Zeus
Is that why my hit markers are going too to a seperate universe?
Comment from : Zeus


B Pop
EFT: 🥱
Comment from : B Pop


Jacob Lilley
This is knowledge I didn’t need to know
Comment from : Jacob Lilley


PoltergeistWorks
still waiting for a game that will be realistic in gun / obstacle handling The worst possible scenario is people shooting at you with only their head showing from behind a hill / obstacle and the famous "i cant point the gun straight down from behind a railing or a window"
Comment from : PoltergeistWorks


Mrg-Ali
d4c is going crazy these days 💀
Comment from : Mrg-Ali


Lương Trí Vĩ
So basicly he just explained a small part of 4d world dynamic
Comment from : Lương Trí Vĩ


Adawg 303
Most games you arent actually seeing the gun as it is seen from outside, it is a seperate rendering entirely There are a few games that do render your FPV actual to what is external, one of them that comes to mind is star citizen, but there are a few more However most games dont do this
Comment from : Adawg 303


Channel Name
Or you can program the gun and the person to stop at a certain distance from the wall
Comment from : Channel Name


Dan Mystro
Ah yes, game engine lore and its multiverses
Comment from : Dan Mystro


al aas
Yeah that same feature is the reason i can't understand if my gun is seen behind a corner or not
Comment from : al aas


Fizz_Zeloit Rocket
in unturned, the gun b*clips*/b through the wall and can be seen on the other side
Comment from : Fizz_Zeloit Rocket


Luis Treviño
In halo 3 you can see a very detailed reloading animation, but if you change to 3rd person in theatre mode you'll see another animation They might have done two rendering animations since the first person hands could not match the 3d model in 3rd person
Comment from : Luis Treviño


TheRyanNation
TMNT Shredders revenge is a banger!
Comment from : TheRyanNation


Limasunep Longkumer
MP40
Comment from : Limasunep Longkumer


OmerPasa3328
or layers
Comment from : OmerPasa3328


Israel dlr
what game is this
Comment from : Israel dlr


Hellgatyr
As someone who play apex legend, i can assure you the audio in this game is in another universe
Comment from : Hellgatyr


dexter
The internet is full of useless videos Here's one
Comment from : dexter


Void Magus
so layers
Comment from : Void Magus


Nothing
except pubg
Comment from : Nothing


Killer Turner
Hurtworld Shotgun
Comment from : Killer Turner


nazareno Silva
So its why my shoots hits the corner while im in cover behind it
Comment from : nazareno Silva


DavDivesIn
What about the games that lift the barrel up when you’re face to face with a wall?
Comment from : DavDivesIn


Crazy Little Testers
Ohhhhh that’s how
Comment from : Crazy Little Testers


Glitchmouse
Its called ‘’viewmodel’’
Comment from : Glitchmouse


hruaisanga chhangte
In pubg you cant aim in front of the wall
Comment from : hruaisanga chhangte


Ilyesツ k
what about fortnite?
Comment from : Ilyesツ k


Roman Genkhel
not exactly but turning off z buffer check slightly complex to explain
Comment from : Roman Genkhel


ATEEE
pubgm be like : "haha"
Comment from : ATEEE


Nahid 01
when how the Bullet or the ammo know which universe to go
Comment from : Nahid 01


rahoomeekhalid
its simple in upbge
Comment from : rahoomeekhalid


The Lentils
I didn’t need to deal with that, because I make the gun a part of the character
Comment from : The Lentils


NovaLyvindy Gaming
Still bean
Comment from : NovaLyvindy Gaming


Jack Mcslay
Another common technique is to render a really tiny gun and reduce the distance to the camera to the same proportion you reduced the gun to This way the gun stays inside the character's bounding cylyinder and doesn't clip inside walls, downside is the gun's shadows might not be rendered correctly and reflections in case of chromed guns even less so
Comment from : Jack Mcslay


wasgeht dichdasan
Dayz was always different 😂
Comment from : wasgeht dichdasan



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