Название | : | A Sneaky Trick Most FPS Games Use |
Продолжительность | : | 0.47 |
Дата публикации | : | |
Просмотров | : | 41 jt |
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Battlefield 5 i think i remember the gun moves away from the wall Comment from : vinceBlanket |
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The game he shows is called apex Comment from : C3r0x |
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My man just disappeared Comment from : Slade dude |
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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 |
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Screw that, just call it black magic and you’re done Comment from : Ryan Wu |
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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 |
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That cutout of the gun in white, i thought for a sec it was a flashbang animation Comment from : Kirby Vera Cruz |
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Multiverse exist Comment from : ZodaicYT |
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TF2 STOCK SHOTGUN Comment from : Whomobile |
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I NEED MORE BULLETS Comment from : isaías garcía |
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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 |
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I think most modern FPS's the character raises or lowers their gun to compensate, even in the Far Cry series Comment from : SynthLizard8 |
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That’s Greenwich navel museum Comment from : Christopher Buckenham photography |
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why is this gun the size of a bullet hole lol always found that weird Comment from : JUPITER13n |
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VR doesn't have this problem Comment from : Brian & Sarah Gillespie |
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So it's not like that at all Comment from : gacekky1 |
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z-index: 999; Comment from : Anik Sarker |
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Or sometimes they make it go towards the camera more Comment from : bladeboy |
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ghost recon phantoms didnt have that "problem" Comment from : HerraQtamo |
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I was just thinkin bout this video Comment from : jon sponser |
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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 |
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ah yes, the same method since Wolfenstein 3D Comment from : Herald |
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oh just like real life Comment from : Garcirious |
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So how do others see it? Comment from : Abhimanyu Sareen |
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"EZ PZ LEMON SQUEEZY" Comment from : Asif Ansari |
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Same Comment from : Nige Jay B |
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so we are a literal potato just like my aim xD Comment from : Bruce Wayne |
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arena breakout realy did a good job Comment from : cdfv B3B3 |
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so engines doesnt have z-index? lololol Comment from : ProtectedClassTest |
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What game is that? The one in the canyon, looks super familiar but can't put my finger on it Comment from : EVEREST VR |
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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 |
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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 |
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When is he gonna post again lmbo Comment from : Smalldemonicgremlin |
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Lol bro no The can be made solid just as the character so it doesn't tear through walls Comment from : geof |
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so? Comment from : hmjahir77 |
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Tarkov Comment from : Carlson Bench |
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Welcome to redmatch 2 Comment from : jacob sorlie |
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Ta em outro layer Comment from : Gamygn |
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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 |
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In rust you can shoot people through doors when your gun clips through Comment from : Pat Baker |
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time frame live Comment from : Jamie w |
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I think that Tarkov does not do this Comment from : ymom11 |
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That's why sometimes in games you can shoot behind the Wall Comment from : Pt Prashant Tripathi |
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Was the first game shown dods? Comment from : Rick Boone |
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Tarkov: "yeah, your gun is just not goign through that wall" Comment from : PraDaoX _ |
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collision enters the chat Comment from : InspireRise |
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look at ground branch Comment from : Fireslime |
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this is not helping me win my comps bro whats the use of this knowledge? :( Comment from : Shantanu Biradar |
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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 |
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Dead developers, stop doing that you are messing with my depth buffers on ReShade Comment from : KokoJacK |
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So counter strike is multiverse war Comment from : RNS10 |
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no its just told to render on the top layer so if anything, the world clips through it Comment from : Da Big Boo |
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Now do Tarkov Comment from : Tyler Nicolas |
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That's why I never clip through walls either Comment from : Theoneandmarlboroman |
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It is disadvantage becose you don't see your weapon peaking out when it's clearly peaking out Comment from : Crabefeller |
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Is that why my hit markers are going too to a seperate universe? Comment from : Zeus |
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EFT: 🥱 Comment from : B Pop |
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This is knowledge I didn’t need to know Comment from : Jacob Lilley |
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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 |
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d4c is going crazy these days 💀 Comment from : Mrg-Ali |
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So basicly he just explained a small part of 4d world dynamic Comment from : Lương Trí Vĩ |
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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 |
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Or you can program the gun and the person to stop at a certain distance from the wall Comment from : Channel Name |
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Ah yes, game engine lore and its multiverses Comment from : Dan Mystro |
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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 |
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in unturned, the gun b*clips*/b through the wall and can be seen on the other side Comment from : Fizz_Zeloit Rocket |
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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 |
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TMNT Shredders revenge is a banger! Comment from : TheRyanNation |
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MP40 Comment from : Limasunep Longkumer |
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or layers Comment from : OmerPasa3328 |
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what game is this Comment from : Israel dlr |
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As someone who play apex legend, i can assure you the audio in this game is in another universe Comment from : Hellgatyr |
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The internet is full of useless videos Here's one Comment from : dexter |
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so layers Comment from : Void Magus |
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except pubg Comment from : Nothing |
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Hurtworld Shotgun Comment from : Killer Turner |
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So its why my shoots hits the corner while im in cover behind it Comment from : nazareno Silva |
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What about the games that lift the barrel up when you’re face to face with a wall? Comment from : DavDivesIn |
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Ohhhhh that’s how Comment from : Crazy Little Testers |
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Its called ‘’viewmodel’’ Comment from : Glitchmouse |
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In pubg you cant aim in front of the wall Comment from : hruaisanga chhangte |
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what about fortnite? Comment from : Ilyesツ k |
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not exactly but turning off z buffer check slightly complex to explain Comment from : Roman Genkhel |
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pubgm be like : "haha" Comment from : ATEEE |
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when how the Bullet or the ammo know which universe to go Comment from : Nahid 01 |
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its simple in upbge Comment from : rahoomeekhalid |
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I didn’t need to deal with that, because I make the gun a part of the character Comment from : The Lentils |
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Still bean Comment from : NovaLyvindy Gaming |
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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 |
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Dayz was always different 😂 Comment from : wasgeht dichdasan |
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