Advertisement

Simulated Focus in a FP 3d Game

Started by October 01, 2003 06:24 PM
1 comment, last by dymetrix 21 years, 3 months ago
So what I''m thinking is that whatever the "crosshairs" are on is in focus and, by some algorithm, everything else is appropriately out of focus (read: blurrry). How could this be used in a FPS etc? My Ideas: It wouldn''t work too well if you always had to look (point the mouse) at something to get it in focus. It''s easy for us to dart our eyes about, but could you imagine having to move the mouse around in circles on the screen in order to see everything clearly. And in terms of simulation, mouving the mouse is just moving your head, while moving your (real) eyes is moving the avatars eyes. So everything should be "in focus" on the screen. Still... It might have it''s place... the effect could simulate a kind of tunnel vision, so it could be used in certain situations where the character is just getting over a drug or knock on the head or whatever. OR, what if the character was in control of some kind of camera or magnifying device that needed to be focussed. Just an idea that occurred to me in Graphics class today. If this has been done in other games, don''t flame me; let me know. That information is useful too. - Jason
I was thinking about depth of focus the other day, and yes it is possible to do this. You can do it with shaders without too much difficulty. Unfortunatly it doesn''t serve much real gameplay purpose that I can think of.
Advertisement
I believe this is used in the XBox game ''Halo'' when you use the sniper rifle - everything in the cross hairs is crystal clear whereas everything outside of it sort of blurs outward from the center.

This topic is closed to new replies.

Advertisement