absolute fucking madman saying "I'm not gonna implement this" then immediately turning 360 degrees and moon walking directly into the shit he said he wasn't going to do
That's probably a record for Anton going from "I can't/won't implement this" to "I am finally implementing this" That's surprising given how many times it's happened You're the best, Anton :>
Being able to directly interact with the optics and scops is huge, i like the slight fish eye from the lenses, you know what else is a fish with eyes, the C8 canadian carbine.
The longer I watch and play hotdogs, the more convinced I am of how this game is a benchmark in terms of firearms simulation, not just VR but in general. Anton, this is really very cool work you did.
Absolutely. As a real-life gunsmith and NFA weapons collector, I have been closely following this game for many years now. I started following when he was releasing devlog 30-something. After watching just a few of these update logs, I could already see the incredible potential this game had, if it's developer kept iterating and working on it. Suffice to say, over the years Anton has far exceeded my original wildest expectations, many times over. This game is truly revolutionary. Actually no, Receiver was revolutionary, this is paradigm shifting. This and Nobel Enterprises' "World of Guns" have literally set, and continue to raise, the bar for not only faithful but legitimately useful digital simulation/reproduction of firearms engineering and implementation (respectively). I don't even own a VR system or gaming PC, yet I religiously follow this channel and watch every development. No other "game" has continued to astound me, over and over, with it's attention to detail, proper replication of weapon handling and use, implementation of various unique weapon features, and overall just incredible verisimilitude. What other vr game can boast that it actually helps you learn transferable practical shooting skills and familiarity with the weapon platforms depicted? Some others might, but not like H3Vr does. I would honestly say this is roughly equivalent to Simmuniton or GBB force-on-force training. Obviously those have a tactile element that VR lacks, but this is much more configurable, convenient, and cheaper, since it's a single flat cost for a massive plethora of weapons systems and you can run countless scenarios as many times as you like, whenever you like, at home.
So just did a T&H with this update. Ran a MK17 with the new LPVO, and it was glorious. Going from short-range fights to basically a marksman battle at the Inclinator felt SO good. You've definitely outdone yourself this time!
I just wanna say, THANK YOU ANTON FOR ADDING DIRECTLY INTERACTABLE SCOPES! I've been suffering with streamlined syndrome for a couple years and you just dropped the cure.
Of the 2, it IS the most important one. It's the one you actually focus on, and for CQB point shooting (w/ pistols and SMGs) it's the only one you should use (similar to a shotgun bead).
Hand control for the optics is the biggest and best addition!!! Everything that has been done is always wonderful...But to be able to grab an LPVO and quickly snap from 1x to 6x is amazing!!! Thank you Anton!!!
The EM-2 looks so much better! Any chance of setting it back to 1x as on the real rifle now? I recall you made that change to make the sight more useful with the old scope system, but that doesn't seem necessary anymore. So happy with this scope update it looks amazing! Thanks for all the work you do
Would it be a good idea to make LPVOs a separate item category in T&H? Especially with the improvements to the 1x zoom I think they would serve their purpose better, and having to gamble with getting a scope that has a high base zoom would probably not make it worth trying to get one if you wanted the short range capability + magnification. Obviously there are still plenty of options for cqc targeting even if you get a high zoom optic and I can understand it not being worth the complication and whatnot but its just a thought I had, since they do differ from high zoom optics.
Given the number of obscure real-world guns and ridiculous meme guns in the game, I feel like the ability to know if a gun is real or not would be lovely. Just putting a small asterisk or something in the names of all the guns that don't exist in real life so when you go through the item spawner and check out all the weird shit, you can tell if it's a joke or a historical oddity.
I could live just fine with not having physical controls to adjust zero/dial colors, I really only wanted it on LPVO's to make it way faster to adjust. Awesome addition!
I’m glad to know that using scopes will be easier. I was not good at using scopes, so thank you so much! The improvements on EM2 and Mosin were particularly impressive.
Ohhh my god LPVOs are now the most powerful attachment you can get in T&H. AND YOU CAN FREAKIN GRAB AND TWIST the thing at a moment's notice! The *sheer versatility* cannot be beat. So twisty. So tactile. So useful. Edit: It is a bit too easy to accidentally mess your zero, though. I have to be careful when I grab and twist.
I'm loving the scope changes! The shading is super impressive. I've always had trouble with aiming magnified optics, so hopefully this will make it much easier. You know what else I've always had trouble with? The Lebel model 1886 rifle
gun idea streight out of my childhood. a bit of electrical pipe that has a rubber glove finger taped on it, and you fire peas out of it. or anything that fits the pipe
The fact you can physically adjust the zoom on scopes is a great change imho, especially for LPVOs. I’m also a fan of the new 1x scope; it just seems less obstructive than a reflex sight of the same profile.
it would be pretty cool if you created a marksmanship range where you have to adjust for wind, range etc shooting targets over dynamic ranges could add wind measuring devices, range cards, ballistic computers and rangefinders of varying technology levels.
6:33 I just got the game recently, I had no idea how to manipulate the scope settings and was trying physical stuff to do it, with the game this detailed on every other aspect of the gun, this is much welcomed... now I have to figure out how to bring up a scope menu.
Right after the previous log vid, I immediately got on h3 and tested the sights. I liked the new range menu but now I LOVE THE GRABBY DIALS, THANK YOU ANTON. That 2000m target will be hit soon!!!
im glad we now grab scopes from the base now, i think it will feel a lot better since im instinctively already kinda doing that anyways, cant wait to test it when im free soon
Hell yes, finally that FRF2 is useable. Any possibility we could see some tweaks with magazine positioning at some point? Pistol magazines in particular don't feel natural at all and the mini 14 in particular always was really strange.
I'm really glad you were flexible with the scope controls because it really takes the interactivity to a whole new level, and that's kind of what H3 is known for.
Honestly, these scope system changes seem like they’ll actually make scopes reliably usable for me, which is great - previously, if I wanted to use a gun for anything other than range shooting, I pretty much *had* to go for a red dot (if it was a rifle for longer range stuff, the Gamepoint and its magnifier were my go to).
Right when he said 'aw man i'd add actual windage and magnification rotating parts to these scopes, but the gosh darn physics calculations would be too expensive!' And then he figures out a way to do it. I swear this man sets us up for shockers all the time. Maybe one day he WILL figure out multiplayer! /s Another fantastic update, man, great work :D!
Amazing job as always! Never get bored of the game, I love it ! Just one request as a French : will we someday be able to change the scope on the FRF2? Newer versions of it allows bigger scope or a Felin scope. Btw, I love the work on the J8 😉.
You could just apply a basic gaussian blur to the material with certain conditions to bias it. Depth texture applied gaussian blur mask in the rendertexture is also relatively inexpensive for crude DoF simulation. Have that all offset by view angle and distance where the aberration should be. It wouldn't be cheap, but it wouldn't be overly expensive either.
@@AntonHand Fair enough. I've just done things like this in vr stuff myself, it doesn't cost that much if you use the right shader methods or clean implementations of graphics.blit - you don't even need to burn a grabpass for it if clever enough cuz you can implement it to the scope's rendertexture via shader, there's a lot of tricks to put on the magic show of video game rendering to appear correct to the untrained eye.
@@GenesisAria Late response, but there are several problems with that (in addition to added rendering cost) 1) The parallax setting isn't actually setting a focal distance for the scope view, since scopes aren't focused, your eye focuses the scope view. Using your eye, you can focus the scope view any distance, regardless of what your scope is set to. What parallax does is set the focal distance for the reticle, because if your target is at 300m and your reticle is focused at 100m, you can't have both in focus at once. 2) No post-process blur effect applied to a rendered image will match how image focus/depth of field works IRL. With actual DOF, a tiny out-of-focus object near the lens could be literally invisible. With a post-process blur, it would instead smear that object out and obscure your view. This matters a lot for scopes, since the main thing you want with DOF is to 'blur away' your front sight or muzzle, but a blur applied to the rendered image would do the opposite
@@olefar02 First of all, while not everyone has this feature, eye-tracking could be used to control DoF realistically. To answer 2), i disagree. It's able to emulate it extremely convincingly with just the camera's depthtexture. See KinoBokeh for example. Doing it that advanced for bokeh emulation is costly. Unless you want to path-trace everything in your scene, everything is always going to be smoke and mirrors magic tricks to visually represent the desired effect. ...I should note i was also not referring to postprocess DoF, in the user-camera, but just in the rendertexture material of the scope and sampling the main depthtexture that i'm sure is active regardless, _if it wasn't soft particles wouldn't work,_ for mapping the blur in the scope It wouldn't cost much more than just the gaussian function in the shader (though afaik gaussian can be done cheaper with blit, but the shader could also quantize it). I'm not saying it's necessary, just that it's render cost is being exaggerated.
If you're both up for it, it'd be great if you could interview Oleg for a future devlog. You mention him a lot so I for one would be interested to know more about him, his other work, his favourite piece of work in the game, etc. Just a thought!
I'm very uninteresting frankly, that'd make for a boring video lol Haven't done much outside of H3, favorite bit for it are probably these scopes, or the IPSICK/USPSAECIAL
This is so cool! Im so happy you're able to now manipulate the turrets for the scopes and all that, real great on the fly now. Would be awesome to get an update for the AUG's "donut of death" Also would be cool to have an AUG A3 with the built in pic rail scope, dunno why it click with my mind, but if it doesn't fit that also works lol
Scope nerd here, looking good! The G36 hensoldt in particular looks fantastic compared to its real one, this one has longer eye relief but that's expected for working around a VR headset and all that. I'll be nitpicky and say that the 'lateral parallax' that Anton refers to in the beginning is a little odd in its implementation, you're right that the front of the weapon moves differently in the perspective of the view lens, but this is as a result of the objective lens being the plane of observation, rather than the front of the weapon moving being the only aspect of this parallax effect. With Prisms, you're not looking through a tube like a collimator or holographic style optic. You look into the view lens, and see what the perspective lens sees (or rather a weird in-between angle). This is where prisms have their innate quirks, because if you come into a prism at an incorrect angle then you can get a weirdly offset view picture, even if you're in the eyebox and there's no warping at all. That being said, I appreciate that a 1x view would be a lot to double render and if that's the reason for it not being implemented then that's fair enough :)
You do see "what the optic sees" in this system as well. The parallax system reacts to movement up/down and side to side, but the view is still coming from the scope's lenses, so you're still getting a view forward of where your eyes are. This is more pronounced on a longer scope like an LPVO, where there's more distance between the lenses. I don't have a 1x or any prism optic to play with, but I can see the parallax behavior in my old 4x40, as well as in footage of other optics, and I'm replicating it as best as I'm able. Whether the G36 has correct eye relief or not is dependant on whether the lenses on it were correctly dimensioned by the model's artist, but it does have correct FOV and magnification at least! In my opinion it's one of the least usable scopes in the game, but that seems to line up with what I'm reading about it lol
@@olefar02 I've made a quick video of a 1x prism example, if you'd like to let me know where you'd want it then I'll put it wherever, it'll get deleted as spam if I put it here :)
@@Hobbnob_FirstPersonAirsoftHmm, maybe upload as a private/hidden vid on YT and reply with the video ID (ie. everything after 'watch?v=' in the URL)? Would appreciate it! :)
@@olefar02Sure thing, here you go :) fvtEp4nukak This is obviously an LPVO rather than a shorter prism, but the fact that it's modern and top of the line should help in demonstrating the kind of shift I'm talking about compared to red dot/holographic sights
@@Hobbnob_FirstPersonAirsoft Thanks a bunch! I believe that's more or less how this system functions as well, though our lens distortion isn't 1:1 with a real optic. Testing it out in-game I saw the same sort of 'shifting' when rotating the optic in my hand. Internally our system uses a camera roughly where the erector would be, so I would expect the behavior to be similar (though much less apparent on the prism, since it's significantly shorter). The parallax we're talking about is more apparent when moving your eye behind a static optic mounted to a rifle with a front sight on it. With parallax off, the front sight will appear glued in position and track the reticle. With parallax on, the view will move and the reticle will appear projected at distance past the front sight. It feels a lot more natural, and better matches both footage I've seen and my own experiments with placing things in front of my optic and moving around behind it. If you've got H3 and a VR setup, you can hop on the experimental branch and test it out yourself :)
Scope update is awesome, and something that was frankly needed, the optics system was not great, but now it very much is. H3 keeps outdoing itself lol.
I tested the C79 ELCAN with the C7A1 and because of the fixed stock, with the virtual stock enabled and the optic pulled back as far as it would actually be, the eye box is unusable. The only way I can get the eye relief correct is by pulling the scope halfway off the pic rail and make it clip through the carry handle. I get that it's probably because the virtual stock's "shoulder" is determined by where the headset is. Maybe a little more wiggle room for what is considered "shouldered" with the virtual stock would alleviate this?
Are "Realistic" and "Playful" mislabeled for the horizontal paralax setting? You were referring to the "Realistic" setting as optically wrong and incorrect, so I got a bit confused. 2:30
Anton, all of that is truly amazing! Can we have an option for the front sights visible in scopes to be blurred out as in real life? It would enhance the immersion tremendously 🤟😎🤟
No. Multiple focal planes is not just super expensive, but the way game rendering does DOF isn't actually realistic, so it wouldn't behave how real scope parallax does.
i wonder will there be an easier way to get the correct optic for a rifle in TnH, for example the carry handle scopes for the M16's or maybe at least get an adapter with them? that would be cool(maybe if it scanned whats in your hand like the ammo spawner does)
Great work as always! :D One thing to ask for with Take and Hold, is any potential options to have Rails and Scopes at the buy station, react to the weapon you are currently holding? Its a pain holding a MP5 or AK and wanting a scope that needs the right rail or mount!