Quote:
Originally posted by Felix The Assassin:
My knowledge of FPS is they have failed you, but you spent lots of money to be the best. However, I got all of 'em bundled with different hardware components.
However as a trainer, I have access to a multi-million-dollar virtual trainer that "Makes" you understand realism. For once you go bonzoo and defy the rules, you must write your own obituary.
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[img]graemlins/saywhat.gif[/img]
Have you been smoking the good ore, Felix?

Or is it just me? Either way, that just went over straight over my head.
Quote:
Originally posted by Felix The Assassin:
Highly debateable poll.
If you want realism, you want head movement and bounce.
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The somewhat varied responses in this thread certainly suggests it's debateable. When i made this poll, i didn't realise how vague the question really was. But here's my take on the topic anyways.
As far as i can tell, simulated head movement is included in first person perspective games to add a sense of realism. Realism, as in the player's head (and vision) would really be bouncing all over the place if they're actually doing what their character does in the game. Here's where i disagree. In reality, nobody's vision actually dances around nearly as much as an eighties model steadycam. In fact, thanks to whatever part of our brains that processes visual data, nobody's vision should dance around at all. (there are obvious physical and mental states that provide exception, however. [img]graemlins/fight.gif[/img] [img]graemlins/1drunk.gif[/img]

) In reality, our focus of vision remains smooth and steady most of the time. So isn't the head bobbing actually unrealistic? Trying to focus your attention to constantly shifting visuals when, in reality, our sight ignores head movement doesn't seem to make sense to me. It just seems to add an element of difficulty (albeit minor) that otherwise isn't present. Realism, to me, is achieved through immersion. The closer the visuals are to what my eyes see normally, the easier it becomes to immerse.