Rooster Cogburn said:
Treblaine said:
Uhh, because the floating reticule (that cross in the middle of the screen) REPRESENTS what your right eye sees as the point-of-aim of your gun.
The thing is its easier to represent what the right eye sees through some abstraction rather than always show the right eye view (inherently more obscuring) and then try to represent the clearer view of the left eye.
I think I understand what you are trying to say, but when I shoot my brain doesn't create an abstraction to represent what my right eye sees and impose that over what I see while I watch a wide view with my left eye. That is not a good description of what you experience when you shoot a rifle. That's why so many people are asking if you have ever fired a rifle. Aiming down the sights in a game is very obviously a much better recreation of what it's actually like to shoot a rifle than communicating the same information to a player through means they would not experience in real life while the player enjoys a view that is very unlike the one they would experience while shooting. The whole parallax issue doesn't matter because it has nothing to do with the act of firing a rifle. That is what a 'realistic' game is trying to illustrate to the player. It doesn't matter if you can see the side of the rifle or not.
I hope that wasn't tedious to read, I felt kind of weird explaining it.
You question answers itself, why are you asking why you wouldn't ACTUALLY see an abstraction, when it is being abstract, not exactly wthe way you see it but the IMPORTANT PARTS of what you see.
And you would actually something exactly like this with the Binden Aiming Concept where there is an illuminated or bright reticule:
[yputube=NpGSKKgWWks]
This part talks about a magnified right field view but without any magnifying scope like a red-dot sight or simply dayglow front bead,then the images of each eye merges and the from post stands out as a floating reticule over the target without the weapon body obscuring the lower part of the target as the unobstructed left-field merges over the top.
This is not totally natural, but soldiers and many other shooters do in fact train to shoot with both eyes open and their left eye lookign at the target. Look at this footage of this very experienced shooter:
Though it's hard to find definitive examples of both eyes-open shooting due to how safety glasses are rightly so often used and the cameraman tends to not film where the person is facing as that's where the weapon is pointing you can't see if both eyes are open.
And there are a lot out there who encourage both eye-open shooting with all firearms:
If this is being done, how do you with a single frame represent what two fields see? With abstraction. If the right field was shown with the body of the gun obscuring the screen like a thick pillar down from the target then how do you show what the left eye see, that isn't obscured by the right eye being so close to the gun? Well you don't. You show the left eye field predominantly and represent the left-eye with an on-screen reticule.
Have I convinced you?
At the very least, how ELSE are games going to represent "both eyes open" perspective as the old "Peer through iron sighs" obscures view on screen in a way that wouldn't be if both eyes were open.