Well yes, but the point of the over the shoulder camera with tilting vision is to do a good simulation of it. By pulling back our few by a few feet the field of vision of a normal person is better simulated for certain effects (more likely to notice low level things and an increased periphery).Eggo said:That's very true. But it would be impossible to simulate saccades to peripheral stimuli.rossatdi said:Unfortunately TV's haven't quite been able to represent our field of vision including periphery.
Nor games the ability to flick our eyes quickly over a variety of directions in a realistic.
Well obviously eyes & heads can be fused in controlling since the actual direction of our head matters comparatively little outside of impact injuries and so on. A single analogue point cleverly controlled, so it tips and turns as our vision would, is about as close as we need to get before VR type stuff.Eggo said:You can't do that in just about any game though; it's a constraint on how much we can actually control a simulated actor. You'd need five joysticks; one to move your eyes, one to move your head/neck in X and Y dimensions, one to move your head/neck in Z, and one to tilt/extend your head in X and Z dimensions.rossatdi said:Generally speaking if I'm running away from someone I don't turn around and back pedal to check they're still chasing me, I look over my shoulder. You can't do that in a even vaguely natural way in an FPS.
Also lots of games have something like 'press the R-stick in to look behind you', that's a classic. It's a pretty good way of pulling of the over the shoulder look.
Well yeah of course it is. But your statement about 3d games seemed to imply they all operated in a similar way to the FPS steering head type interface, which of course they don't. Obviously FP is the best interaction for shooting but other action games that require more spatial awareness (platforming, adventures, melee) benefit from the simulated periphery of the 3rd person view, especially when one stick controls movement and the other vision.Eggo said:Again, true, but just about every facet of control and data presentation/processing in an FPS is extremely unrealistic. It's all a matter of making tradeoffs.rossatdi said:Unless your spine is fused solid and your eyes glues in your skull the typical turn to look FPS stylee is very very very unrealistic.
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Also this nesting is getting hasslesome to keep editing.