Open dethegeek opened 8 years ago
If you make the crosshair, say, white, then it would appear in the plane of the display screen, just like the weapon sprite, menus, status bar, and other HUD items. Which is probably too close.
I agree that the crosshair would be easier to use if it were placed at a greater virtual distance from the player. If I implement such a feature, I predict that there will be a subsequent feature request for a true 3D crosshair that appears exactly where the bullet would land. I'll probably never make that true 3D crosshair. But I might make a more distant crosshair for 3D.
Hi
I think moving the crosshair will not fully solve the issue. Moreover, I wonder how a human brain will "interpret" a crosshair 10m away, while it is displayed on t he head of a enemy only 3 meters away.
This artifact may increase problems VR produce (I will know more about than after building my headset).
Maybe you can consider a different approach. I consider the doomguy fire in a direction perpendicular to the projection plane of the camera. Maybe this would be a better gaming experience to fire in a direction built from the center of the projection plane of the camera (intersection of 2 diagonals) and the crosshair. The main challenge is probably a arithmetic problem if the crosshair is very close to the projection plane.
I'm not sure I clearly explaned my idea. If needed, I may create a sketch.
While playing Doom 2 especially MAP15, the green crosshair is not useful to aim an enemy frar from t the player.
When I fire, I fire too much on the right.
Actually, to aim correctly I have to palce the crosshair between the two images of the target (vr_mode 1 or 2).
I don't know how the player will "interpret" the crosshair placement if it has a color making it visible in both eyes.