10 August 2020, 16:59 | #1 | |
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Head bobbing in FPSes
Mod note: Some posts taken out of the "new amiga 500 doom like !" thread as they were getting too off-topic:
http://eab.abime.net/showthread.php?t=98654 ********************************************************** Quote:
I've been known to quite literally get sea sickness like symptoms from games that have "strong head bobbing" Oh well, it takes all sorts. And yeah, I'm just weird that way. My friend once played Tomb Raider on the PS1 with me watching and that ended with me rushing to the bathroom from how nauseous that made me. Still have it with something like 10-15% of 3D games. So I never got to complete Half Life 2 because it's weird FOV setting made me do the bathroom run as well Last edited by lilalurl; 10 August 2020 at 19:48. |
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10 August 2020, 17:54 | #2 | |
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10 August 2020, 17:59 | #3 | |
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So, err, no - not really. I have motion sickness sensitivity on seafaring boats and I can't read/watch screens in busses without feeling nauseous, but that's about it. I most often have it with certain 3D games. Doom was actually one of the first games that gave it to me (but only in a really mild form and I could mostly mitigate it by not moving too fast). --- As far as the discussion on looks of various FPS's goes, I did think Doom nailed the look quite well. On the Amiga side, I actually felt AB3D-II was really atmospheric. It may be heresy, but overall I think I like the look of AB3D-II better than either version of Doom. But it's all subjective |
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10 August 2020, 18:04 | #4 |
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^ It doesn't make me sick but I've always found this head movement ridiculous because I've never had the feeling of "running" in these games.
And even when I run in real life, I have never seen/felt my head/eyes, moving in such a way... Seriously, even when you graze the keyboard to move, the head swings (as if you were jumping on the spot) ... The only thing that this movement in Doom (and others) reminds me of are those animals that you put in the car and move their heads when the car is moving... |
10 August 2020, 18:05 | #5 | |
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***edit*** I've a new name for the floating it's called "the conveyor belt effect" |
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10 August 2020, 18:12 | #6 |
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Well, it may be odd to you, but even when I don't get motion sickness I still prefer the non-bobbing camera. Head bobbing IMHO never actually works to make things realistic because your brain is well aware you are not actually moving.
To me, it never looked like more than the camera moving up and down without any real reason. And I still hold to that even today - head bobbing is an illusion that doesn't work at all well because you know you yourself aren't moving. The results are jarring to me, removing rather than adding immersion. Anyway, I think this is one of those "can't argue with opinion" kinda things. I've certainly seen arguments on both sides |
10 August 2020, 18:47 | #7 | |
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So you're saying floating is more realistic? Ok then have it your way. I tell you what isn't realistic, running about a big fucking maze shooting monsters! Come on it's a game none of it's realistic, it's all meant to be an approximation isn't is? Splitting hairs over trivial details here. So motion to me is better than no motion. I have never once played a computer game and felt that because movement wasn't realistic I would prefer it not to be there. Last edited by rabidgerry; 10 August 2020 at 19:28. Reason: spelling error |
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10 August 2020, 19:25 | #8 |
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10 August 2020, 19:37 | #9 | |
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As I mentioned though none of its realistic. If Citadel was faster, and had some kind of motion effect, be it a little side to side or up and down it would be better I think. Oh and no annoying bumping into walls. |
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11 August 2020, 01:56 | #10 | |
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11 August 2020, 12:02 | #11 |
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Things that thankfully have been resolved:
"realistic" piss-filter, BLOOM!, slippery ice worlds, Borne shaky cam, 3rd person is a tank controller, Kinnect, Head bobbing Things that we still need to work on: Unskippable cutscene, save before unskippable cutscene, controls can't be remapped, gambling in kids games, collect-a-thon padding and fetch quests. |
11 August 2020, 12:30 | #12 | |
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Jeez I have no issues with Doom at all. And for the time I think any shortcomings it has can be pardoned. I dunno what everyone's background is here and what their levels for judging games are but I know myself and my friends still think Doom as great. None of them are really modern gamers. If you look back at any old games you are going to say "could have been better", of course you are because well standards are totally different now. I still think polygon 3d Amiga games are really good and lets face it, they are nothing compared to what was to come. |
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11 August 2020, 19:04 | #13 |
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Bobbing is ridiculous.... looked like a good idea early on in the game but now just no. When you run outside you bob up and down that much is true, but your eyes compensate for it to the point where you do not even notice it - so what are they trying to simulate in games by doing it?
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11 August 2020, 21:01 | #14 | |
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Many modern fps games are well aware of this problem and have long since found different elegant solutions. So instead of plain head bobing (where the camera is moving up and down) you've got a very slight camera tilt, but on a fixed central focal point (just like you would in real life). Other than that, most of the actual movement is conveyed to the player via his gun and arms animations. So f.e. when you run, your gun swings and moves faster and in a different angle. |
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14 August 2020, 11:31 | #15 |
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I don't really like the bobbing effect but I can understand why it is implemented in some of these early FPS games as it helps with the immersion of the sudo 3D environment. In the very least some gun animation is a must but I think in doom if you only had the gun swaying without the bobbing it wouldn't look right. I think its a case of doing what they could with what they had.
With everything staying put and the citadel floating conveyor belt effectâ„¢ it does take away from the immersion, for me anyway. BTW I'm 99% sure your character in Citadel is portrayed as flying hence the conveyor belt effect is justified. The only thing that makes me nauseous in games is a long fall. In anything from Doom to Roblox (have to play it with my son, bloody addictive at times) a long fall off any surface will nearly every time make my stomach jump as if your on a roller coaster. |
14 August 2020, 12:08 | #16 |
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14 August 2020, 12:12 | #17 |
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Might also be Mac you know
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18 August 2020, 16:02 | #18 |
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18 August 2020, 18:30 | #19 |
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Since we are talking game induced motion sickness
how about FOV ? I normally set mine to 100 |
18 August 2020, 20:03 | #20 |
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I must've been BORN to play FPS games, as I've never EVER had nausea, from any such game. I set my FOV to 90, as it should be, but if a game has altered it, like HL2, I probably don't mind so much.
Head bobbing happens in (I guess) all id Software games, but even Unreal had it too, even when you were standing still. In real-life, I've flown on commercial airliners AND DC-10s (the propeller-driven old-fashioned planes) and only on the latter did it push me, but my patient sister blocked my view of someone being sick so I didn't have to be I have also been on boats across the English Channel, bobbing, but not enough to make me heave. The only time I did throw up was when I was a little kid and we'd gone somewhere in our grandparent's car via a whole bunch of winding country lanes that went up and down, and I never looked out of the window. Funnily enough, carsickness is the only thing that has pushed me to puke. But FPS games? Naaah. Never. |
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