For the Record: Regarding the Autoaim Mechanism
Source: http://world-of-ru.livejournal.com/3755522.html Hello everyone, an interesting post by Awasaky (IIRC he’s a supertester actually) appeared in the Ponyushnya community about the workings of the aim circle and a few other things. * * No, you didn’t take too much LSD, the video is like that. This has a reason. The author basically took two videos – real battle and the same battle from a replay and superimposed them on one another. For some reason, he did not manage to actually sync the frames, but he did it the best he could. Nevertheless, the video proves an interesting point, which is: there is a difference between the autoaim mechanism behavior when you look at the live battle (server aim circle) and when you look at the replay. The replay one is the one slightly lagging behind the live one. In order to see it properly, you have to switch the video to high resolution and preferably fullscreen. Notice one thing: in live battle, when you activate autoaim, the aim (serverside!) automaticalls sticks to the target. Then the server “remembers” that it shouldn’t do that and moves the circle back to the correct position. In replay, there is no such thing. It’s well visible at 1:22 and 1:40. The aim circle also doesn’t get massively bigger, unlike when you move it manually. As such, using autoaim, you can “steal a snapshot” like this whenever you don’t have to pre-aim. This also partially explains the “shots are firing beyond the aim circle” issue – the shots are flying correctly, the serverside reticle is just somewhere else. At cca 2:30, Awasaky is driving around with manual aiming, notice how the circle get bigger. Now, this is nothing really that new, but it’s nice to see it demonstrated on video, even though it makes my head hurt. I wonder what this could be really used for.