Camera position does not correspond to the view of the character

It is necessary to report that the position of the camera of the view in the first person does not correspond to the point of view and position of the character’s eyes. This feature is a problem that affects the gameplay in several ways that are described below:

Report Link: Camera position does not correspond to the view of the character // Gaijin.net // Issues

The first-person view is placed approximately at the height of the neck. (Image 1)

Image 1: Approximate estimate of the current location of the camera in the first person (Left image) and the correct location of the camera (Right image).

The following image illustrates the problem more clearly and simply.

It becomes visible by placing two players facing each other and seeing how their points of view differ in height from each other. (Images 2, 3, 4 and 5)

Image 2: Images of players looking at each other.

Image 3: Images of players looking at each other.

Image 4: View from character “A” observing character “B”

Image 5: View from the character “B” observing the character “A”

This Inconsistency in the position of the camera in the first person affects the gameplay in the following ways:

The characters have a wrong point of view regarding cover objects such as sandbags. (Images 6, 7 and 8)

Image 6: Position of the character looking from behind the sandbag towards the horizon.

Image 7: What the player is seeing behind the sandbag.

Image 8: What the other player is seeing.

As you can see in the previous images, a player manages to see the player hidden behind the sandbag although that same player cannot see anything in front of the sandbag.

In body-to-ground or off-till positions this is just as evident. : (Image 9 and 10)

Image 9: What player A sees

Image 10: What player B sees

This problem is evident in the location of the camera in relation to the projected shadow, it is possible to notice that the position of the camera in the first person does not correspond to the height of the eyes and head of the 3D character. (Image 11 and 12)

Image 11: Shadow projected pointing.

Image 12: Shadow projected pointing.

Another place where it affects the gameplay is in the parade positions of the machine gun role. (Image 13, 14, 15, 16 and 17)

Image 13: Player A pointing at player B.

Image 14: Player B pointing towards player A. It is possible to appreciate that the first one does not manage to see the second, although the latter is seeing it.

Image 15: This image defines the height difference between the first-person camera and the actual height of the character’s eyes and head.

Image 16: Comparison of two images about the correct position of the weapon and the position of the camera.

Image 17: Another comparative image of the differences in the role of machine gun.

This same problem affects other types of roles such as snipers. (Images 18, 19 and 20).

Image 18: Comparison of the camera’s position in relation to the character’s head and eyes from the perspective of a sniper.

Image 19: Sniper pointing.

Image 20: Image edited example assembly that shows the correct position of the head and eye in relation to the point of view of the camera and position of the weapon.

All roles, including the rifleman, are affected by this feature. (Images 20, 21 and 22)

Image 20: Current position of the character.

Image 21: Comparative image of the position of the camera currently and the correct position, from the point of view of the role of rifleman.

Image 22: Edited image montage that shows the correct position of the camera in the first person, in the head-eye-arm relationship.

Now, taking into account that it is indisputable that the position of the camera is placed in another position that does not correspond to the position of the head and eye of the character, it is then exposed where it affects the gameplay to a greater extent. (Image 23, 24 and 25).

Image 23: Player leaning in inclination along the edge of the wall, the character peeking out can not see the character pointing with the weapon, but the latter can see it.

Image 24: Inclined player peeking out the window can’t see the enemy.

Image 25: Enemy player observing the player.

This scenario and other scenarios are described in the video below:

Video 1: Different tests where it is demonstrated how this feature of incorrect camera position affects the gameplay.

Conclusion: As is evident in this report, the problem of a camera position not consistent with the head-eye-weapon position, natural of the character, affects the gameplay directly and at a competitive level, since the player may not be seeing the enemy while the enemy manages to see it in various circumstances, with a notable difference between the points of view of each character, causing an incoherent It makes it difficult for the player to avoid or mitigate this problem in the various game scenarios, completely damaging the competitive gaming experience.


Left image: Incorrect weapon position. Right Image: Correct position of the weapon.

29 Likes

There is another huge problem problem:

3 Likes

yes, this is the kind of thing that needs to be fixed first.

5 Likes

It’s true.
But I think it should stay this way.
So a player behind cover don’t headglitch like hundreds of games outthere.

This way, a player behind cover to spot you, will have their head visible, making headglitch impossible.

If. They bring the camera to eyes level, the issue of “how they see me and I don’t behind that sandbag” will be present.

There is a reason you don’t see people complaining about “head glitch” behind cover.

This game did nail that issue from day one perfectly, and that, shouldn’t be changed.

2 Likes

What headglitch are you talking about?

We can always make sandbags bit higher

2 Likes

Head glitch happens on games when a player behind cover have their weapon out and can totally see the enemy and shot it

And the enemy will only see a small portion of the enemy head.

When that happen I games is called headglitch.

Since enlisted has the pov lower, this. Will never happen.

Changing the pov to eyes level, will bring this issue to enlisted.

1 Like

It happens, because shots coming from the camera, not the barrel. In Enlisted, there are fair barrel simulation, so no headglitch even with normal cam position.

4 Likes

I m aware.

And what I said still apply.

1 Like

Consider watching the full video in detail.

2 Likes

If the gun is properly positioned as shown in image 22, there would be no problem, because the shot always comes out of the muzzle of the gun not the eye. So even if the enemy manages to see through the slit of the eye, the weapon will be occluded, unless he exposes himself first before he can shoot.

4 Likes

The solution to the problem is not only to raise the view of the camera to the correct position of the eye. Much more is required, such as placing the weapon in alignment with the eye when aiming, and the slits of the sight, so that it is a head-eye-weapon alignment and not as it is currently that it is a gun-eye-neck alignment. And, of course, the shot should come from the cannon and not from the point of view of the camera.

3 Likes

hoooly fck many times i died like this and wondered why, now i know my whole head is sticking out thanks… hope theyll fix it or something, so annoying to die like this

or make it so if you look down your player model hide a little, i liked that in csgo, you hide but can’t see anything, fair enough.

9 Likes

Bump for visibility and credit for excellent detailed analysis.

The fact that this has gone unaddressed for so long, and looking back has UNDOUBTEDLY affected gameplay.

This needs fixing ASAP

3 Likes

real problem

5 Likes

That only happen when the origin of the bullet spawn is at the center of the FOV ( the camera), it is possible to program the bullet spawn to be at the end of the barrel which is currently implemented in Enlisted.

The gun model is the star of the show as a player will see it 100s-1000s of times. The reason why they place the camera at the neck area is because they use the same animation for FPP and TPP. Having the camera on the head will make the gun model smaller and positioned lower in the frame which is why they put it at the neck area.

1 Like

That’s not true. You are looking at you gun maybe 2-3 battles, then it gets boring. If you want to look at the gun, you still can use freelook or inspect it in the menu.

It’s better that I show you

Current camera position

I used the replay free camera and moved it to the head at eye level while looking at the same point.

Camera in front of the head

These are screenshots from standing idle, running, reloading or pretty much doing anything look even worst.

As I’ve mentioned on one of your posts before Enlisted and the Arma series both use the same animation and model in FPP and TPP with a free look mechanic. It worked for Arma because it is oriented toward realism, and they don’t mind about losing artistic control.

The headglitch mentioned by the original post need to be fixed. I think the easiest way to fix it without hiding the guns is to have different model for different perspective so that the camera can be placed anywhere you want while allowing more artistic control to the animators.

Would you mind elaborating on why you think the position of the gun in the frame is not important in an FPS game?

1 Like

I think, we need another vote for this, because I really like pics 3 and 4. They looks a lot more natural.

1 Like

I prefer 1, 2. To each their own, but how do you feel about my original question?

It is important.
As I said, for me it is important to be as 3 and 4, for you - as 1 and 2.
Maybe, we can have an arcade and realistic cam position options?

1 Like