Original Post — Direct link

https://preview.redd.it/oce58kn5b7xd1.jpg?width=2560&format=pjpg&auto=webp&s=d650c84a21f5c948f33769bf94ebc1771124fe9b

https://preview.redd.it/qjtdie06b7xd1.jpg?width=2560&format=pjpg&auto=webp&s=540134542d8378639cde15271045b0d75e8fe59e

https://preview.redd.it/a7r2kg8ac7xd1.jpg?width=2560&format=pjpg&auto=webp&s=a8a89712ebc3d3d5e20dd270da4a0bc2f11b284f

Pros:

  1. It's realistic. This is what sight pictures actually look like when you're aiming with both eyes open.

  2. It makes iron sights and magnified optics actually usable.

  3. It also makes the red dots easier to use.

Cons:

  1. Might be confusing and, in the case of magnified optics, potentially headache-inducing, especially for new players coming from more mainstream shooters.

  2. It's just funny looking in general cuz no other shooter, to my knowledge, has anything like this.

  3. I'm not sure how Void implemented magnified scopes, but it could potentially be extremely annoying for them to implement this feature properly.

Some people might not want it, so I think it would be good if it could be toggled on or off in settings.

External link →
24 days ago - /u/Gruntr - Direct link

This is super cool, we actually did explore something like this early in dev (delta force did it, as per another comment here, also America's Army 2 did it), but it was super annoying to do in Unreal Engine due to how translucent materials act when they're set to opaque (normals get all f*cked up, etc). Ditto with masked materials using dithering, which would be the other option. This is also why translucent magazines are so annoying to work on.

However! We have been building our tech art team, and this could be a fun little option in the future - no promises though. Got a lot of other things on the move. Great post though.