How Bullets Work In Games - Loadout

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  • เผยแพร่เมื่อ 28 มิ.ย. 2024
  • From Call of Duty to Grand Theft Auto, guns are an integral part of video games, with many of the biggest gaming franchises in the world putting a firearm in the hands of players.
    Ever since 1992's Wolfenstein 3D, right through to the modern multiplayer worlds of Fortnite and Battlefield, developers have tried to create weapons that balance realism, satisfaction, and fun with what the technology of the time could achieve. But how do guns and bullet physics differ between games, and what techniques do developers use to make pulling those virtual triggers so satisfying?
    In this episode of Loadout, Dave Jewitt visits the Royal Armouries to talk to Keeper of Firearms & Artillery Jonathan Ferguson to find out the ways in which real and virtual bullets stay on target, or miss the mark entirely.
    You can check out more episodes of Loadout right here. - • How Games Are Lying To...
    You can check out our Firearms Expert Reacts series here. - • Firearms Expert Reacts...
    If you're interested in seeing more of Jonathan's work, you can check out more from the Royal Armouries right here. - / royalarmouries
    If you would like to support the Royal Armouries, you can make a charitable donation to the museum here. - royalarmouries.org/support-us...
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ความคิดเห็น • 225

  • @Whizzouk
    @Whizzouk 5 หลายเดือนก่อน +569

    Dave physically demonstrating head glitching behind the crates is one of my favourite moments in this series.

    • @charlesfreeze3997
      @charlesfreeze3997 5 หลายเดือนก่อน +20

      I actually didn't know what it was before now, I didn't care to look it up. So the physical demonstration taught me something new.

    • @pnutz_2
      @pnutz_2 5 หลายเดือนก่อน +9

      and it's not even the most extreme example, there were games where the camera (and the 'end of the barrel') was *on top* of people's heads

  • @aemaramathews272
    @aemaramathews272 5 หลายเดือนก่อน +253

    I remember when I used to play Destiny 2, there was a whole mystery about how changing the skin on the Chaperone actually affected the range of the weapon before dropoff began. Basically, one skin for Chaperone extended the barrel length of the gun model, which was discovered to add half a meter of effective range before dropoff began. People originally thought that by extending the barrel, meant that the point from which the bullet was fired was further out in front of the player, but Destiny is a game that shoots bullets from your face, like was mentioned. The actual point at which the bullet was fired was not changed. As far as I know, no one ever figured out why this happened, and realistically it only mattered for users of that gun under very specific circumstances, typically at the higher-end of the pvp community.

    • @VoxAstra-qk4jz
      @VoxAstra-qk4jz 5 หลายเดือนก่อน +22

      RIP Fallout's sanity

    • @azimisyauqieabdulwahab9401
      @azimisyauqieabdulwahab9401 5 หลายเดือนก่อน +5

      The Bullet Club

    • @Wermite.
      @Wermite. 5 หลายเดือนก่อน +15

      thank god you quit playing it

    • @LastNameInTown
      @LastNameInTown 5 หลายเดือนก่อน +5

      If I remember correctly it was the Bray Legacy ornament for Polaris that was discovered 1st in season 3 as Chappy did not drop in D2 until season 4 and Panama Ravine was season 6.
      @FalloutPlays did a vid on both as well as informing @CheeseForever as he had made a vid saying ornaments can effect the game with the Breytech and he was roasted for it in season 3. Then he got to say he was right with Chappy simply because the range/damage falloff was only 30cm on Polaris and people didn't notice it for 3 seasons.
      I am also happy you quit.. ✌

    • @infernaldaedra
      @infernaldaedra 5 หลายเดือนก่อน +1

      ​@@LastNameInTownCall of Duty is worse they use the anti-cheat to modify the plays in the game to reward streamers and whales. Devs tipoff the esports teams before making secret stat changes to special secret weapon blueprints and attachments. Not to mention the Anti-cheat system proves that they have been making real changes to PVP in real time. Meaning your bullets won't hit, will curve, or just undetectable things like changes to the latency compensation adding Ms of time to a player deliberately to get them killed in pvp.

  • @WuntaykTimmy1
    @WuntaykTimmy1 5 หลายเดือนก่อน +90

    That Ray casting transition + animation was really good! 3:13

  • @Ididitlikethis2079
    @Ididitlikethis2079 5 หลายเดือนก่อน +92

    *”Some people think they can outsmart me, maybe... Maybe... I've yet to meet one that can outsmart bullet.”*
    - The Heavy Weapons Guy

    • @Saladass-kc1hh
      @Saladass-kc1hh 5 หลายเดือนก่อน +3

      Pootis

    • @JackWse
      @JackWse 5 หลายเดือนก่อน

      Body armor? Large tree? I mean you got options.... Distance and a significant gust of wind?

  • @marduk3986
    @marduk3986 5 หลายเดือนก่อน +51

    Another interesting case is shooting in Hunt: Showdown. In this game there is no bullet drop for projectiles, but bullet velocity still exist and therefore you have a bullet travel time. So you still have to lead a target, but you are not bothered with calculating a bullet drop. So it feels like a delayed hitscan, although the bullets are projectiles.
    P. S. Also, an interesting fact that in Hunt: Showdown bullet velocities for each gun adjusted to follow the realistic numbers from that era (1890's), which is quite cool for that type of game.

    • @FOertel
      @FOertel 4 หลายเดือนก่อน +2

      I think Hunt chose a good way, Bulletdrop is almost always way overexaggerated in games that have it... In most fighting distances that happen in Hunt the bullet drop would be virtually unnoticable anyway if done in a realistic manner.
      And that is before you factor in that in reality people would adjust their sights for the distance they fight at anyway, it is simply sensible to "automate" this adjustment, while the movement of the target until the bullet arrives is something a shooter has to anticipate on their own.
      PS: And Hunt does in a way mix it too, after all Bows and Crossbows do have "Bullet"drop :D

  • @Khomuna
    @Khomuna 5 หลายเดือนก่อน +111

    Projectiles in War Thunder not only rely on these common physics based rules, but also include fuze timings and post penetration effects, not to mention most vehicles have mixed ammo belts, so one AP round may perforate a fuel tank then the following HEI round detonates on impact and sets the leaking fuel on fire. WT also features volumetric ammo, like a 85mm shell shouldn't be able to go through a pixel sized gap in the armor.

    • @captainredshirt1346
      @captainredshirt1346 5 หลายเดือนก่อน +13

      Dont forget volumetics

    • @Appletank8
      @Appletank8 5 หลายเดือนก่อน +20

      Volumetric also made it so a thin sheet of angled sheet metal completely robs all energy of your 75mm shell and turns it into digital dust.

  • @better-shotgun1686
    @better-shotgun1686 5 หลายเดือนก่อน +30

    5:39 it’s worth noting the weapons in Halo Infinite use projectiles. If you time it correctly, you can reflect a sniper’s bullet back at them.

    • @jackganger-spivak5160
      @jackganger-spivak5160 5 หลายเดือนก่อน +1

      In fact, Halo has always used projectiles for every weapon, it just has precision weapons like the BR, magnum, snipers, etc. use very very fast projectile speeds, so they feel like hitscan

    • @better-shotgun1686
      @better-shotgun1686 5 หลายเดือนก่อน +1

      @@jackganger-spivak5160 Halo 2 had hitscan. I don’t know about reach-5 though

    • @Myomer104
      @Myomer104 4 หลายเดือนก่อน

      ​@better-shotgun1686 Reach had projectiles; I vividly remember a significant delay when shooting enemies across the map with the pistol.

  • @DANNYonPC
    @DANNYonPC 5 หลายเดือนก่อน +11

    Dave is one of the biggest assets Gamespot has

    • @stevemc6010
      @stevemc6010 5 หลายเดือนก่อน

      yooo Danny!

  • @andythem320guy9
    @andythem320guy9 5 หลายเดือนก่อน +35

    I remember when BF4 eliminated head glitching. It made the game fair and more fun.

    • @JP-st9hn
      @JP-st9hn 5 หลายเดือนก่อน +2

      Ya… I was glad to see it go, even though it made me way more lethal. Its crazy how many people never figured it out.

    • @OrcinusLaryngologist
      @OrcinusLaryngologist 5 หลายเดือนก่อน

      Wait, what? 🧐

  • @vertxxyz
    @vertxxyz 5 หลายเดือนก่อน +11

    Physics-based systems are more often than not also raycasts. They're just casts that are as long as the bullet would travel that update, and are arced as much as required.
    I kinda feel like this should have been mentioned, as should have the colliders that are actually representing the scene for these physics queries. I think based on the raycasting explanation you might mistake it being directly related to raytraced rendering

    • @MDADigital
      @MDADigital 5 หลายเดือนก่อน +1

      Yepp, VR game dev here. Physics based ballistics is a bit missleading. Physics engines uses rigid bodies which do not work well with fast moving projectiles. We use the physics engine in a sense since we query it using raycasting. We cast as long as the projectile can reach in a single tick and the compensate for drag and gravity and cast again in the next tick.

    • @richardvenables619
      @richardvenables619 4 หลายเดือนก่อน

      ​@@MDADigitalI don't know much about programming, but is this to compensate for the fact that a bullet could be in front of a target in one frame, then behind it on the next, thus skipping the target completely?

    • @MDADigital
      @MDADigital 4 หลายเดือนก่อน +1

      @@richardvenables619 yeah that, plus the accuracy of the simulation goes out the door when you have small bodies moving fast. A rifle is a precision tool you want the virtual firearm to represent the real deal, you need exact control over the arc. You don't get that with rigid bodies.

  • @dcflake5645
    @dcflake5645 5 หลายเดือนก่อน +150

    Never let Jonathan leave GamesSpot. I know he's armed but still.

    • @borismuller86
      @borismuller86 5 หลายเดือนก่อน +40

      He doesn’t work at Gamespot, he just features in their videos. He clearly works as Keeper of Firearms & Artillery at the National Firearms Centre in Leeds.

    • @NickJerrison
      @NickJerrison 5 หลายเดือนก่อน +35

      @@borismuller86which houses a collection of thousands of iconic weapons from throughout history

    • @ALovelyBunchOfDragonballz
      @ALovelyBunchOfDragonballz 5 หลายเดือนก่อน +6

      Hes the only reason I watch these. I learned of Jonathan from Forgotten Weapons, so I'm happy to see him here as well.

  • @DeeVeeTV
    @DeeVeeTV 5 หลายเดือนก่อน +6

    Teased me with the H3VR mention at the beginning. Kept waiting for you to speak on it's simulation or how guns in VR obviously work different than pancake. How dare you do this to me Dave!

    • @MDADigital
      @MDADigital 5 หลายเดือนก่อน +1

      VR game dev here. When it comes to ballistics there isn't that much different. Other than the raycast origin is the actual Barrel instead of pancake that often have center of camera as origin

  • @ChicoreeChidori
    @ChicoreeChidori 5 หลายเดือนก่อน +9

    That was great to show the inner workings and mechanics of this topic. Would be interesting to have a separate GameSpot series how a game engine works, how mechanics in different game genre works and how it is realised.

  • @TugaAvenger
    @TugaAvenger 5 หลายเดือนก่อน +7

    An interesting case of realism vs authenticity. Projectiles and bullet drop feel more authentic, but travel time and drop are often exaggerated such that instant hits would be closer to reality. Though balance > everything, of course

  • @no.7893
    @no.7893 5 หลายเดือนก่อน +6

    Huh I never knew RS2 had a hybrid ballistic system. That would explain why the close range combat was always so responsive in that game.

  • @gnarcky6ix6
    @gnarcky6ix6 5 หลายเดือนก่อน +4

    This is an awesome idea for a video. Would love to see more content about how different things work in video games. Simple things like lighting, water, first person camera, gore systems ect..

  • @leifwulffstephan3725
    @leifwulffstephan3725 5 หลายเดือนก่อน +59

    Imagine every game had tarkov ballistics & projectiles 💀

    • @brokenmoon3300
      @brokenmoon3300 5 หลายเดือนก่อน +10

      simulated projectile games can be pretty annoying for players who expect a hitscan/raycast bullet, but yes

    • @marduk87
      @marduk87 5 หลายเดือนก่อน +9

      Still a bit sad they didnt touch on the ammo types and how they drasticaly change performance in games like EFT. Only a brief mention of the difference between supersonic/subsonic.

    • @Ananonymousguy-nk9oj
      @Ananonymousguy-nk9oj 5 หลายเดือนก่อน +5

      I think every game that is at least somewhat based in reality should have those mechanics, though of course that won't be happening anytime soon

    • @jackc.5271
      @jackc.5271 5 หลายเดือนก่อน +8

      Why did you put the skull emoji? How was the comment you made funny?

    • @ronmka8931
      @ronmka8931 5 หลายเดือนก่อน +2

      @@brokenmoon3300 in tarkov bullet speed is only apparent when youre shooting subsonic ammo

  • @LexieAssassin
    @LexieAssassin 5 หลายเดือนก่อน +5

    AFAIK, Halo has never used hitscan weapons, though in certain titles (*cough* Halo 2 *cough*) the rounds travel insanely fast, and thus effectively behave as hitscan.

    • @GKID7891
      @GKID7891 5 หลายเดือนก่อน +3

      Correct. It carried over to Destiny 2, almost every weapon have a projectile velocitiy of 9999 (according to Bungie patch notes released over time that fixed projectile issues at high frame rates)

    • @GenesisAria
      @GenesisAria 5 หลายเดือนก่อน +1

      I'm pretty sure they are hitscan, but they are delayed hitscan; ie there's a raycast that persists until the "travel time" matches a distance to a surface and it registers a collision.

    • @LexieAssassin
      @LexieAssassin 5 หลายเดือนก่อน +1

      No, I've watched a few channels of people who do modding stuff on the Blam! engine, and they're all projectiles. It just depends on the game as to how ridiculous the projectile speeds are. (IIRC, even the Spartan Laser is a projectile weapon. It's just the projectile is set to the speed of light.)

    • @GenesisAria
      @GenesisAria 5 หลายเดือนก่อน +1

      ​@@LexieAssassin I have source material and a gif image i made to show but i cannot find any means of showing you. TH-cam always nukes my comment. Time-delayed raycast =/= physical projectile objects; *_neither of which are instant hitscans._* Having travel time does not make it a projectile. It's still done via fixed equations. Bungie net posted a breakdown about BR change for example that broke down math used in the bullet calculations. A raycast knows where it SHOULD hit every frame, but until the game tells it by the distance; distance/velocity = time (which would be calculated every frame while the raycast exists until it registers a hit - obviously they wouldn't calculate it this way exactly, but that's the idea). Having to spawn objects then calculate their motion and constantly check for collisions as they move along trajectories is absurdly resource wasteful. They would use simpler kinematic equations instead.

  • @M0LHA
    @M0LHA 5 หลายเดือนก่อน +1

    Excellent. Love this format, refreshing. Keep up the good work

  • @Tu9ra.
    @Tu9ra. 5 หลายเดือนก่อน +7

    "How do bullets work in video games?"
    The rocket in the thumbnail.

    • @leifwulffstephan3725
      @leifwulffstephan3725 5 หลายเดือนก่อน +3

      Rocket (RPG-7 i think)

    • @DonnyDevvo
      @DonnyDevvo 5 หลายเดือนก่อน +1

      It’s still a projectile

  • @Stukov961
    @Stukov961 5 หลายเดือนก่อน +1

    To me, there's no gunplay that's as satisfying as landing a hit with the physical projectile from a Tribes spinfusor. The blue plate special reigns supreme when it comes to satisfaction.

  • @Cats-TM
    @Cats-TM 5 หลายเดือนก่อน +2

    18:35
    Also, with CS, everything is close range so it would not change much for it to be simulated bullets so it is just easier to have hitscan.

  • @chr1998is
    @chr1998is 5 หลายเดือนก่อน +2

    Still think Oddjob in Goldeneye had the most accurate gun physics for its time.
    Nobody could shoot him for being that short. 😂

  • @stamfordly6463
    @stamfordly6463 5 หลายเดือนก่อน +3

    I reckon Op Flashpoint: Cold War Conflict was probably one of the first to introduce realistic bullet drop back in 2001/2. There was noticeable drop on most weapons and distinct differences between the 5.56/5.45 weapons and the 7.62 (Both NATO and Russian/Rimmed) ones.
    It became pretty necessary considering the at the game is the first FPS I can remember that tried to simulate ranges of more than 3-400m in an open environment.

    • @85Pando
      @85Pando 5 หลายเดือนก่อน

      hahaha, 400m ... It already featured actual sniping distances, combined with e.g. an actual working scope in the dragunov that lets you estimate target size in the scope, therefore estmate the distance and determine the target point to use. with the m21 (?) you needed to rezoom to fit the target into the marker, this would set the correct distance for center aim.
      Man, I still love that game. Don't wanna play again, because I guess with the improvement in engine, looks, controls etc it's probably not as enjoyable any more, but .. man ... good times with that game...

    • @stamfordly6463
      @stamfordly6463 5 หลายเดือนก่อน

      @@85Pando I used the words "more than" you will note?
      Partly because I cannot think of a game before Flashpoint that really attempted to go beyond 1-200m let alone 300+. And partly because 3-400m was considered a realistic range for infantry combat in Cold War northern Europe.
      That last is why the rifles of the Cold War had full length barrels rather than the carbines that the M4 has made fashionable. When the fields you're fighting over are 1/4 mile across is make sense for all your infanteers to have a gun that's reliable out that far. I think that Ukraine is re-teaching that lesson.

    • @85Pando
      @85Pando 5 หลายเดือนก่อน

      @@stamfordly6463 yes, my comment was no meant to be mean.
      Just, 400m is assault rifle territory. And I have such find memories of long range sniping.
      So I'd not be comparing it to this range.
      But it's just semantics.

    • @kognak6640
      @kognak6640 5 หลายเดือนก่อน

      @@stamfordly6463 Delta Force from 1998 had bullet simulation and very large open maps. It was our go to tactical shooter until OPF came out and replaced it.

  • @mat_tamarin
    @mat_tamarin 5 หลายเดือนก่อน +4

    I like to think that the fractional time it takes a game to calculate a bullets trajectory, is the time it takes a hammer/striker to hit the percussion cap after the trigger is pulled.

    • @cericat
      @cericat 5 หลายเดือนก่อน +1

      Well in theory sure, but now think about 100 players with MGs each firing 1,200 RPM (20 rounds per second) and having to send the data to every player every frame. Things break down, it's part of why fire rates in games are often lower than IRL along with the various work arounds and netcode tweaks to reduce the amount that needs to be sent though depending on the system those tweaks also open up avenues for cheating too.

  • @Sparxcwg54
    @Sparxcwg54 5 หลายเดือนก่อน

    On the topic of hybrid systems, Killing Floor 2 uses Hitscan during "normal" gameplay, but when Zed Time kicks in, shots turn into projectiles so that the slow motion effect is enhanced

  • @oceanicalex
    @oceanicalex 5 หลายเดือนก่อน

    This was a very informative video and thank you for this game spot

  • @marcdedecker3400
    @marcdedecker3400 5 หลายเดือนก่อน +1

    Always sad when I only see one reference to Squad. That games mechanics and sound design deserve more credit. Very immersive

  • @sarsattacks
    @sarsattacks 5 หลายเดือนก่อน +16

    I remember playing Counterstrike when it was new in high school (20+ years ago) and these dudes were doing headshots with hand guns, and it was so frustrating and it felt unfair, especially with some of the more wealthy kids had higher resolution monitors. It's good to see how bullet physics have gotten better, but I do believe there needs to be a balance, because in the end, it's about the game being fun and not frustrating.

  • @xToddmcx
    @xToddmcx 5 หลายเดือนก่อน

    Jonathan saying in many ways the ammo is more important than the gun reminds me of something. I used to work with US Army artillery. And the guns were not classified (the digital fire control was). In fact one gun still in service, the M198 155mm Howitzer the maintenance engineer had gotten approval to change the whole package to Distribution Statement A, meaning it was approved for public release. You could download the whole technical data package for that cannon. But the ammunition, that was classified. Everyone knows how an artillery cannon works and what it does, but the ammunition defined the weapons capabilities in terms of range and firepower.

  • @GenesisAria
    @GenesisAria 5 หลายเดือนก่อน +2

    The UNSC guns in Halo were never instant hitscan, afaik they were delayed hitscan, with a bullet speed. If the travel down the raycast didn't reach the target before it moved, it would continue on down it's path until it registers a hit on a surface (calculated based on distance and time alive). I'm surprised this wasn't covered, as you can even calculate bullet drop etc down a dynamic raycast (by making it a curvelinear vector cast) without needing to actually spawn a rigidbody with force and mass. It's possible even the plasma weaponry used this method as well, having a cosmetic particle travel to match the raycast delay.

  • @George_M_
    @George_M_ 5 หลายเดือนก่อน +5

    Hitscan may be unrealistic but at video game ranges its generally real enough and more importantly, less wonky. Drop and travel time are almost always turned up way too high when present. I remember seeing the back ends of bullets in Stalker.

    • @chris.3711
      @chris.3711 5 หลายเดือนก่อน +3

      Oh yeah, velocity and drop are exaggerated drastically in many games, to the point that it isn't realistic.

  • @alankertz5951
    @alankertz5951 5 หลายเดือนก่อน

    Well executed, nailed it.

  • @derekp2674
    @derekp2674 5 หลายเดือนก่อน

    Thanks Dave that was really interesting.

  • @cs3705
    @cs3705 5 หลายเดือนก่อน +1

    Nice video. I've been learning game development on my own time, and implementing a bug-free projectile system is a lot harder than it seems at first. I tried a hybrid approach where a raycast is sent from the center of the player's viewport to find where exactly they are aiming, then a projectile is shot from the weapon's muzzle to that position. The projectile also casts a ray each physcis tic and tests for collision to prevent tunneling. Problem with this approach is when the weapon's muzzle is inside another object, such as a wall, since it's position is in front of the player's collision model. Due to the initial raycast detecting the wall, the projectiles would get sent backwards towards the player. This could be resolved by setting a minimum distance for the initial raycast or moving the muzzle position behind the weapon model, but that also leads to it's own issues.
    Ultimately, I went with the simple raycast approach for determining target hit, and instead just use the projectile as a visual representation.

    • @murdurmuffin7872
      @murdurmuffin7872 5 หลายเดือนก่อน

      Another way you can "fix this" is by not fixing that mechanic at all but by introducing another realsim mechanic... when you approach a wall while carrying a pointy thing, you would have to physically change the orientation of said pointy thing to allow you to continue approaching the wall. Many games do this, causing the player to point the gun at the sky or ground when getting too close to an object. Some even do it progressively, by changing the firing stance before completely changing the gun's point of aim. Combined with recessing the raycast origin very slightly within the muzzle should provide the behavior you are looking for... cause really you could still fire the gun into said object, or the completely "wrong" direction when things get too close.
      Something frustrating to avoid though, is a player shooting the sky when another player gets right up in their face. There's no reason a soldier shouldn't be able to bring a pistol close to their chest, or a rifle's stock over their shoulder, to shoot a close attacker in a "compressed" position. In fact, that's exactly what happens quite often in a CQB environment, especially with trained operators.

  • @tambarlas5248
    @tambarlas5248 5 หลายเดือนก่อน +2

    I recommend making another video from the armored vehicle game point of view. World of Tanks, War Thunder, World of Warships includes armor and angle of impact.

  • @cocod7272
    @cocod7272 4 หลายเดือนก่อน

    Both incredibly entertaining and educational 🎉

  • @cuddlefish101
    @cuddlefish101 5 หลายเดือนก่อน

    I still think the best weapon made in a video game is hl2’s ar2. The sfx and visuals and feel is just so satisfying

  • @TheAspiringEngineer
    @TheAspiringEngineer 5 หลายเดือนก่อน +2

    Jonathon Ferguson, keeper of firearms and artillery at the royal armouries museum in the UK, which houses a collection of iconic weapons throughout history, is the only thing keeping GameSpot thriving

    • @Paronak
      @Paronak 5 หลายเดือนก่อน +2

      And Dave. He knows what viewers want to see

    • @cericat
      @cericat 5 หลายเดือนก่อน

      @@Paronak wonder how he's going to torture Jonathan next episode.

  • @BenthewildchildE750
    @BenthewildchildE750 5 หลายเดือนก่อน

    This video made me think about the TL 50 in battlefront two, it seems most likely to me that because of the dual trigger set up for primary and secondary fire if you have the mod equipped the primary fire is hit scan whereas the secondary concussions last seems to be physical, because there is an ark that is visible on screen. I think it is the same for the 2015 version. Star Wars squadrons also has a physics based system I think anyway, because lead time is something that players actually have to account for while dog fighting or strafing or any action that requires discharging the lasers on the spaceships.

  • @leandrowngo
    @leandrowngo 5 หลายเดือนก่อน

    That dig at the AWP at the end. Naise.

  • @random.3665
    @random.3665 5 หลายเดือนก่อน +1

    That ending with the statement "If it ain't broke, dont fix it" while showing Counter strike (one of the worst entries in terms of gun play, in my opinion) killed me xD.

  • @melkboi8306
    @melkboi8306 5 หลายเดือนก่อน

    My favourite projectile/hitscan combo has to be Sojourn in Overwatch 2. Projectile primary fire, hitscan secondary. Switching between the two modes on fly is a great skill to grapple with.

  • @brorjordas1979
    @brorjordas1979 5 หลายเดือนก่อน +2

    I really loved to play Battlefield 1942 back in the day. Using tanks etc. Truly had to learn the trajectories at longer ranges. Way cool already then. Personally not played these new modern war games myself though..

  • @generalkenobi4910
    @generalkenobi4910 5 หลายเดือนก่อน +1

    This is why I love H3VR, its modelled so well

  • @security864
    @security864 4 หลายเดือนก่อน

    Great video and awesome information keep it up!

  • @CrashCA
    @CrashCA 5 หลายเดือนก่อน

    Another great one

  • @MDADigital
    @MDADigital 5 หลายเดือนก่อน

    VR game dev here. Games with physical approach as you call it (external ballistics that take drag and gravity into account) aren't really physics based as in they use the physics engine, Physx and similar engines uses rigid bodies and they do not work well for fast moving small bodies. So we still use good old raycasting. What we do is we calculate how far the projectile can reach in a single tick or frame and then raycast that far, then we compensate for drag (using real life ballistics coefficient for said projectile) and gravity to calculate a new angle for next tick/ frame raycast.

  • @ozreshef5182
    @ozreshef5182 5 หลายเดือนก่อน

    In Ready or Not the bullets goes out of the barrel, love these mechanic.

  • @Subfightr
    @Subfightr 4 หลายเดือนก่อน

    GameStop, I really gotta say I like what you guys have been doing here lately. Very much like a journalists version of gaming rather than "just" a reviewer opinion channel.
    You have won back my subscription, and my respect.

  • @kraemer66
    @kraemer66 5 หลายเดือนก่อน

    9:20 Enfield normally has a left hand twist, not right hand. I'm nitpicking, yes, but when half the game is watching the bullet cam, it's a funny thing to overlook.

  • @royliber3824
    @royliber3824 5 หลายเดือนก่อน

    Escape From Tarkov is actually really important of a game when we talk about bullets in FPS genre. As much as we love customized weapons, the bullet we fire is what doing all the effect and Tarkov shows that beautifully.

  • @whoeveriam0iam14222
    @whoeveriam0iam14222 5 หลายเดือนก่อน +1

    Reading the title i thought it would be about games where you can restock your ammo by picking up a different gun in the same class

  • @Plexipal
    @Plexipal 5 หลายเดือนก่อน +1

    Don’t remember Doom in ‘93 looking that good.

  • @Iraski
    @Iraski 5 หลายเดือนก่อน

    This is touched on a little but it's worth mentioning that hitscan isn't even less realistic under some circumstances. High velocity rifle rounds travel fast enough they might realistically cross the entire length of a smaller map faster than the game state updates, making simulating the projectile a bit superfluous.

  • @ironleeFPS
    @ironleeFPS 5 หลายเดือนก่อน +1

    I’m always having to remind myself between guns in CoDM where some are hitscan and some are projectile, or between games like in PUBGM where everything is projectile.

  • @chrismok1663
    @chrismok1663 5 หลายเดือนก่อน

    Somehow the first game I remember that would include bullet drop and travel time is actually the Delta Force series

  • @Warfaremachine0095
    @Warfaremachine0095 5 หลายเดือนก่อน

    I was a halo CE modder
    All weapons where proyectiles based even the assault rifle or the magnum, the magnum had no trail but could slowed down so you have a visible delay when the shot land
    Same for the Ar making the tracers wider and get a visible falling on arc
    But they where projectiles with a physical entity an propieties and even push impact

  • @chadjones1266
    @chadjones1266 5 หลายเดือนก่อน

    Thanks again

  • @teresaweigel3611
    @teresaweigel3611 5 หลายเดือนก่อน

    Amazing ✊🏽 🙏🏼🖤

  • @StigDesign
    @StigDesign 5 หลายเดือนก่อน

    Deltaforce1 on pc is one of the old games i remember with bullet travel time and loss of height over distance later Arma and dayz :D
    but like @Frankencookie commented i dont think ther is a physical collision on the hit of the bullet but perhaps a raycast from the senter of screen& or tip of the gun, but in the hidden ther is multiple raycast along the "bullet" travel path so that it looks like ther is a bullet with traveltime over distance :D
    ps: the sound of "bullet" close to your ears and different hitting sounds close by can be done with raycast.
    Only way to be sure about the "Physical bulet" is only if some one of the coders from different games talk about it :)

  • @Bazztoner
    @Bazztoner 5 หลายเดือนก่อน

    Kudos to the editor/s

  • @coax47
    @coax47 5 หลายเดือนก่อน

    Waw quite shocked i had no idea dave you worked with Jonathan

  • @Peglegswansoon
    @Peglegswansoon 5 หลายเดือนก่อน

    Nice to see Insurgency Sandstorm's surprisingly in-depth ballistics system get a shoutout here - it's one of my favourite details of the game!

  • @isakhammerin6435
    @isakhammerin6435 3 หลายเดือนก่อน

    When will it be more of this?

  • @phucletran2860
    @phucletran2860 5 หลายเดือนก่อน +3

    I think it comes down to taste. I have play and experience both, but personally i’d rather have the semi realistic bullet than arcade hitscan one. The authentic feel allows for more meaningful, calculated, and rewarding action. Take Operation flashpoint series for instance, with authentic bullets, you are not going to be gung ho and reckless.

  • @williamhepworth6360
    @williamhepworth6360 5 หลายเดือนก่อน

    Becoming a ballistics analyst in a Forensics scene is something I may like to pursue as a career.
    Guns just fascinate me

    • @user-bt8xr5si9y
      @user-bt8xr5si9y 2 หลายเดือนก่อน

      I wish you luck in doing so if you decide to go for it.
      But be prepared to be completely baffled by certain ballistics as bullets sometimes have a mind of their own. It's all predictable but still weird sometimes.

  • @carlos_takeshi
    @carlos_takeshi 5 หลายเดือนก่อน

    One ironic touch is the title screen at 0:38 has no bullets in it.

  • @leadpaintchips9461
    @leadpaintchips9461 5 หลายเดือนก่อน

    Honestly I like the idea of using the system that works for the engagement ranges that the game is about to make it the most fun. Up to a certain distance, IRL firearms are effectively hitscan to the human mind, and there's no point to make it projectile based when all that used computing power is going to end in the same result. At the same time, the point of having long range hitscan weapons frustrating players without it is a valid one, and since the whole point of games is to have fun, having those be projectile based makes sense.

  • @skilletfan932
    @skilletfan932 5 หลายเดือนก่อน

    Fun fact: EFT's guns do the bullets coming out of the muzzle for players. Some if not all the bosses in the game have their bullets coming from their eyes. unsure about the scavs

  • @Atyir0Chaoschant
    @Atyir0Chaoschant 5 หลายเดือนก่อน

    Stalker have very good balistic system for when it was made like around the same time as Half life 2 and moding comunity with stalker gamma made wonders with it

  • @zJoriz
    @zJoriz 5 หลายเดือนก่อน

    One thing missing from this story imo: flight sims. Jane's WWII Fighters (1998) is the oldest game I've played that appears to use realistic leading and ammo expenditure. But let's face it: a P-47 irl would spit out 100+ bullets per second. How could an old game like that have any chance of using physical hit detection?
    (My personal guess: perhaps it traced a bendy line from the nose of the plane, and counted hits if said line intersected with a target for more than x milliseconds?)

  • @ReznovRulz
    @ReznovRulz 5 หลายเดือนก่อน +3

    Slight inaccuracy: The video presents Halo footage before the transition away from hitscans. Halo even since combat evolved has never utilized hitscans. Both ballistic and energy based weapons shoot projectiles throughout the Halo games.

    • @XenoSpyro
      @XenoSpyro 5 หลายเดือนก่อน +2

      If you've ever had to lead shots in CE, it's because you had to lead everything including melee because the game isn't lag compensated, at least not until MCC. From my memory, human firearms weren't projectile until 3's Battle Rifle, and the Mauler and Covenant Carbine are also not projectile. I've sniped enough people out of moving vehicles to know that this claim is most likely BS. It doesn't make sense for someone to make every gun projectile-but-really-fast (increasing computing usage) on an engine held together with duct tape and silly string.
      Any discussion I can find related to this is just a mix of people of differing opinions that don't know what they're talking about. Either show me the code that makes all Halo games use projectile bullets, or show me a Bungie dev specifically saying so. "The wiki said so." isn't enough.

    • @ReznovRulz
      @ReznovRulz 5 หลายเดือนก่อน

      @@XenoSpyro th-cam.com/video/KrhOucmZyck/w-d-xo.html This video is where I got the info on. He consulted some people who dig in the files and advanced weapon properties and claims that not even spartan lasers or sentinel beams are hitscan but projectiles. The Halo 3 battle rifle suddenly being projectile is a myth that stuck because they basically halved the bullet velocity whereas in Halo 2, the travel time is negligible.

  • @edh5043
    @edh5043 5 หลายเดือนก่อน

    Even by British standards this is a very pun rich presentation. Almost Zaltzmanesque one might say.

  • @DrJambuca
    @DrJambuca 5 หลายเดือนก่อน

    I remember the cracks of bullets whizzing past in Operation Flashpoint

  • @argamerk4015
    @argamerk4015 5 หลายเดือนก่อน

    You gotta take a look at arma 3 ballistics improvement added by the ACE mod

  • @dun0790
    @dun0790 5 หลายเดือนก่อน +1

    Excellent video and made me realise why i don't really like cod anymore lol i usually like more accurate shooter's but for cod i want it to look and aound realistic but play like an arcade shooter

  • @tymonni
    @tymonni 5 หลายเดือนก่อน +1

    ballistics all the way, you should check out Tarkov again, new patch is amazing

  • @dubdubbub
    @dubdubbub 4 หลายเดือนก่อน

    you guys should review the guns form Easy Red 2

  • @emilyrecord
    @emilyrecord 5 หลายเดือนก่อน

    My I was a student making games, I tried to build a simple engine from scratch and could never get my head around projectile bullets not just skipping past objects with the low frames per second. I always assumed they used hitscan for bullets and projectiles for explosives etc.

  • @latewizard301
    @latewizard301 5 หลายเดือนก่อน

    I'm way more a tactical shooter guy, but TF2 is such a good game, and i'm glad you covered it in this video. Next to Fistfull of Frags it's one of my favourite free shooters. Sure we have Ready or Not and Ground Branch, but Tf2 is just amazing.

  • @marcusm8009
    @marcusm8009 5 หลายเดือนก่อน

    I didn't even think of a ray to hit. Everything I've made has had physics based projectiles and from the perspective of the gun.

  • @joaoie
    @joaoie 4 หลายเดือนก่อน

    Call of Duty Mobile has what for me is the most amusing hybrid version.
    In multi-player, the origin game determines whether the gun is hitscan or not. If the gun is from a console/pc title that was hitscan, it is hitscan. If it comes from a title with projectile based bullets it uses a simplified version of projectile physics that has travel time but no drop.
    The battle royale meanwhile is purely projectile based.

  • @MrAncop
    @MrAncop 5 หลายเดือนก่อน

    Glad Halo was mentioned, Human weapons are proyectile based, BUT, the bullets speeds are so SO fast that they seem to be hitscan

  • @bushwoogie
    @bushwoogie 5 หลายเดือนก่อน +1

    You also get aluminum cased ammo

  • @ZachWhosoever
    @ZachWhosoever 5 หลายเดือนก่อน

    Dude I was literally THINKING about this two days ago. Didn't tell a soul. The algorithm is truly cursed.

  • @TheMissingxtension
    @TheMissingxtension 5 หลายเดือนก่อน

    Oh please, ET Wolfstein already had all that on the q3 engine. The best example is using binoculars to snipe with a rocket/panzer launcher.

  • @tellyourmamanottoburnmysho6398
    @tellyourmamanottoburnmysho6398 5 หลายเดือนก่อน

    Please can we get a Loudout episode on the FAMAS. Also I'd like Jonathan to react to the guns from Killzone.🙂

  • @k_the_v
    @k_the_v 5 หลายเดือนก่อน +1

    I've always wondered how bullets with small powder loads work. When there's clearly an excess of volume inside the case. Is there an air gap? Does the cap ignite everything inside the case regardless of air gap?

    • @jasonirwin4631
      @jasonirwin4631 5 หลายเดือนก่อน +3

      If there is an air gap then several issues can appear. You might get all the powder to burn but the case pressure will be much lower. That might result in a bullet that travels at lower velocity and has less range, or it can result in a squib. A squib is when a round doesn't leave the barrel and gets stuck. That is extremely dangerous because the next round you fire will hit the stuck round destroying the gun and injuring if not killing the shooter. Look up Kentucky ballistics 50 cal explosion. You can get a low power load. This has less powder in it but still no air gaps. In most rounds the powder is compressed into the case. If you don't compress the powder as much you can load less powder and still not get a airgap.

    • @chris.3711
      @chris.3711 5 หลายเดือนก่อน +3

      All cartridges have an air gap in them. It's actually dangerous to put a bullet on top of powder. But the smaller your charge the less power you have. Which can either end in a squib, or even primer strike but no powder ignition. I've had both.

    • @kanrakucheese
      @kanrakucheese 5 หลายเดือนก่อน

      Some loads, particularly older black powder ones (there's more room for propellant in black powder cases due to it being less efficient), used stuff like cornmeal as a filler.

    • @derekp2674
      @derekp2674 5 หลายเดือนก่อน

      I used to handload .38 Special revolver cartridges for precision target shooting.
      This was originally a black powder round and used about 21 grains of blackpowder to propel a 158 grain lead bullet to about 800 ft/s.
      For target loads, typical slightly lighter 148 grain bullets were used with about 2.8 grains of fast burning smokeless powder (e.g. Bullseye) to get a similar muzzle velocity.
      That left plenty of air space inside each round but all the rounds did seem to ignite well and burn consistently. In the hands of an expert shot, a good .38 revolver will hold 1" groups at 25 yards.
      So I think the flash from a primer will rapidly expand into enough of the empty space in a cartridge to ensure reliable ignition.
      Because 2.8 grains of power leaves plenty of spare space inside the .38 SPL cartridge case, it is important to check that (1) all cartridges do actually contain powder and (2) no cartridge is double or triple charged before bullets are seated into them.
      (1) will lead to a squip, where the primer just propels the bullet until it lodges part way down the barrel. Following a squip with a normal shot will quite likely clear the stuck bullet but will also leave a local bulge in the barrel.
      (2) can lead to serious overpressure and risks of mechanical damage.

  • @Klipik12
    @Klipik12 5 หลายเดือนก่อน

    I thought it was the gun barrel, I remember the same thing happening with other long model shotguns.

  • @func_e
    @func_e 5 หลายเดือนก่อน +1

    As a Halo Infinite fanboy, I appreciate the representation

  • @kurisu7885
    @kurisu7885 5 หลายเดือนก่อน

    Huh, this got me thinking of GBO2. A lot of the guns used by the mobile suits are hitscan, namely stuff like beam weapons, and then there are projectile based ones, namely shell based artillery usually, whic has drop to compensate for.

  • @InevitableMayo
    @InevitableMayo 5 หลายเดือนก่อน +2

    I've always been a bit of a gun enthusiast. But it's only been since I started watching the "Firearms expert reacts" series that I've been noticing when the percussion cap is dimpled or not, in games and films. In fact I notice a lot of things that I love to irritate non-enthusiasts with then watching TV. Even little things like when a gun is fired and I can see the safety is still on or something. As long as I'm enjoying myself

  • @livingcorpse5664
    @livingcorpse5664 5 หลายเดือนก่อน

    Oh sweet, covering ammunition again.
    I think ammo is weirdly overlooked when it comes to guns when they are arguably the most important thing about them.

  • @JP-st9hn
    @JP-st9hn 5 หลายเดือนก่อน +1

    I think DRG actually has some of the funnest weapons modern gaming has to offer. Some of the munitions in that game you can actually control after you fire them.

    • @TheFirstCurse1
      @TheFirstCurse1 5 หลายเดือนก่อน

      What does "DRG" stand for?

    • @JP-st9hn
      @JP-st9hn 5 หลายเดือนก่อน +3

      @@TheFirstCurse1 Deep Rock Galactic. There is a clip of it the video. It’s probably the BEST coop shooter available. So fun and the culture is so immersive.
      Rock and stone. 🫡

    • @TheFirstCurse1
      @TheFirstCurse1 5 หลายเดือนก่อน

      @@JP-st9hn Oh ok. I'd recommend editing your comment to just say Deep Rock Galactic. Most people won't know what "DRG" stands for.

    • @JP-st9hn
      @JP-st9hn 5 หลายเดือนก่อน

      @@TheFirstCurse1 Or… they will type in DRG in the search and maybe decide to try it after watching some content.

    • @JP-st9hn
      @JP-st9hn 5 หลายเดือนก่อน

      @@TheFirstCurse1 I’d rather people look it up and maybe Join the ranks.

  • @JonathanRossRogers
    @JonathanRossRogers 4 หลายเดือนก่อน

    15:06 I think somebody's trolling us regarding Doom.

  • @TheNervousnation
    @TheNervousnation 5 หลายเดือนก่อน

    Did you just call me a "Floating camera with a hitbox"?

  • @xxXDrAwesomeXxx
    @xxXDrAwesomeXxx 5 หลายเดือนก่อน

    This footage makes me want to go play COD 4. Do people still play the remastered one? I might pick it up

  • @Cats-TM
    @Cats-TM 5 หลายเดือนก่อน

    5:35
    And that is why I recommend everyone try Half-Life 2: MMod after beating Half-Life 2, expands on the gunplay and just makes it overall more fun and looks nice aswell.
    9:21
    And, Jonathan helped in the devolopment of one(?) of the games.

  • @Swedishmafia101MemeCorporation
    @Swedishmafia101MemeCorporation 5 หลายเดือนก่อน +1

    Jonathan Ferguson, I need more boolets! I need more boolets Jonathan, sir! I need more boolets!