![]() Front post center mass of target, centered in the rear sight, squeeze trigger, kill. As far as "real world experience" using both the M16A2 and early M4s in the pre-ACOG/Red Dot days, I can say after spending 10 years (90's early 2000's) as a Combat Medic in the US Army in various Infantry and Mechanized Infantry units I/we were never bothered about the "blurriness" of the rear sight aperture. ![]() I get what you are saying and it may be great if SGD could implement this but I don't think its a game breaker. the fuzzy behavior of the quantum blobs we see as light in real life, as far as the purpose of using iron-sights in a game goes. With both eyes open, one sees the entire weapon blurred out to transparency (and doubled over to the side as well, though I'd rather not have that in any game for all the clutter it'd make)Īrtificially replacing the mesh or textures of the rear sight ring with a blurred out version while aiming (as done by RHS on their M1 Garand) is a perfect compromise between the pixel perfect all-range focus of (non post-processed) computer graphics vs. This is true even with one eye closed, which is why the same burring will happen in photography. So be it a toy or a deadly weapon, the effect is really the same: When you focus your vision/lens on either the target or the front post of the iron (or plastic) sights, the rear elements blur out until they are all but invisible. The effect is also visible in photographs taken from eyeball perspective of the sight picture from a real rifle. At least my own report of this difficulty was based on observations made with the real-world sights on my heavily modded Nerf "Deploy CS-6" carbine.
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