// initialize jwplayer var playerInstance = jwplayer('player');// player dom elements var playerContainerEl = document.querySelector('.player-container');// returns video player position from top of document function getElementOffsetTop(el) { var boundingClientRect = el.getBoundingClientRect(); var bodyEl = document.body; var docEl = document.documentElement; var scrollTop = window.pageYOffset || docEl.scrollTop || bodyEl.scrollTop; var clientTop = docEl.clientTop || bodyEl.clientTop || 0; return Math.round(boundingClientRect.top + scrollTop - clientTop); }// returns the current y scroll position function getScrollTop() { var docEl = document.documentElement; return (window.pageYOffset || docEl.scrollTop) - (docEl.clientTop || 0); }// configure jwplayer instance playerInstance.setup({ autostart: true, playlist: 'https://cdn.jwplayer.com/v2/playlists/mYdavspX', primary: 'html5', setFullscreen: true, width: '100%' });// when jwplayer instance is ready playerInstance.on('ready', function() { var config = playerInstance.getConfig(); var utils = playerInstance.utils; // get height of player element var playerHeight = config.containerHeight; // flag determining whether close has been clicked var closed = true; // CHANGED // flag determing whether player is playing var playing = false; // ADDED // eventhandler for when close button is being pressed document.getElementsByClassName('icon-close')[0].addEventListener('click', () => { closed = true; onScrollViewHandler(); }); playerInstance.on('play', function() { closed = false; playing = true; // ADDED }).on('pause', function () { playing = false; // ADDED }).on('adPlay', function() { closed = false; // ADDED playing = true; // ADDED }).on('adPause', function() { playing = false; // ADDED });// get player element position from top of document var playerOffsetTop = getElementOffsetTop(playerContainerEl);// set player container to match height of actual video element playerContainerEl.style.height = playerHeight + 'px';// below we handle window scroll event without killing performance function onScrollViewHandler() { var minimized = getScrollTop() >= playerOffsetTop;if (closed && minimized) { minimized = false; jwplayer().pause(); playing = false; // ADDED } else if (!minimized && !playing) { closed = true; // ADDED } utils.toggleClass(playerContainerEl, 'player-minimize', minimized); // update the player's size so the controls are adjusted playerInstance.resize(); }// namespace for whether or not we are waiting for setTimeout() to finish var isScrollTimeout = false;// window onscroll event handler window.onscroll = function() { // skip if we're waiting on a scroll update timeout to finish if (isScrollTimeout) return; // flag that a new timeout will begin isScrollTimeout = true; // otherwise, call scroll event view handler onScrollViewHandler(); // set new timeout setTimeout(function() { // reset timeout flag to false (no longer waiting) isScrollTimeout = false; }, 80); };});

Infinity Ward’s Art Director has responded to a user on Reddit that asked why Infinity Ward has gone back to the style similar to Call of Duty: Ghosts were aiming down sights using an optical zoom with snipers no longer has black borders but rather showcases some awareness of the surroundings.

As seen in gameplay of the Gunfight 2v2 mode in Call of Duty: Modern Warfare, optical zoom with snipers did not have black borders but rather showcased actual surroundings. This is natural peripheral awareness that Infinity Ward is bringing as they aim to make this a realistic Call of Duty title.

Infinity Ward Art Director also noted that in Ghosts the technique used was not a natural method but picture-in-picture style to avoid excessive strain on the older engine used in that title.

But with the new engine in Call of Duty: Modern Warfare, they are able to achieve a more natural, realistic magnification without too much strain on the engine.

Here’s the full response:

The blacked out sections of our optics always bothered me. We had to do it that way because we had to achieve magnification by physically pushing the camera out to the target. It wasn’t a true optical zoom. The blacked out parts of the screen were not only unrealistic but took away peripheral awareness. In reality even with one eye closed you still get peripheral awareness and can pick up movement on your sides while focusing on the site picture. What you are seeing in MW is an actual optical magnification. All of our powered optics use the technique. Its usually something that has to be reserved for beasty PCs. This was done in Ghosts but used a picture on picture technique that came at a heavy cost on the renderer. It was basically rendering the screen twice and the second picture was lower fidelity. We completely rebuilt this for MW so we could achieve the realistic effect and not tax our engine. The result is totally badass and gives purpose to the deep bench of optics in gunsmith. Our optics have realistic purpose and usages for various situations and missions.

SOURCE: Reddit (Image via CouRageJD)

comments below