The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

A dual render picture in picture mod for all PSO1 scopes in Anomaly 1.5.1

Preview
PiP Scope Mod for PSO1 Scopes
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khalmika
khalmika - - 169 comments

THANK YOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU <3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3

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Grokitach
Grokitach - - 896 comments

Even with a good pc your frames will dip below 40 frames per second while the game runs at 130 - 90 fps otherwise

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Space_Ghost
Space_Ghost - - 19 comments

What qualifies as a "good pc?"

PiP scopes is an absolute game changer - I'm gonna have to try it.

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KosiorKaganovi4PKKA
KosiorKaganovi4PKKA - - 52 comments

I have 1060 6 gb 16 gb ram i5 3.9, ususally i have around 140 fps when aiming with PiP scopes i get half of that (70-80fps) no matter what settings or dx. Its just they are generaly more demanding and are especially poorly implemented in Stalker. Overall its a nice gimmick that quickly wears off, or maybe if you are youtuber and want pretty picture for video.

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TheWolfhound Author
TheWolfhound - - 141 comments

Yeah pretty much as Kosior and Grok said PiP optics will cut your fps in half, if not more, good PC or not. If your computer manages Anomaly in R3 render with about 120fps then it might become bearable, depending on what you define as bearable fps.

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FΔUST
FΔUST - - 121 comments

I have a ryzen 5 5600x & the asus rog strix 3090, can confirm it still ***** up my FPS

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Grokitach
Grokitach - - 896 comments

Good PC as in RTX3070 and KF10700 good.

Game is monothreaded - PiP makes the game render two times - it halves your FPS. You can't get around that.

And even with that PC I cannot get constant > 120 FPS. Especially when I stream even on the GPU.

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Snaefells
Snaefells - - 23 comments

Thank you for continuing the work from CrookR! You've mentioned a tutorial, can you link it?

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TheWolfhound Author
TheWolfhound - - 141 comments

Of course, but you will have to dig around the thread to find it. Here is a link to the archived thread:

Arch.b4k.co

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Snaefells
Snaefells - - 23 comments

Thank you! Also, now i understand the effort behind this magic... well done and thanks for sharing! 10/10.
I'll test this with the 1p29 scope, hopefully it works.

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TheWolfhound Author
TheWolfhound - - 141 comments

You can use the AXRToolset for conversion from .ogf to .object btw, here's a link.

Github.com

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Snaefells
Snaefells - - 23 comments

Ok, i've managed to get it to work with the 1p29+vihr :) had to adjust the eye cup a bit and there are some tweaks to the reticle texture necessary.

Media.moddb.com

It seems like the mod will bring some other problems with it, for example, the recoil of weapons. When the gun is fired (bursts are enough) the scope will clip into the player camera at some point, so there are recoil adjustments necessary. a simple "workaround" is the principle camera adjustment, which needs a certain distance from the player, but the pip will a bit too small on the screen that way.

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Alfleet
Alfleet - - 32 comments

Dual render Pip Scopes cut your fps in half because they cause the scene to be rendered twice.

A more elegant solution is to take the previous frame, apply a filter to it, then zoom it in. It is not as pretty, but is a decent compromise and doesnt tank your fps.

This video explains it:

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mostwanted199781
mostwanted199781 - - 7 comments

yes. it is the best solution for weak pc. at the very

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mostwanted199781
mostwanted199781 - - 7 comments

is there a download link? the one for weak pc

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HystericalGasmask
HystericalGasmask - - 5 comments

Unfortunately, it's not actually a mod, just a tech demo. I think the creator is working on it though (may be misremembering), so keep an eye on the DB.

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Hetman64
Hetman64 - - 121 comments

Great idea for the mod, always wanted this in Anomaly, but it seems to be working only with hud fov around 0.55-0.6. Above that the reticle becomes just a tiny peephole when I move the aim position closer to the face.

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TheWolfhound Author
TheWolfhound - - 141 comments

Since everybody uses different hud fov I can't really adjust it to perfection, but you can edit yourself by opening the weapon hud editor in the debug menu, adjusting it there and then replacing the original hud values with your custom ones in the .itx file of the weapon you were editing.
PS: Not my idea btw.

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radic110
radic110 - - 54 comments

Awesome effort but the scope itself needs to be 2 or even 3 times the size it is - have you actually used a scope - or binoculars? That's NOT having a go at whats been done - I'd genuinely love a version that's more realistic (fully realistic would have no outside view as your whole field IS taken by the device - but for gameplay it's good to have some outside view). Also, I'm sure one of the AMK SoC versions had PIP type scopes (with the larger more realistic scope field tho) - as well as being able to switch between the long range and closeup scopes on the G36 etc. - ie. the closeup scope was presented as viewed from some distance back with the long range one having player eye up close to it - I'll try and hunt down what game that was as it might be useful to see how they were doing it.

An interesting idea would be use a PIP type system to represent shooting with both eyes open - ie. imagine the scope circle pushed over to be touching the RH side of the screen (but 2 - 3 times bigger than now), with blurry dark shape of the scope housing vertical thru the centre to maybe bit Left of centre of screen - and unzoomed world view filling the remaining LH side of the screen... THAT would be awesome!!

It would require bullet impact point being shifted to the right on the screen as well - which might be the impossible part - I'm not familiar enough with the way that is set in the game to know whether it's in configs or in the engine itself.

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TheWolfhound Author
TheWolfhound - - 141 comments

Yeah i noticed in post that the fov while aiming is way to high and im planning on fixing it (and hopefully releasing the fix) tomorrow.
Your idea is great, but it would probably require some serious engine tweaks to make it work, if you find that mod you mentioned feel free to post it in the comments.

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radic110
radic110 - - 54 comments

Yep I'll set about digging thru the old AMK stuff and see if I can find that mod. I remember headscratching at the time that process just didn't become normal for all STALKER games and mods from that time on. Thinking further on the scopes with both eyes open idea, if the change could be made to shift the bullet hit point across to maybe 640 of 768 wide screen whenever aiming is being done - ie. even with open sights - then with the iron sights animations matching that as well as the open eye scopes textures to match that positioning it would be an interesting way to go!!

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TheWolfhound Author
TheWolfhound - - 141 comments

Thanks, I will see if I can adjust it as a side project.

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radic110
radic110 - - 54 comments

I haven't got into chasing thru AMK stuff yet but I have discovered there's evidently a secondary aim option in the engine - "SECOND AIM MODE FOR VANILLA RC18" mod on here demonstrates the enabled configs (for VSS / G43 etc.). My apologies if you're already using those commands - I haven't actually done much playing with your mod at this stage. I'm SURE the AMK based mod I'm thinking of not only used that secondary sight mode command but also did utilise PIP / differential zooming - but it is possible I'm only remembering this secondary sights mode.

Further to the idea of sideways shifted impact point etc. - what I'm getting at there is that even with iron sights, IRL because you're resting ur cheek on the stock to aim then your field of view to the right ends up reduced - so having the sight view shifted to the right half of the screen would IMO have good immersion value as well as facilitating the both eyes open while scope shooting thing I've described (that's assuming all shooters are right handed of course - an option to choose right or left handed shooting would be the best politically correct way to go!).

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Guest
Guest - - 691,287 comments

Could you add support for DX11?

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TheWolfhound Author
TheWolfhound - - 141 comments

Just tested it and it should work.

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Guest
Guest - - 691,287 comments

crush(

Expression : <no expression>
Function : CResourceManager::_GetBlender
File : ..\xrRender\ResourceManager.cpp
Line : 68
Description : fatal error
Arguments : Shader 'models_pip_scope' not found in library.

stack trace:

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TheWolfhound Author
TheWolfhound - - 141 comments

What render are you using?

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Rocky.SRogers
Rocky.SRogers - - 155 comments

dose this work with le boomstick and le sharpsticks

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Space_Ghost
Space_Ghost - - 19 comments

I'll work on merging a compatibility patch for B&S and EFT view positions if you can give me some brief advice on which ltx's are causing incompatibility.

I'm considering just doing a direct merge with any files touched by B&S but I'm not sure if that's the best approach to take.

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Space_Ghost
Space_Ghost - - 19 comments

Compatibility patch is almost complete, just need to address an issue with B&S icons not showing up.

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lildioss
lildioss - - 128 comments

Ohhh my bro. Can't wait for your patch! ))

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Space_Ghost
Space_Ghost - - 19 comments

I'll have to do a little testing, merge a few more lines and if things go right I should have it published by Friday.

Mind you, like Grok and others mentioned, it will completely poo-poo your frame rate.

This is mostly a personal exercise in merging disparate mods that otherwise wouldn't work with one another. :)

A proof of concept, if you would.

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]{oNtrAst
]{oNtrAst - - 261 comments

Not ready yet?

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AwakenDark
AwakenDark - - 13 comments

Any updates on your merging attempt my guy?

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Space_Ghost
Space_Ghost - - 19 comments

I've been buttkickingly busy at work and haven't had a chance to address B&S icon issues with the patch.

I'm also contemplating pausing... There's talk that Anomawy 1.6 could have PiP scopes that don't completely devastate our FPS.

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maxi666
maxi666 - - 135 comments

По поводу скрипта, вы такие умные как я посмотрю, но даже не учли что при включении второго прицела, чувствительность мышки остается на минимуме, как можно это прозевать и не учесть, я удивляюсь, впредь развивайте интеллект.

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Guest
Guest - - 691,287 comments

Hi

Great work, but is it does it break the game if you uninstall? For me crashes, when I switch it off in MO2

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'wpn_mosin_wpn_addon_scope_pu'. Please attach [*.ini_log] file to your bug report

Thanks

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Stalkaway
Stalkaway - - 87 comments

Same here it wrecked my sniper rifle scope when I removed it the game won't load any more this mod has wasted my weekend of grinding.

Expression : <no expression>
Function : CInifile::r_section
File : Xr_ini.cpp
Line : 544
Description : fatal error
Arguments : Can't open section 'wpn_svt40_wpn_addon_scope_pu'. Please attach [*.ini_log] file to your bug report

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ErnestoTheGamer
ErnestoTheGamer - - 2 comments

I have the same problem. When I remove this mod my save game won't load. TBH I like the mod and want to continue using it. But for me there is a problem when i move to garbage my game will let me load in but the in the first second of loading in it will crash and won't leave a crash report which is very unfortunate, because now i can't go to garbage or my game will crash and if i try to remove the mod my save game won't load without crashing.

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Rocky.SRogers
Rocky.SRogers - - 155 comments

dose this work with BLINDSIDE'S WEAPON REANIMATION ?

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KobraAvala
KobraAvala - - 4 comments

Does anyone have a link for the 1p29 and acog?

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Space_Ghost
Space_Ghost - - 19 comments

I don't think these scopes are touched by this mod.

Just the PU and some PSO scopes.

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Corsair_
Corsair_ - - 9 comments

any Update?

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Ephrem11
Ephrem11 - - 26 comments

you just made my day! you even make great mod with the only re-animation mod I'm using! thank you sir!!

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ipwnk
ipwnk - - 1 comments

keeps giving me a fatal error message when I launch the game saying Shader 'models_pips_parallax' not found, please help.

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uboinik74
uboinik74 - - 31 comments

does it work with T.A.Z 3.0?

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ChaoticSaint
ChaoticSaint - - 136 comments

amazing work! although the weapon sway does not work at all where the irons or the sight is pointed the round doesn't not go where pointed it keeps it original leave placement of the center of the screen, at least that's what I've noticed with the SVT-40 I haven't gotten my hand on any of the other guns to see if they're like this as well.

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DeerLight
DeerLight - - 44 comments

you need to tell the engine to render the pip at 1/4 the resolution

since it's only taking up 1/4 of the pixels on the screen. otherwise its rendering it at whatever your resolution is set at? no wonder it tanks the fps

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DeerLight
DeerLight - - 44 comments

Sounds reasonable

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RellikOG
RellikOG - - 1 comments

On the SVT the weapon sway is throwing the PU scope around so much its near impossible to aim and the SKS no longer accepts any scope. However the mosin works fine and the PSO scope is just beautiful.

There is an adjustable scopes mod that works well with this one to adjust how much eye relief there is as each gun seems to be different and in some cases ridiculously far, any way nice work so far

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