Also, as someone who lives in South East Asia, at 6:54, the name of the village is in Thai and yes, it's a "village" because that's what it translates to. This blue sign on the is is in Laos though. There's a difference
If that interests you, @@riloegaming, the directer of the sniper elite games has a youtube channel where he rides on horseback and pretends to be a knight, hitting ballistic gell bodies with warhammers as he rides past. ModernHistoryTV
Here's hoping that with all of this infrastructure for calculating ballistics, my sniper buddy gets his wet dream of sitting on a hilltop 3k meters away calculating his shot based on wind velocity and earth curvature. Fingers crossed
I think the view distance for PMCs/AI won't go over a Kilometer from what Mara said in my interview and it could be changed over time as well. You gotta remember; 42km sq map, 48 players, 1000 AI or so. Rendering distance will have to be adjusted so your PC doesn't explode.
@riloegaming I suppose he could live with 1000m shots lol. But I do hope they can find a way to make extreme-range target neutralization a viable way to play the game.
I second this, even 1km would be great, as 7.62x51 start to really drop after 800 to 900 meters depending on the gun and bullet type. It doesn't have to be as involved as ACE3 to be interesting.
I believe Arma 3 has a penetration system that’s less complex but similar. It’s really cool to see how physics systems are evolving in games. Giant props to any developers who go the extra mile for their game physics, unlike the earth game physics are programmed and incredibly complex to get right.
Arma 3 is also limited by its age's hardware. If you want to push top of the line hardware to the limits with proper optimization, _yeah, you can simulate a _*_lot_*_ more shit._
Your reply and all the others to this comment, I love you. I think GZW is paying for some covert publicity, since I saw a video of the game in another channel saying that it "represents the true PMC experience", released the same fukin day as this video.
@@StickyBarcelona Theyre paying out the ass for coverage. This game went from no videos to dozens of videos in a matter of a week. Every obviously paid video I see, the less I want to pick this game up
adding to that if the calculation is client side it also opens up more opportunities for cheaters...i really hope the server does the damage calc. imagine getting hit in the toe and the cheater tells the server "yep definetly a fatal wound" and you drop dead from a minor hit
I think Ferguson also helped with the development of Sniper Elite 5, but seeing how the devs consulted him just shows how dedicated they are to realism and immersion.
@@andoy_It can vary... Anything from a PEEEYOW to a vvvwoooom... Depends on the velocity and how fast the round is tumbling through the air. It's the bullet tumbling at high rpm that makes the sound... any jagged edges from deformation will intensify it also.
@@marekrabasHey, in the event you are the real Marek, just wanted to say that the work you're doing is absolutely phenomenal and I'm incredibly excited for your game. Keep up the good stuff!
The portion of the video with the corrugated steel gave me some deja vu of doing the exact same thing in ArmA 3 many years back, down to the identical color indicators for velocity and the denser then expected steel. The ballistics gel portion frankly blew my mind. I cant wait to see how this game turns out, its been a long time since i've looked forward to a game in development this much. In response to your comment later in the video about a testing environment to mess with stuff like this, i remember spending hours shooting different weapons at different structures in the arma editor, and my favorite one was realizing how easily the 7.62 minigun on the AH-6 would pen the roof and floor of an exterior masonry building but not the walls themselves, and then doing a top strike and landing to walk through the building and seeing all those blue and green straws frozen in time capturing the absolute carnage that had taken place inside, but not a single could penetrate the walls from interior to exterior and instead bounced around inside going from yellow to red. Cheers and thanks for the video.
Well, Mad Finger Games is based in Brno and Bohemia Interactive has an office there as well for quite some time now. Plus Czechia is quite a small country to begin with. The possibility of devs making career moves from one company go the other is quite high actually
Please balance the audio or give him full subtitles when you use his clip around 10:37 , He is so much softer than your voice and I had to strain my ears listening to him then cutting back to your full volume voice. Love the video otherwise! keep it up
If they're going for realism then they might want to make sure any 5.56 bullet you shoot can go through sheet metal speacially at 15 yards. Even if there are two layers of sheet metal. It's why cops say cars are coffins on wheels. If you are going to use a car at cover being behind the engine is the best, then in line with the axles. a .22 LR can go through sheet metal.
Paul Harrell has a fantastic video on using cars as cover that will forever ruin movies for you as nothing in them can stop a bullet, including the engine block a lot of the time
@@BinkoBunko I love his grocery store one. He bought a bunch of crap and set it up like it was in a grocery store and shot at it to see what would be the best thing to use as cover.
Tarkov has interesting considerations with ballistics and armor/protection choice (especially with the armor changes recently) but that all revolves around how quickly you kill an enemy. With GZW it looks like these choices will have massive gameplay implications. When you showed the hollow point rounds, I thought to myself "I'd want those for CQB, because they have low-pen, so I lower the risk of bouncing fragments into and through surfaces and teammates." This is going to be so cool.
@@MasterFancyPants Nope. When 2 do the same thing, it's not the same thing. In Arma, it is not clear how they calculate terminal ballistics. They never explained this.
11:45 I would like to point out that he did indeed help with the realism of the old WWI/WWII (up to about Vietnam era for some) guns for the game Marauders. I saw them talking with him for a brief moment in one of their devblog videos, but he has indeed helped with influencing games before this one. Very knowledgeable in his field.
5.56 fmj penetrates sheet metal like a knife through butter...it also goes through any Aramid helmet (ULACH, ACH, etc) at close range or upon direct hit. I hope the game reflects that and is ACTUALLY realistic in terms of ballistics.
@@realdragon I've seen a lot of police body cam footage that shows people still charging after taking 10+ rounds to the chest, you'd be surprised what adrenaline (and pharmaceuticals) can do to a human
Arma 3 has had a simplified version of the terminal ballistics seen here. wasn't on launch but was improved upon in an update at some point between 2013 and now. the terminal effect show here is pretty interesting and i dont think ive seen anything like it in a game. definitely more in-depth than assigning damage numbers to projectiles.
Their version isn't even really that simplified, it also simulates penetration depth and penetrated material and size and energy of the bullet, with ACE3 mod you also have wind (speed also varies with altitude), coriolis, air density, magnus effect and probably more
Been following MFG for a long time. It's wild seeing them go from Indy mobile devs, who made games like Shadowgun, a gears of war style game, to multiplayer shooters like Shadowgun Deadzone (which was unironically amazing for a mobile game), and now pushing the envelope for realistic ballistics in a large scale PC title.
When it’s this “realistic” (though you’re still just pressing buttons on a keyboard) how do they balance it? Am I only allowed to use the AR platform? Do the realistic ballistics do anything besides function as a fancy way to shoot through walls and over complicate damage calculation? Would this game cater to people who aren’t that invested in the hardcore realism as well? Tbh it all just seems like a virtual ballistics simulator made into a video game to attract the wannabe special forces bros.
No shit and I bet the devs, like the one in the video with actual gamedev experience, knows this already. However, played the fuck out of ArmA series, Project Reality, DayZ, and Squad.
@@TozTheFox There is definitely a market for something like this as currently a game like this does not exist. The game here is probably not trying to cater to anyone rather the game is being made for the sole reason of creating the most realistic shooter to date, whether that is something for you is entirely up to you to decide. If this get's fully developed and actually turns out well it won't even need marketing at all because it will just be universally known as the most realistic shooter there is and if it is actually extremely close to real life you could even use this to teach about guns and ballistics in a safe environment without actually needing any real guns or even needing to be close to each other. Plenty of uses for something like this ranging from just having plain old fun to actually learning. There also likely won't be "balancing" in the traditional game sense since this drives the ultra-realism track it will balance itself based on real life. Irl most guns will be lethal so aslong as you have a gun you can handle, you can do some damage.
Regarding the recoil: Blacklight Retribution (before the Parity Patch) also had a fantastic recoil system, where the accuracy of the gun was static, but the recoil pushed the gun around. And instead of just moving the camera, the reticle bounced around the screen, making you fight the recoil of the gun and needing to adjust your aim constantly, instead of just moving your mouse down.
8:08 Took me a while before I realized you used a part of the Gran Turismo soundtrack. (After the rain - MAKOTO (GT5)) This game has such a classy soundtrack and listen to it daily. Happy it finally gets the recognition it deserves! Nice video.
The reason realistic games still use numbers and hitpoints is because there's far too much randomization for a simulated medical system to actually be fun or even make any sense. The problem is networking mostly makes that useless(You'd be surprised how bad networking actually is when it comes to precision). They also don't even seem to understand how ballistics gel works. Devs have the maximum wound cavity size when it's inflated with air as the size of the hit collider, as if the organs aren't pushed out of the way when it's expanding like that. The ballistics gels smaller size after it settles is the part of the tissue that's actually ruptured. The dumb blood system also means you can take 20 non lethal shots and as long as they miss the limbs, basically be unaffected until you bleed out, just use hitpoints and have your medical system be abstractions built on top of that
I think you might be misunderstanding the ballistic gel thing. I don't think it's supposed to be showing the permanent cavity, it's showing the maximum cavity over the course of the whole impact
@@sweed7895 the temporary cavity is what causes the damage in ball type ammunition. its the act of the rapid expansion, then almost immediate collapse that causes tons of damage. i promise you, if your organs receive a shock of nearly 900 ft/lbs of energy, they will potentially rupture, hydrostatic shock with rupture blood vessels around the area of the wound, causing lots of bleed. you have arteries running all throughout your body, and trauma to those arteries can cause death in a matter of minutes. water does not compress very easily, in fact its so very hard to compress water that we consider it effectively incompressible. this means that all of the energy from that bullet is directly acting upon the surrounding tissue. it can not compress so it has to move out of the way, and in moving out of the way it usually tears terribly. organs may move, but the affected area is going to be most likely about the size of that temporary cavity, though it wont leave a large cavity like that.
@@sweed7895 The point of the person you're replying to, is that the physics engine needs to _be aware of_ the maximum expansion, as an intermediate step, in order to know how much force is being applied to the parts inside of something at various penetration depths and over time. The red overlays on the ballistics gel are presumably a debugging aid to show that that intermediate calculation step is being done accurately. Assuming a bog-standard dynamics model, the engine _should_ then go on to use the expansion to calculate the _impulse_ radiating into the material from the shot-line at each depth-layer over time; where that _impulse_, combined with the _normal force_ of the material "on the other side" of the shockwave (e.g. for your heart, this would be your ribs), causes some material to be _compressed_ between the shockwave and the material "on the other side"; and this compression-over-time force leads to stress/strain on the material, and ultimately failure of the material.
incredible how every game that i see described as "the most realistic" ,"the best of all time" etc. are games that arent playable yet. what a fun coincidence!
As someone who shoots heavily and works in the firearms industry, it is a breath of fresh air to see things like frag and terminal ballistics taken into account, same with recoil for size. I cringe every time I play a “realistic”shooter
Personally I think everybody is trying to make as realistic shooter as possible while others also are trying to do that. I think we need more less serious and unrealistic fps
@@realdragon when you think about it 40-50 hours a week it’s nice to see realism reflected. It takes me out of games when the gunplay is too basic personally
@@19XSB I honestly find gunplay more basic in realistic shooters. People are just using rifles and occasionally explosives. With unrealistic shooters you're allowed to have more variety because it doesn't matter if weapon like flamethrower is unpractical or you would explode yourself trying to rocket jump
It's shocking to me that someone took the idea I've had for a while (no health-bar, instead using blood + organ damage) and apply it properly. I swear this has to be a step forward in simulating health within FPS games, which would be even more FUN when dealing with non-human threats - looking at you Helldivers.
After seeing gray zones launch i don't see how all of this is anymore than a gimmick. Its cool tech but it doesn't matter if the game is underwhelming. Also imo Hotdogs Horseshoes And HandGrenades is the most realistic in terms of interactivity at least. It also has a pretty in depth ballistics system as well but i don't know enough about it. But again h3 is more a simulation than a game.
Arma 3 had a very similar terminal ballistics engine over a decade ago. dslyecxi made a great video about it then. It didn't simulate wound canals or anything quite as advanced, but material penetration, deflection and ricochets based on ammo type were pretty carefully calculated.
it doesn't really matter if your game has super realistic weapons if the game is gonna be shit cause based on what it looks like these people are way more focused on just making realistic guns than makeing a good game
if you consider ghost recon wildlands they did a great map and good graphics without being too heavy on specs, i´m praying for the optimization Gods now Lol
Going to preface this comment by stating that I'm interested in GZW, I have it on my Steam wishlist and I've been following the news hoping for a EA release date because I want to play it and I'm only making this comment as a fan of the effort that BSG and MFG are putting in their games. Realistic depictions of terminal ballistics, bullet deviation, penetration, ricochet and fragmentation has been done in games before, Tarkov is the freshest example. You can already see all that working in live gameplay videos or you can look into the code using a deobfuscator of some kind and read all of the different values for ballistics that ammunition and explosives have. A lot of the stuff you showed regarding the game's development about consulting historians and people in the military sounds exactly what Tarkov did, some of the interfaces and gun customization are very similar as well, if I was blind and was only listening I'd think this video was about Tarkov. Overall this makes me way more excited for the game and it's impossible not to draw comparisons to Tarkov as much as the devs like to say it isn't trying to be it, my only remaining gripe is with the map design. With the map they've shown, there seems to be only one hot spot in the entire map which looks like a rural village and with supposedly 150 quests taking place in the area, it looks too empty. I hope there are plans to add underground areas or more buildings to interact or go inside.
It seems like this game's strong point is likely going to be that it's taking so many concepts many games have and putting them all into a single package. Armor penetration simulations from War thunder, but on normal rifles. Bullet ricochet system of DayZ/ARMA. Health simulation like Rimworld or Tarkov. Depth and dedication similar to Dwarf Fortress. The game hasn't come out yet so it's hard to tell if it will go well but it's something to look forward to.
It’s very ambitious in that way. The devs are attempting to innovate in every aspect, rather than just copy/iterate, which is quite the challenge to take on.
11:54 he actually worked with the team on the game Mauraders on helping them design the look of their guns but other than that idk if he's worked with anyone else yet doing anything in pre-production
Well, after playing it none of this really matters or is remotely observable at all. It might as well not be there. In fact, the simulated organs mean you can shoot someone in the stomach 15 times with a high caliber bullet and they can keep moving and fight back just fine. You seemingly have to hit the heart or brain to have any success. Not terribly realistic. Tarkov does that better, but then that system has its own issues. Penning various walls is cool and all, but also doesn't require such complex simulation.
The cavitation system in game is broken right now. Once they get it working correctly and actually let us test it in a range like I suggested in this video, It'll really shine I think.
I’m shocked because the same company made Dead Trigger games🤯 This is quite a jump from mobile zombie p2w shooter to probably the most realistic fps pc military shooter
I subbed cuz of the tarkov shorts, but man you've been killing it with these longer vids. Your vids are always well versed, and it's refreshing to listen to you talk as opposed to the normal youtubers click-baity titles/thumbnails followed by a video that lacks any sustenance. Keep up the good work sir.
As a ballistic scientist I believe you did a great job with the quick explanation of terminal ballistics! I'm pumped to see more games taking this aspect of gun fighting into account, I play tarkov all the time but I always wished there was more to the ballistics. These games coming out are actually great training apparatus because you can work your mind through realistic scenarios that can randomly evolve as you flow through. Great video man good job!
consider switching the topics up because this channel just feels like i'm subscribed to gray zone warfare marketing when i see the fifth video about this 'tarkov killer' which you havent played
This looks like an extremely cool system, so I really hope that the gameplay can match it, as I have had experience with Starbase, another game with an amazing technical side, but an unfortunate fail of gameplay also in would be cool if this simulation system was published at some point (if it isn't already) so we could see it elswhere
this is so interesting! its like the beamng of firearm simulation where everything is simulated without fixed stats/metadata. great video on this you are very underrated
yeah and the game is still shit.. make a game first, then make a cool gun system. if the game isn't fun by default and the whole experience is based on meaningless details it isn't worth being called a game.
This video was really well produced, and this game looks sick! Thanks for bringing my attention to this! Edit: The only thing I hope they do (and I expect given this devlog) is that things like metal will deform when hit by rounds, with small punctures if it penetrates, and materials like wood will splinter and explode. Imagine being behind a metal wall while it's continuously dented by bullets vs. hiding behind a wooden wall and it being splintered and blown apart. While the bullet physics do account for this, it would be much more visually intuitive if you could see the effects different bullets have on different materials.
What blows my mind the most is that these are being made by the shadowgun devs CONTEXT: shadowgun started as a landmark gears of war clone for mobile before getting a sequel that’s a mobile destiny clone What a step up!
Wow, that is amazing and it gives a tactical shooter simulation game so much in my opinion. I was amazed, because ArmA3 does kind of the same, especially with ACE3 advanced ballistics put on top. I dove deep into this stuff. Deeper than others anyway. As a sniper in my unit I wanted to be proficient and know how it works. ArmA also simulates terminal ballistics up to a point. Like penetration of different materials or ricochets also depending on ammo type. While their (body) armor penetration system is lackluster. From the looks of it what Gray Zone Warfare does is next level in that regard.
It's nice to see that they not just implemented realism but looked at it in a gameplay standpoint. This looks like a very playable game with realistic features
I do know Jonathan helped to retroactively fix animations in Hunt: Showdown after his video on the game. The devs saw it and fixed the reload/loading animation on some of the guns. But im not sure if they did it just by watching the video alone or if they also asked him to consult.
my pc dropping framerate to single digits as i try to fire a perfectly simulated weapon, only to be headshotted by some guy in the other side of the map
The fact that this is coming from devs that used to make one of my most favorite mobile games growing up is just crazy to me. Shadowgun Deadzone was amazing
The terminal ballistics simulation is absolutely cool. As a gun nerd I think its a super unique method that actually approaches realism from the get go... its not damage numbers; its penetration, vital organ trauma and blood loss.
I 100% agree about the test area, I think it's required for a game like that, just sitting around with everything unlocked testing what feels right for you, getting accustomed to actually physics with weapons
I've been waiting for an FPS game that doesn't let my enemies hide behind sheet metal when i'm using a .308. Always took me out of the immersion. Or people hiding behind wood crates while dozens of enemies shoot them with rifle calibers. It's too hollywood. Or how my 12 gauge buck shot just magically disappears at 15 yards. Hopefully this changes the FPS trends.
With all of this simulation of bullets on surfaces, one of the big things I want to see is bullet-based destruction: if I shoot through the same wooden plank, does it break? does the shredded wood impact the bullets striking it last differently than the pristine wood does the first rounds? Can I deform sheet metal with buckshot, and does that weakened metal then provide less resistance to rifle rounds?
I've noticed a distinct lack of comments talking about ArmA, which also does realistic ballistics like that, also with you being able to have bullet traces to see penetration through materials, no ballistics gel, but still, you can absolutely see Ricochets, Penetration and all that with ArmAs ballistics
That outro earned my sub. *not that I wasn't already going to sub after watching the content leading up to it. ;P I'm glad I'm not the only one who would seriously spend dozens of hours in a released version of a tech demo environment sending every variant of every round through every material and material combination from every angle just to see what happens. Cheers
I put this game on my Steam wishlist a while ago cus I was like “huh, another cool new fps game”, but seeing how deep it is with the gameplay and realism really makes me interested and wanting to get it when it comes out. Shoutout to the dedicated developers!
WW2 online had a similar ballistics system for AT rounds way back in the 2000s. It’s been done before it’s most games see it as too much effort for a feature that doesn’t make a huge difference to gameplay.
I saw someone talk about wanting a feature in squad where the higher level your character was you would have different reactions to suppression. It would be cool to see characters having progressions like that throughout lives.
It reminds me to old AAA devlogs, when game publishers and developers had an artistic vision and they did all what they had to do to acomplish it. Involving all kinds of professionals not just developers. Titles like Halo, Half Life 2 and Left 4 Dead 2 come to mind, specially the latter.
I’ve played the game since this video. Hear my hands-on impressions here: ruclips.net/video/NAptombVeOA/видео.htmlsi=5jSolfVg8UhnEIWq
Riloeism lol
what about H3VR
Also, as someone who lives in South East Asia, at 6:54, the name of the village is in Thai and yes, it's a "village" because that's what it translates to. This blue sign on the is is in Laos though. There's a difference
Also a note: Ferguson was involved in the making of Sniper elite 5, he is the reason they added the SREM-1 rifle
Very interesting, thank you! I tried to find out if he had worked with devs before and couldn't find anything.
If that interests you, @@riloegaming, the directer of the sniper elite games has a youtube channel where he rides on horseback and pretends to be a knight, hitting ballistic gell bodies with warhammers as he rides past.
ModernHistoryTV
@riloegaming don't forget marauders by small impact games did and stuff with him.
Sniper elite 5 was arse
Sniper elite 4 was mid
Sniper elite 3 was an S tier
Sniper elite V2 was A Tier
@@BanditoGames3 Me when I am wrong on the internet
Here's hoping that with all of this infrastructure for calculating ballistics, my sniper buddy gets his wet dream of sitting on a hilltop 3k meters away calculating his shot based on wind velocity and earth curvature. Fingers crossed
I think the view distance for PMCs/AI won't go over a Kilometer from what Mara said in my interview and it could be changed over time as well. You gotta remember; 42km sq map, 48 players, 1000 AI or so. Rendering distance will have to be adjusted so your PC doesn't explode.
@riloegaming I suppose he could live with 1000m shots lol. But I do hope they can find a way to make extreme-range target neutralization a viable way to play the game.
@@Brand2523 we’ll see. Obviously I totally agree, but being realistic it’ll be a real optimization challenge
ArmA 3 with ACE's advanced ballistics already has that, and it comes with the DOPE cards.
I second this, even 1km would be great, as 7.62x51 start to really drop after 800 to 900 meters depending on the gun and bullet type. It doesn't have to be as involved as ACE3 to be interesting.
I believe Arma 3 has a penetration system that’s less complex but similar. It’s really cool to see how physics systems are evolving in games. Giant props to any developers who go the extra mile for their game physics, unlike the earth game physics are programmed and incredibly complex to get right.
and with ace you get framentaion too not sure about for water but ricochet was vanilla
Arma 3 is also limited by its age's hardware.
If you want to push top of the line hardware to the limits with proper optimization, _yeah, you can simulate a _*_lot_*_ more shit._
I have a tons of mods that makes gunfire and injuries more realistic
I smell bs
Am i programmed? Sheeee
Arma 3 has had some fairly realistic terminal ballistics for a over a decade now.
Arma 3 isn't the twitch flavor of the month though
Arma 3 doesnt stream well compared to unreleased-hyper-realism-pvpve-game-#2987
You'd have to play games to know that, can't expect that from a youtuber.
Your reply and all the others to this comment, I love you.
I think GZW is paying for some covert publicity, since I saw a video of the game in another channel saying that it "represents the true PMC experience", released the same fukin day as this video.
@@StickyBarcelona Theyre paying out the ass for coverage. This game went from no videos to dozens of videos in a matter of a week. Every obviously paid video I see, the less I want to pick this game up
Finally a game where an inch of wood doesn’t stop my .50 BMG
The CPU use is gonna be insane haha. Cant wait for the game.
My i9 13900k hits 90 degrees playing “squad” 😂
server will calculate that, it's online game, you cannot leave it to client side
adding to that if the calculation is client side it also opens up more opportunities for cheaters...i really hope the server does the damage calc. imagine getting hit in the toe and the cheater tells the server "yep definetly a fatal wound" and you drop dead from a minor hit
@@odrs Check your cpu, I have ryzen 5600x and my cpu temps are normal
You actually make a great point. I'm going to have to consider a whole new mobo cpu combo. Mine is almost 5 years old
I think Ferguson also helped with the development of Sniper Elite 5, but seeing how the devs consulted him just shows how dedicated they are to realism and immersion.
Yeah I learned this today, unfortunately couldn't find this out BEFORE making the video 😅
I about shit myself the first time I heard a bullet richochet off water at my buddys farm. Makes a wild sound with 7.62
can u descwibe it pwetty pweese?
@@Beepisz99think of the sound of a construction cable snapping
@@andoy_ cool, thanks
@sn4ketooth220 its like a high pitch whine mixed with the sound of rapid rotation. Mag dumped an AK into a pond
@@andoy_It can vary... Anything from a PEEEYOW to a vvvwoooom... Depends on the velocity and how fast the round is tumbling through the air. It's the bullet tumbling at high rpm that makes the sound... any jagged edges from deformation will intensify it also.
Holy shit. Playing this in VR would be a legitimate military simulator.
Not exactly the same but check out H3VR (Hotdogs Horseshoes & Hand Grenades). By far the most realistic portrayal of guns in a VR game.
Solid Snake Simulation in real life
@@mikamo4087 It's by no means realistic, but it's by far the best VR gunplay experience. Nothing else will ever match it.
aw hell naw not the AR/VR training for PMCS @@lukayaroslav9914
But there's no weapon weight or felt recoil.
One thing I've been longing for is a game that can actually get shotgun physics right, I have faith in this game though.
escape from tarkov
Insurgency Sandstorm is a good close
shotguns are very op in reallife, this game will have no regard for balancing if thats the case because of realism
@@inspirion5500you say that as if standard FPS have any care for balance
its not well the issues might still be server side i aint sure but it feels like a nerf gun
"... or worse" There is no way that the things that caused the "Event" in GZW are not aliens.
Lol tbh environments and graphics remind me of Crysis 1
@@kaineyGZW bouta be the new "...but can it run Crysis?"
@@kainey Farcry 1 vibes even.
Can't wait for realistic alien weaponry
Garden Z Warfare?!
at 3:40 I find it hard to believe that 556 (even standard ball) wouldn't penetrate thin galvanized steel siding
I'm guessing it's just a visual representation cuz yeah, I've put bb's through gal siding with my old pump bb gun.
You are right.. its not sheet metal. unfortunately, it was set as harder metal (but not steel). We are just humans and we are making mistakes ;)
@@marekrabas who are you lol, assuming not the real marek rabas, but i will leave it open to suspicion
@@willon9514 haha. Hard to believe on RUclips, I understand.. but Im real Mara, dunno how I can prove it here in the comments ;)
@@marekrabasHey, in the event you are the real Marek, just wanted to say that the work you're doing is absolutely phenomenal and I'm incredibly excited for your game. Keep up the good stuff!
The portion of the video with the corrugated steel gave me some deja vu of doing the exact same thing in ArmA 3 many years back, down to the identical color indicators for velocity and the denser then expected steel. The ballistics gel portion frankly blew my mind. I cant wait to see how this game turns out, its been a long time since i've looked forward to a game in development this much. In response to your comment later in the video about a testing environment to mess with stuff like this, i remember spending hours shooting different weapons at different structures in the arma editor, and my favorite one was realizing how easily the 7.62 minigun on the AH-6 would pen the roof and floor of an exterior masonry building but not the walls themselves, and then doing a top strike and landing to walk through the building and seeing all those blue and green straws frozen in time capturing the absolute carnage that had taken place inside, but not a single could penetrate the walls from interior to exterior and instead bounced around inside going from yellow to red. Cheers and thanks for the video.
Can deff see the Arma 3 roots of some of the team. That projectile sim looks exactly like arma3
Well, Mad Finger Games is based in Brno and Bohemia Interactive has an office there as well for quite some time now. Plus Czechia is quite a small country to begin with. The possibility of devs making career moves from one company go the other is quite high actually
Arma 3 did this back in 2013, and the Advance Combat Environment mod or ACE added even more.
I’ve been informed of multiple games that Jonathan Ferguson has worked with devs on, so disregard that comment! Everything else is still cool though 😄
Please balance the audio or give him full subtitles when you use his clip around 10:37 , He is so much softer than your voice and I had to strain my ears listening to him then cutting back to your full volume voice. Love the video otherwise! keep it up
its weird how much i tried to avoid this guy and he keeps popping up in videos.
How do I preorder the game
Another thing is have you tried arma
>Fires four rounds at a wall
>Game crashes; Computer catches fire
tactical shooter devs spending years perfectly simulating bullet ballistics instead of actually making a good game
If they're going for realism then they might want to make sure any 5.56 bullet you shoot can go through sheet metal speacially at 15 yards. Even if there are two layers of sheet metal. It's why cops say cars are coffins on wheels. If you are going to use a car at cover being behind the engine is the best, then in line with the axles. a .22 LR can go through sheet metal.
Paul Harrell has a fantastic video on using cars as cover that will forever ruin movies for you as nothing in them can stop a bullet, including the engine block a lot of the time
@@BinkoBunko I love his grocery store one. He bought a bunch of crap and set it up like it was in a grocery store and shot at it to see what would be the best thing to use as cover.
It is truly terrifying when a video game RUclipsr knows more about guns and how they function, then politicians that make the laws about guns.
not only the politicians, but also the people who vote for those politicians.
outright lies and false narratives galore.
@@eskeline what a world...
Knowing that weapons are dangerous and kill people is enough to create deterministic laws regarding their use
@@johnathan8241 fair enough, but the laws have gotten far, far too extreme
and more than the police who use them
Tarkov has interesting considerations with ballistics and armor/protection choice (especially with the armor changes recently) but that all revolves around how quickly you kill an enemy. With GZW it looks like these choices will have massive gameplay implications. When you showed the hollow point rounds, I thought to myself "I'd want those for CQB, because they have low-pen, so I lower the risk of bouncing fragments into and through surfaces and teammates." This is going to be so cool.
Yeah it seems like ricochets could be a legitimate concern in this game. It will be harder to tell without tracers or those lines obviously :D
When it comes to ballistics, Arma 3 already accomplished all of it minus the ballistics gel. Back in 2013...
Nope
@@VaclavKralArma 3 with the ACE2 mod does everything in the video plus more.
@@MasterFancyPants Nope. When 2 do the same thing, it's not the same thing. In Arma, it is not clear how they calculate terminal ballistics. They never explained this.
@@VaclavKral you can use a script in arma 3 to show you bullet paths and velocity and it looks very similar to gzw
@@JohnBideen it's about terminal ballistics 👍
11:45 I would like to point out that he did indeed help with the realism of the old WWI/WWII (up to about Vietnam era for some) guns for the game Marauders. I saw them talking with him for a brief moment in one of their devblog videos, but he has indeed helped with influencing games before this one.
Very knowledgeable in his field.
5.56 fmj penetrates sheet metal like a knife through butter...it also goes through any Aramid helmet (ULACH, ACH, etc) at close range or upon direct hit. I hope the game reflects that and is ACTUALLY realistic in terms of ballistics.
8:08 rs2 vietnam also has this mechanic
Bro i was deadass for my whole life of playing games waiting for a game that has realistic health, ballistic AND recoil mechanic
DayZ has been out for years
@@thezazadook You say that, but DayZ doesn't come close to what is calculated in this project.
@@frogbaseball I know, I was just saying DayZ fits what he’s saying pretty well
Realistic health: if you get hit once you're down from pain
@@realdragon I've seen a lot of police body cam footage that shows people still charging after taking 10+ rounds to the chest, you'd be surprised what adrenaline (and pharmaceuticals) can do to a human
arma 3 has very in depth ballistics and you can see the ballistics of bullets in the testing simulation or whatever they called it
Arma 3 has had a simplified version of the terminal ballistics seen here. wasn't on launch but was improved upon in an update at some point between 2013 and now. the terminal effect show here is pretty interesting and i dont think ive seen anything like it in a game. definitely more in-depth than assigning damage numbers to projectiles.
The ACE2 mod adds these effects. I really can't think of anything it is missing. Even has the coriolis effect.
Their version isn't even really that simplified, it also simulates penetration depth and penetrated material and size and energy of the bullet, with ACE3 mod you also have wind (speed also varies with altitude), coriolis, air density, magnus effect and probably more
Been following MFG for a long time. It's wild seeing them go from Indy mobile devs, who made games like Shadowgun, a gears of war style game, to multiplayer shooters like Shadowgun Deadzone (which was unironically amazing for a mobile game), and now pushing the envelope for realistic ballistics in a large scale PC title.
Yeah, something I’ve noticed about them as devs is they’re always trying to push the capabilities of the platform they’re developing on
i feel like people forget that realism doesnt automatically make it good game design
When it’s this “realistic” (though you’re still just pressing buttons on a keyboard) how do they balance it? Am I only allowed to use the AR platform? Do the realistic ballistics do anything besides function as a fancy way to shoot through walls and over complicate damage calculation? Would this game cater to people who aren’t that invested in the hardcore realism as well?
Tbh it all just seems like a virtual ballistics simulator made into a video game to attract the wannabe special forces bros.
No shit and I bet the devs, like the one in the video with actual gamedev experience, knows this already. However, played the fuck out of ArmA series, Project Reality, DayZ, and Squad.
@@TozTheFox There is definitely a market for something like this as currently a game like this does not exist.
The game here is probably not trying to cater to anyone rather the game is being made for the sole reason of creating the most realistic shooter to date, whether that is something for you is entirely up to you to decide.
If this get's fully developed and actually turns out well it won't even need marketing at all because it will just be universally known as the most realistic shooter there is and if it is actually extremely close to real life you could even use this to teach about guns and ballistics in a safe environment without actually needing any real guns or even needing to be close to each other.
Plenty of uses for something like this ranging from just having plain old fun to actually learning.
There also likely won't be "balancing" in the traditional game sense since this drives the ultra-realism track it will balance itself based on real life. Irl most guns will be lethal so aslong as you have a gun you can handle, you can do some damage.
Regarding the recoil: Blacklight Retribution (before the Parity Patch) also had a fantastic recoil system, where the accuracy of the gun was static, but the recoil pushed the gun around. And instead of just moving the camera, the reticle bounced around the screen, making you fight the recoil of the gun and needing to adjust your aim constantly, instead of just moving your mouse down.
like in CS go?
8:08 Took me a while before I realized you used a part of the Gran Turismo soundtrack. (After the rain - MAKOTO (GT5)) This game has such a classy soundtrack and listen to it daily. Happy it finally gets the recognition it deserves! Nice video.
7:10 also, Gran Turismo 4 ost.
A game so realistic people refuse to react to getting shot dozens of times.
Drugs and adrenaline do crazy things. There's a reason why you're supposed to look for gunshot wounds after a firefight.
You had me with the realism until 3:50 where I watched 5.56 FMJ bounce off of a thin metal sheet.
The reason realistic games still use numbers and hitpoints is because there's far too much randomization for a simulated medical system to actually be fun or even make any sense. The problem is networking mostly makes that useless(You'd be surprised how bad networking actually is when it comes to precision).
They also don't even seem to understand how ballistics gel works. Devs have the maximum wound cavity size when it's inflated with air as the size of the hit collider, as if the organs aren't pushed out of the way when it's expanding like that. The ballistics gels smaller size after it settles is the part of the tissue that's actually ruptured. The dumb blood system also means you can take 20 non lethal shots and as long as they miss the limbs, basically be unaffected until you bleed out, just use hitpoints and have your medical system be abstractions built on top of that
Ballistics gel also is not flesh and muscle so it's not really accurate to use it as a baseline. Even the human shaped ones are inaccurate.
I think you might be misunderstanding the ballistic gel thing. I don't think it's supposed to be showing the permanent cavity, it's showing the maximum cavity over the course of the whole impact
@@Bwizz245 that maximum cavity is expanding air, that's also pushing away organs, so it's not supposed to do anything basically
@@sweed7895 the temporary cavity is what causes the damage in ball type ammunition. its the act of the rapid expansion, then almost immediate collapse that causes tons of damage. i promise you, if your organs receive a shock of nearly 900 ft/lbs of energy, they will potentially rupture, hydrostatic shock with rupture blood vessels around the area of the wound, causing lots of bleed. you have arteries running all throughout your body, and trauma to those arteries can cause death in a matter of minutes. water does not compress very easily, in fact its so very hard to compress water that we consider it effectively incompressible. this means that all of the energy from that bullet is directly acting upon the surrounding tissue. it can not compress so it has to move out of the way, and in moving out of the way it usually tears terribly. organs may move, but the affected area is going to be most likely about the size of that temporary cavity, though it wont leave a large cavity like that.
@@sweed7895 The point of the person you're replying to, is that the physics engine needs to _be aware of_ the maximum expansion, as an intermediate step, in order to know how much force is being applied to the parts inside of something at various penetration depths and over time. The red overlays on the ballistics gel are presumably a debugging aid to show that that intermediate calculation step is being done accurately.
Assuming a bog-standard dynamics model, the engine _should_ then go on to use the expansion to calculate the _impulse_ radiating into the material from the shot-line at each depth-layer over time; where that _impulse_, combined with the _normal force_ of the material "on the other side" of the shockwave (e.g. for your heart, this would be your ribs), causes some material to be _compressed_ between the shockwave and the material "on the other side"; and this compression-over-time force leads to stress/strain on the material, and ultimately failure of the material.
incredible how every game that i see described as "the most realistic" ,"the best of all time" etc. are games that arent playable yet. what a fun coincidence!
As someone who shoots heavily and works in the firearms industry, it is a breath of fresh air to see things like frag and terminal ballistics taken into account, same with recoil for size. I cringe every time I play a “realistic”shooter
Personally I think everybody is trying to make as realistic shooter as possible while others also are trying to do that. I think we need more less serious and unrealistic fps
@@realdragon when you think about it 40-50 hours a week it’s nice to see realism reflected. It takes me out of games when the gunplay is too basic personally
@@realdragon we need arena shooters
@@19XSB I honestly find gunplay more basic in realistic shooters. People are just using rifles and occasionally explosives.
With unrealistic shooters you're allowed to have more variety because it doesn't matter if weapon like flamethrower is unpractical or you would explode yourself trying to rocket jump
@@realdragon You must be like 12yo or from Europe. “I don’t like realistic fps games” 😂
It's shocking to me that someone took the idea I've had for a while (no health-bar, instead using blood + organ damage) and apply it properly.
I swear this has to be a step forward in simulating health within FPS games, which would be even more FUN when dealing with non-human threats - looking at you Helldivers.
"skillfully imploy these weapons"
Absolutely misses RPG shot from 3 meters away
Lol 5.56 ball ammo would definitely penatrate that flimsy metal barrier, but i appreciate the effort.
After seeing gray zones launch i don't see how all of this is anymore than a gimmick. Its cool tech but it doesn't matter if the game is underwhelming.
Also imo Hotdogs Horseshoes And HandGrenades is the most realistic in terms of interactivity at least. It also has a pretty in depth ballistics system as well but i don't know enough about it. But again h3 is more a simulation than a game.
Arma 3 had a very similar terminal ballistics engine over a decade ago. dslyecxi made a great video about it then. It didn't simulate wound canals or anything quite as advanced, but material penetration, deflection and ricochets based on ammo type were pretty carefully calculated.
The ACE2 mod does all the rest including the coriolis effect.
it doesn't really matter if your game has super realistic weapons if the game is gonna be shit cause based on what it looks like these people are way more focused on just making realistic guns than makeing a good game
When you get on an intense firefight your CPU might get a heart attack out of anxiety
Madfinger are also the developer of several mobile titles, such as Dead Trigger 1 & 2, the Shadowgun games, Unkilled, and the Samurai Vengeance games.
Well-edited as always. And including musical stings from Bad Company 2 and Modern Warfare 2? Nice.
Haha good ear!
You're probably gonna need intel 20900K and RTX 6090 to run this shit
And an I12-23000k
if you consider ghost recon wildlands they did a great map and good graphics without being too heavy on specs, i´m praying for the optimization Gods now Lol
Going to preface this comment by stating that I'm interested in GZW, I have it on my Steam wishlist and I've been following the news hoping for a EA release date because I want to play it and I'm only making this comment as a fan of the effort that BSG and MFG are putting in their games.
Realistic depictions of terminal ballistics, bullet deviation, penetration, ricochet and fragmentation has been done in games before, Tarkov is the freshest example. You can already see all that working in live gameplay videos or you can look into the code using a deobfuscator of some kind and read all of the different values for ballistics that ammunition and explosives have.
A lot of the stuff you showed regarding the game's development about consulting historians and people in the military sounds exactly what Tarkov did, some of the interfaces and gun customization are very similar as well, if I was blind and was only listening I'd think this video was about Tarkov.
Overall this makes me way more excited for the game and it's impossible not to draw comparisons to Tarkov as much as the devs like to say it isn't trying to be it, my only remaining gripe is with the map design. With the map they've shown, there seems to be only one hot spot in the entire map which looks like a rural village and with supposedly 150 quests taking place in the area, it looks too empty. I hope there are plans to add underground areas or more buildings to interact or go inside.
Oh trust me, the public has only seen like less than 10% of the whole map. The vast majority of it hasn't been seen by even people like me.
It seems like this game's strong point is likely going to be that it's taking so many concepts many games have and putting them all into a single package.
Armor penetration simulations from War thunder, but on normal rifles.
Bullet ricochet system of DayZ/ARMA.
Health simulation like Rimworld or Tarkov.
Depth and dedication similar to Dwarf Fortress.
The game hasn't come out yet so it's hard to tell if it will go well but it's something to look forward to.
It’s very ambitious in that way. The devs are attempting to innovate in every aspect, rather than just copy/iterate, which is quite the challenge to take on.
11:54 he actually worked with the team on the game Mauraders on helping them design the look of their guns but other than that idk if he's worked with anyone else yet doing anything in pre-production
5:16 uhhh... arma 3? Released in 2013
Right?
Well, after playing it none of this really matters or is remotely observable at all. It might as well not be there. In fact, the simulated organs mean you can shoot someone in the stomach 15 times with a high caliber bullet and they can keep moving and fight back just fine. You seemingly have to hit the heart or brain to have any success. Not terribly realistic. Tarkov does that better, but then that system has its own issues.
Penning various walls is cool and all, but also doesn't require such complex simulation.
The cavitation system in game is broken right now. Once they get it working correctly and actually let us test it in a range like I suggested in this video, It'll really shine I think.
@@riloegaming I hope so!
I’m shocked because the same company made Dead Trigger games🤯
This is quite a jump from mobile zombie p2w shooter to probably the most realistic fps pc military shooter
I subbed cuz of the tarkov shorts, but man you've been killing it with these longer vids. Your vids are always well versed, and it's refreshing to listen to you talk as opposed to the normal youtubers click-baity titles/thumbnails followed by a video that lacks any sustenance. Keep up the good work sir.
Cheers I hope you continue to enjoy the content!
@@riloegaming I sure will! Quick question, have you ever played Rust?
As a ballistic scientist I believe you did a great job with the quick explanation of terminal ballistics! I'm pumped to see more games taking this aspect of gun fighting into account, I play tarkov all the time but I always wished there was more to the ballistics. These games coming out are actually great training apparatus because you can work your mind through realistic scenarios that can randomly evolve as you flow through. Great video man good job!
consider switching the topics up because this channel just feels like i'm subscribed to gray zone warfare marketing when i see the fifth video about this 'tarkov killer' which you havent played
The game isn't a tarkov killer and never has claimed to be. Homie can make what videos he wants
14:20
Turns out the games shit lol
This looks like an extremely cool system, so I really hope that the gameplay can match it,
as I have had experience with Starbase, another game with an amazing technical side, but an unfortunate fail of gameplay
also in would be cool if this simulation system was published at some point (if it isn't already) so we could see it elswhere
this is so interesting! its like the beamng of firearm simulation where everything is simulated without fixed stats/metadata. great video on this you are very underrated
Thank you!
NONE OF THIS MEANS SHIT WHEN THE GAMES LOOKS AND PLAYS BORING
arma having this since 2013
yeah and the game is still shit..
make a game first, then make a cool gun system.
if the game isn't fun by default and the whole experience is based on meaningless details it isn't worth being called a game.
This video was really well produced, and this game looks sick! Thanks for bringing my attention to this!
Edit: The only thing I hope they do (and I expect given this devlog) is that things like metal will deform when hit by rounds, with small punctures if it penetrates, and materials like wood will splinter and explode. Imagine being behind a metal wall while it's continuously dented by bullets vs. hiding behind a wooden wall and it being splintered and blown apart. While the bullet physics do account for this, it would be much more visually intuitive if you could see the effects different bullets have on different materials.
I think he kinda touched on that initially when talking about materials. I agree, being able to cut into cover and degrade it would be really awesome.
Arma 3 like "IAM A JOKE TO YOU"...had all of this....10 years ago
game is dead now haha
If they can optimize this, itll be fun. Sounds like a lot of math but the idea of lighting up a shack with moving enemies in it would be fun
What blows my mind the most is that these are being made by the shadowgun devs
CONTEXT: shadowgun started as a landmark gears of war clone for mobile before getting a sequel that’s a mobile destiny clone
What a step up!
Amzing detail. This is going to be the first actual Firearms Simulator.
Wow, that is amazing and it gives a tactical shooter simulation game so much in my opinion. I was amazed, because ArmA3 does kind of the same, especially with ACE3 advanced ballistics put on top. I dove deep into this stuff. Deeper than others anyway. As a sniper in my unit I wanted to be proficient and know how it works.
ArmA also simulates terminal ballistics up to a point. Like penetration of different materials or ricochets also depending on ammo type. While their (body) armor penetration system is lackluster. From the looks of it what Gray Zone Warfare does is next level in that regard.
Didn't Arma III do similar ballistics a decade ago. I feel like if people really delved into this stuff it should've been possible by now.
Tbh a lot of this seems like a more modern version of Arma III's systems.
Yes, the ACE2 mod did even more.
It's nice to see that they not just implemented realism but looked at it in a gameplay standpoint. This looks like a very playable game with realistic features
My computer is going to fucking implied and cause a: worldwide genoncide, and a magnitude 11.47 earthquake is it tries to run this game
I do know Jonathan helped to retroactively fix animations in Hunt: Showdown after his video on the game. The devs saw it and fixed the reload/loading animation on some of the guns. But im not sure if they did it just by watching the video alone or if they also asked him to consult.
my pc dropping framerate to single digits as i try to fire a perfectly simulated weapon, only to be headshotted by some guy in the other side of the map
from futuristic warzone games to apocalyptic zombie games to sim shooting games. wow what a time to be a madfingers fan
The amount of material science that had to get into for developing this game is insane, i hope all this hardwork pays off in the end
The fact that this is coming from devs that used to make one of my most favorite mobile games growing up is just crazy to me. Shadowgun Deadzone was amazing
The terminal ballistics simulation is absolutely cool. As a gun nerd I think its a super unique method that actually approaches realism from the get go... its not damage numbers; its penetration, vital organ trauma and blood loss.
Imagine if they work together with the unrecord devs
Music in the video intro is "Battlefield: Bad Company 2 - Track 04 - Snowy Mountains" if anyone didn't pick up on it and wanted to know
I 100% agree about the test area, I think it's required for a game like that, just sitting around with everything unlocked testing what feels right for you, getting accustomed to actually physics with weapons
I was expecting this to be a video about H3VR.
I've been waiting for an FPS game that doesn't let my enemies hide behind sheet metal when i'm using a .308. Always took me out of the immersion. Or people hiding behind wood crates while dozens of enemies shoot them with rifle calibers. It's too hollywood. Or how my 12 gauge buck shot just magically disappears at 15 yards. Hopefully this changes the FPS trends.
With all of this simulation of bullets on surfaces, one of the big things I want to see is bullet-based destruction: if I shoot through the same wooden plank, does it break? does the shredded wood impact the bullets striking it last differently than the pristine wood does the first rounds? Can I deform sheet metal with buckshot, and does that weakened metal then provide less resistance to rifle rounds?
I've noticed a distinct lack of comments talking about ArmA, which also does realistic ballistics like that, also with you being able to have bullet traces to see penetration through materials, no ballistics gel, but still, you can absolutely see Ricochets, Penetration and all that with ArmAs ballistics
That outro earned my sub. *not that I wasn't already going to sub after watching the content leading up to it. ;P
I'm glad I'm not the only one who would seriously spend dozens of hours in a released version of a tech demo environment sending every variant of every round through every material and material combination from every angle just to see what happens. Cheers
All Im hearing is new ways to miss my target
I not gonna lie this game literally made me a little scared about shooting someone then getting one tapped. But this is insane.
"I work in the small arms proliferation field, in my spare time" 😂
I can't wait for 240p screencaps of this game to be used in news articles about real conflicts
We making omelettes and steaks on the CPU with this one 👌🏾🗣️🗣️🔥🔥🔥🔥🔥🔥
This is the Century of Steam of FPS games
I put this game on my Steam wishlist a while ago cus I was like “huh, another cool new fps game”, but seeing how deep it is with the gameplay and realism really makes me interested and wanting to get it when it comes out. Shoutout to the dedicated developers!
WW2 online had a similar ballistics system for AT rounds way back in the 2000s. It’s been done before it’s most games see it as too much effort for a feature that doesn’t make a huge difference to gameplay.
Hyped for this game.
As an Armaholic and Squad junkie im all in.
I saw someone talk about wanting a feature in squad where the higher level your character was you would have different reactions to suppression. It would be cool to see characters having progressions like that throughout lives.
It reminds me to old AAA devlogs, when game publishers and developers had an artistic vision and they did all what they had to do to acomplish it. Involving all kinds of professionals not just developers. Titles like Halo, Half Life 2 and Left 4 Dead 2 come to mind, specially the latter.
Fun fact(for me, at least): this game is being developed by MADFINGER GAMES, the company that previously made only mobile games!
That super crazy to think about, i hope they update their game to make it the more better
I've always wondered if a game could have warthunder-like damage models but for people