It's a small touch, but it adds to the feel of it really happening.' So you'd have one page to represent the barrel wiggling, the shell ejecting, the bolt moving back. To put that in perspective, if you've ever done one of those little flipbook animation things, a frame is essentially one page. 'At this rate of fire, you'd have one frame of animation to shoot.
We've come up with a formula to calculate: we have a weapon, this is its rate of fire-how many frames to do want to have per actual kickback, to make sure the fidelity of it is absolutely perfect? To my knowledge, no game is doing something like that, or would even think it would be worth doing something like that.' In realtime you can't see these details but it makes the guns feel more powerful. In slow-mo you can actually see every kickback. 'The weapon shoots at 660 rounds per minute, which equals 11 rounds per second.
'Using the Bullpup as an example, we animated at 242 frames per second, which gives us 22 frames per shell that ejects out of the weapons,' Munk tells me.