S7: first person at 107°, the placeholder rifle, the lean and the hip hold
Play as Client on L_S7Range: a dedicated server world and two clients, 9 and 10 October 2026. Client 1 is
the player; client 2 watches. Placeholder lighting, materials and arms throughout.
New: the rifle's own shadow, and every item on the body. From your own view the rifle in your hands now casts its
shadow under the lamp and in the sun (below, 27 and 28). It is a rule, not a rifle fix: anything held, slung or worn on the
body gets the same shadow-only copy, so later gear and clothing inherit it. Client 2 still sees one shadow (29, 30). The
rifle's copy costs about 0.01 ms of shadow depth.
Decided: the rifle's field of view is 75° by default, a setting of 63° to 90° (D-72). The game now draws the arms
and rifle at 75° from its data, with no override; 31 below is retaken that way. The settings slider comes with the
controls work at G1 step 1. The hip hold is in: the stock at the shoulder, the receiver, optic and handguard in the lower
right, both hands on the rifle, and the body in the world holding it the same way, its rifle pivoting in the shoulder as
it aims up and down (35).
Still yours: the body's shadow on the arms and rifle (card 92676b59), judged again at each field of view in 32. At
the 75° default, 9.0 % of the arms' and rifle's pixels are darker with the copy.
What works. First person at 107° (the rifle drawn at 75°, the default, and scale 0.4), eye 162 cm above the feet. The rifle in the
hands in first person and in the body's hands for everyone else, with one rifle each (the player no longer sees his own
world rifle). Lean left and right, 20 cm, on Q and E: the view moves, and the other client sees the body lean
(replicated in 0.25 cm steps, read back as −80 and +80). Crouch. The body holds Lyra's rifle pose on every client.
The hip hold at 75°, and the three fields of view D-72 chose from
Client 1's view, 10 October, pose frozen and the view the same in every picture; only the rifle's
first-person field of view changes (the world view stays at 107°). Client 2 stands in the doorway. The rifle's bore runs
along the view, so the barrel points at the screen centre at every field of view, and the stock sits 2 cm forward of,
15 cm right of and 15 cm below the eye. Both hands are placed on the rifle by IK. The left hand grips the rear of the
handguard with its elbow bent, as at the hip in Tarkov, Ready or Not and Insurgency: Sandstorm; where the handguard is
beyond its reach (aiming far up or down, or leaning), it slides back towards the magazine well, at most 6 cm, rather
than the arm locking straight. The left hand sits low under the handguard, partly below the frame.
31, at 75° from the data (10 October, after D-72): the default as the game draws it, with nothing overridden. Client 1's camera reads 75° for the arms and rifle beside the world's 107°, at scale 0.4, matching the 75° in the strip below.31, the whole frame at 75°, 82° and 90° (before D-72, each set by hand). A lower field of view draws the rifle larger and nearer the centre; a higher one smaller and further into the corner.31, the lower right, close up.
The magazine is below the frame. With the stock at the shoulder and the bore on the view line (no crosshair, the
barrel aims), the magazine sits below the bottom edge at all three fields of view. Showing it means holding the rifle
further forward or lower than the shoulder, which the world body's hold (and so the shadow and what others see) would
then follow. Say if you want it in view and I will bring a version.
The body's shadow on the arms and rifle, judged again with the hold
The range's own sun, the same frames. Each strip: the copy casting (the game), the copy off (comparison
only), then in red what changed by more than 12 of 255. The share counts the arms' and rifle's own pixels; two identical
frames differ on 0.0 % of them.
First-person field of view
Arms and rifle darker with the copy
Mean drop (of 255)
75°
9.0 %
39
82° (the old default)
11.1 %
44
90°
17.1 %
42
32, at 75°.32, at 82°. The shadow falls across the optic, the top rail and the receiver.32, at 90°.
35, client 2's view of client 1 aiming level, 45° down and 35° up. The stock stays in his shoulder and the rifle pivots there, both hands on it; the left hand slides back along the handguard where it has to.
34, client 1's own shadow holds the rifle the way his first-person arms do. The barrel at the right edge is client 2's rifle; he stands at client 1's right.
First person
9 October, before the hip hold: the arms held Lyra's idle pose with the rifle in the right hand only.
At the hip. Client 2 stands 5 m away in the door frame.Leaning left. The view moves 20 cm left; the horizon stays level (no camera roll, by design).Leaning right.Crouched, client 2 now 2 m away.
Shadows
His own shadow in sun, before the copy (the engine's sun-only path). The first-person arms and rifle cast none, so there is one shadow.Under the street lamp, before the copy, sun off in client 1's world and the exposure raised for this one picture. Client 2's lamp shadow is there; client 1's own is not.Under the street lamp, with the copy (15). His own shadow is there now. The body's shadow holds no rifle yet (below, not in this round).Client 2's view under the lamp (16): client 1's shadow once.In sun, the copy and the engine's sun path both on (17): still one shadow, because the darker of the two is kept.In sun, the copy with the engine's path off (20), the setting now in the project: the same one shadow, for 0.07 ms more shadow depth than no copy, against 0.43 ms with both on.Client 2's view in sun (18): client 1's shadow once; client 2's own, from his copy, at the lower left.The sun behind him, with the copy (19): the shadow runs ahead.
The rifle's own shadow
Client 1's view, pose frozen. In each strip: the rifle's shadow copy casting, then not, then in red what
changed. Under the lamp 4,132 pixels change (two identical frames: 65); in the overhead sun 5,062 (identical: 196). The
shadow is the rifle in the body's right hand; these were taken before the hip hold, so the body stands upright (34 and 35
show it holding the rifle now).
27, the street lamp behind and above. The rifle's shadow rises from the hand in the body's shadow.28, the sun overhead.
29, client 2's view under the lamp: client 1's shadow and rifle shadow once.30, client 2's view, sun overhead: one shadow.
Cost, editor Play as Client with one client at 2554 × 1354 (render 1577 × 836): shadow depths p50 0.798 and
0.796 ms with the rifle's copy, 0.786 and 0.783 ms without (600 frames each), so about 0.01 ms, beside the body copy's
0.07 ms.
The body's shadow on the arms and rifle (kept; before the hip hold)
9 October, before the hip hold; 32 above judges it again with the hold. The engine's path switched off,
the pose frozen and the view the same each time. In each strip: the copy casting (the game), the copy off (comparison
only), then in red what changed by more than 12 of 255. The share counts the arms' and rifle's pixels
only; two identical frames differ on 0.1 % of them.
Capture
Light
Arms and rifle darker with the copy
Mean drop (of 255)
21
Low sun behind him (12° up)
11.9 %
25
22
Sun behind and to the side (30° up, 45° round)
0.8 %
16
23
Sun overhead (88° up)
78.5 %
37
24
Facing the sun (20° up)
5.6 %
19
25
Street lamp behind and above, sun off
48.1 %
46
21, low sun behind. The rifle's top and the right sleeve lose their light.22, behind and to the side. A sliver on the left forearm.23, overhead. The rifle and the right arm are almost wholly in shadow.24, facing the sun. A patch on the left forearm.25, the lamp behind and above. The left arm and the rifle's top in shadow; the hands' shadows on the floor are the body's pose, not the arms'.
21, the whole frame.23, the whole frame.25, the whole frame, the exposure raised for this picture.26, client 2's view with the engine's path off: client 1's shadow once.
What client 2 sees
Standing.Leaning left (his left, so to the right of the picture).Leaning right.Crouched.
Against the wall and the corner
Leaning right, the wall on the right. The first-person rifle is drawn whole over the wall.Leaning, facing the wall 5 cm from the capsule. The rifle does not clip.Leaning at the outside corner.Client 2's view of the wall lean. The world rifle's barrel meets the wall: the third-person rifle can clip, a later fix.
A 20 cm lean with a 12 cm probe never reaches a wall the 40 cm capsule already touches, so a flat wall or an
outside corner does not stop the lean; only geometry overhanging at head height would.
Not in this round
Item
When
The hit-body overlay, the metrics and outcome tables, the burst clip
With the server hits (the next milestone)
Aiming down sights, breathing and the arms' variation (the hold is the hip only)
With aiming
Hold or toggle lean; the lanes at 10 m and 30 m, the low wall and the dummy
With the hit bodies
Lighting, materials and exposure (fixed at EV 9.5)
Placeholders
Play it
Open L_S7Range (/HFGameplay/Raid/S7Range).
Play as Client with 2 players (Play, Net Mode: Play as Client, Number of Players: 2).
WASD and the mouse; Q and E lean, held.
For a moving target, type hf.s7.TargetRoutine 2 in the console: client 2 strafes, leans and crouches on an 8 s loop.