Thermal Vision Improvements From A Physicist
#21
Posted 03 April 2013 - 09:39 AM
#22
Posted 03 April 2013 - 09:49 AM
I approve of this suggestion as "please worry about real life, it's a simulator. Balance the game by adjusting the real life parameters".
#23
Posted 03 April 2013 - 09:55 AM
The module suggestions are also fantastic and what I would've expected for a more serious mech sim.
#24
Posted 03 April 2013 - 09:56 AM
#25
Posted 03 April 2013 - 11:09 AM
#26
Posted 03 April 2013 - 12:26 PM
Having used a lot of thermal cameras in my work too, I agree that this would be an interesting and accurate way to mimic the function of one.
It would look cool as well.
Hope they take it up:O)
Excellent work!
#27
Posted 03 April 2013 - 12:38 PM
#28
Posted 03 April 2013 - 02:29 PM
1) I have simulated all the mechs in their hottest state - in this proposed model the mechs would naturally be ~50C above background until they started firing which would further camoflage them beyond what you will see here.
2) though you can see some of the mechs at long ranges on the cooler images, I'd invite you to try and hit them!
So what are you about to see...
I've taken two screenshots on Tourmaline from a training session which shows mechs at different ranges. I've removed the hud and have relit the terrain to approximately "simulate" three temperature ranges.
The virtual thermal camera has a (rather convenient) range of -55C to 200C for a fully emissivity object. I have adjusted the terrain to cover approximately three temperatures:
100C: pixel intensities of ~115 to 155
25C:pixel intensities of ~45 to 80
-50C:pixel intensities of ~0 to 10
The mechs are all 200C upper bodies and ambient + 50C for the legs.
The images are ~100 pixels across. This could be further reduced to nerf longer distance engagements, though as you will see, I doubt even at this pixel level snipers will get much more that lucky hits unless they have truly extreme skill.
You will see three images derived from each screenshot showing these temperatures. A reference image then follows showing where the mechs are. I invite you to try to pick out the mechs in the hot terrain images before looking at the cold ones and try and decide how many mechs there are and where!
Close up mechs:
100C
25C
-50C
Reference
Far Mechs:
100C
25C
-50C
Reference
Edited by CnlPepper, 03 April 2013 - 02:37 PM.
#29
Posted 03 April 2013 - 03:09 PM
#30
Posted 03 April 2013 - 03:19 PM
Edited by CnlPepper, 03 April 2013 - 03:20 PM.
#31
Posted 03 April 2013 - 03:36 PM
#32
Posted 03 April 2013 - 07:16 PM
#33
Posted 03 April 2013 - 07:59 PM
I would prefer blurring the high-res render, rather than the blocky low-res render, and 10 pixels may be too much, but I like it.
#34
Posted 03 April 2013 - 09:42 PM
#36
Posted 03 April 2013 - 11:41 PM
TT
#37
Posted 03 April 2013 - 11:46 PM
#38
Posted 04 April 2013 - 01:33 AM
#39
Posted 04 April 2013 - 01:42 AM
I was really irritated that you can read the signs in RCN now using heat vision. I understand that neon lights are getting warm, but the surrounding case would heat up, too, and you'd probably see only a blurry box.
#40
Posted 04 April 2013 - 04:38 AM
Krzysztof z Bagien, on 03 April 2013 - 03:09 PM, said:
Yeah, that's WAY too pixelated. I mean come on, there's a difference between plausible resolution and going crazy trying to force something that's clearly not normal or reasonable. Some slight pixelation is fine to mask the furthest distances, but at the end of the day anything inside ~800m should still look like a freaking mech and not a stick figure.
Edited by jay35, 04 April 2013 - 04:39 AM.
22 user(s) are reading this topic
0 members, 22 guests, 0 anonymous users