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Are Colors Brighter In Game?


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#1 SharDar

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Posted 10 January 2022 - 12:01 PM

I try to pick dark colors for some of my mechs to allow them to be less visible. But when I press F3 to see the third person view, the colors seem to be brighter in that view than in the Mech Lab. Has anyone else experienced this?

While we're on the topic, what are your thoughts about colors. I tend to use dark/neutral colors on my light mechs to make them less visible and brighter colors on my brawly, brawly mechs. What are your thoughts?

#2 DaZur

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Posted 10 January 2022 - 12:11 PM

Saturation/brightness varies from map to map... Hanger lighting is also indirect so it tends to be a bit more vibrant.

As far as colors go in regards to camouflaged, Pretty much everything at medium to long range collapse (unless it's like florescent) and is rendered dark. Not to mention the Dorito cursors...

That said, some of the schemes with muted colors can obscure some details (IMHO) and make sharp-shooting a little more difficult.

After all my years and a lot of trial and error I found a scheme that generally works on all my mechs and I go with a two-tone color schemes that are recognizable and IMHO unique to "me".

Long and short I want to be recognized while not sticking out like a sore thumb... Posted Image

#3 LordNothing

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Posted 10 January 2022 - 12:14 PM

the mechlab is a bit dim.

as for camo the fog will always turn every mech dark gray at range. even on some maps with good visibility. erll boaters know the places where they can set up and be completely obscured by fog at far enough ranges. and thats usually beyond sensor range anyway. i always hate getting slashed by mechs i cant see, makes me wish thermo would work at all ranges.

Edited by LordNothing, 10 January 2022 - 12:19 PM.


#4 DaZur

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Posted 10 January 2022 - 12:31 PM

View PostLordNothing, on 10 January 2022 - 12:14 PM, said:

the mechlab is a bit dim.

as for camo the fog will always turn every mech dark gray at range. even on some maps with good visibility. erll boaters know the places where they can set up and be completely obscured by fog at far enough ranges. and thats usually beyond sensor range anyway. i always hate getting slashed by mechs i cant see, makes me wish thermo would work at all ranges.

Yup... The irritation of being plinked at range by a Gauss sniper has left me seething... lol

Thankfully at that range they are all over the place generally. If they could consistently nail the same area I'd be posting a hairy conniption every freaking day. Posted Image

#5 SharDar

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Posted 10 January 2022 - 12:45 PM

View PostDaZur, on 10 January 2022 - 12:11 PM, said:

After all my years and a lot of trial and error I found a scheme that generally works on all my mechs and I go with a two-tone color schemes that are recognizable and IMHO unique to "me".


Picture?

#6 Meep Meep

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Posted 10 January 2022 - 01:23 PM

I typically use a three part camo of black, dark grey and light grey on my mechs and that seems to be the best overall effect for most maps. It can render some mechs effectively invisible even at close range like a stealth locust or flea on hpg manifold and can blend in with various rocks and cliff faces on others.

#7 MW Waldorf Statler

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Posted 11 January 2022 - 03:20 AM

camos only in short range makes Sense, in far Range the Engine can not render the Camos without high Performance Problems and all mechs Black

#8 caravann

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Posted 11 January 2022 - 05:18 AM

the colors are not, the brightness is higher.

all mechs end up grey when pains is gone or far away.

grey mech blend in with harmed enemies and allies.

#9 Vxheous

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Posted 12 January 2022 - 09:35 PM

View PostLordNothing, on 10 January 2022 - 12:14 PM, said:

the mechlab is a bit dim.

as for camo the fog will always turn every mech dark gray at range. even on some maps with good visibility. erll boaters know the places where they can set up and be completely obscured by fog at far enough ranges. and thats usually beyond sensor range anyway. i always hate getting slashed by mechs i cant see, makes me wish thermo would work at all ranges.


What is this fog you speak of? I've never noticed any fog in my game

#10 D V Devnull

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Posted 13 January 2022 - 05:27 AM

View PostSharDar, on 10 January 2022 - 12:01 PM, said:

But when I press F3 to see the third person view, the colors seem to be brighter in that view than in the Mech Lab. Has anyone else experienced this?

It appears that 'LordNothing' and I both have seen this issue. Like they said...

View PostLordNothing, on 10 January 2022 - 12:14 PM, said:

the mechlab is a bit dim.

...as it seems like the MechLab's lighting is more a spot-type and not so much an ambient. There have been times that the MechLab's lighting has made looking at some sections of various Mechs hard even unto the point of not being able to place some Decals properly. Someone in those of PGI's prior MWO Staff may have wanted to make things in the MechLab look super-shiny, but they really overkilled on using the spot-type lighting where being a little more ambient would have really helped. Things definitely look far more proper out on the battlefields by comparison. :mellow:


Heck... pardon the Off-Topic of this side-note... Who thought leaving the Jenner's I.S. Versions all overloaded with dirt was such a great idea? I wouldn't mind having the option of a Camo to knock off most of all that junk! :(


~D. V. "certainly understanding the pains caused by MechLab lighting versus everything else" Devnull

#11 SharDar

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Posted 13 January 2022 - 09:00 AM

View PostMW Waldorf Statler, on 11 January 2022 - 03:20 AM, said:

camos only in short range makes Sense, in far Range the Engine can not render the Camos without high Performance Problems and all mechs Black

I can see brightly colored mechs way across the field. I agree that camo patterns don't make any sense at those distances, but the colors seem to. They get muted but don't turn to black, in my experience.

#12 DaZur

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Posted 13 January 2022 - 09:09 AM

View PostSharDar, on 13 January 2022 - 09:00 AM, said:

I can see brightly colored mechs way across the field. I agree that camo patterns don't make any sense at those distances, but the colors seem to. They get muted but don't turn to black, in my experience.

It's generally a good idea to go with muted colors and avoid florescent colors regardless of engagement ranges... Unless you WANT to shout "shoot me first"

Generally we tend to focus on bright colors that have high contrast. If you are in dayglo green next to someone in a muted scheme... 9-times-out-of-10 dayglo is getting shot first. Posted Image

Addendum... Certain colors have high luminosity on several maps (Think: Titanium White, Mantis, etc..) and you literally "glow" and stick out like a sore thumb.

This goes doubly so for decals in the same color spectrum...

Edited by DaZur, 13 January 2022 - 01:00 PM.


#13 KaptinOrk

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Posted 13 January 2022 - 11:51 AM

View PostDaZur, on 13 January 2022 - 09:09 AM, said:

It's generally a good idea to go with muted colors and avoid florescent colors regardless of engagement ranges... Unless you WANT to should shout "shoot me first"

Generally we tend to focus on bright colors that have high contrast. If you are in dayglo green next to someone in a muted scheme... 9-times-out-of-10 dayglo is getting shot first. Posted Image

Addendum... Certain colors have high luminosity on several maps (Think: Titanium White, Mantis, etc..) and you literally "glow" and stick out like a sore thumb.

This goes doubly so for decals in the same color spectrum...


So, you're telling me that my bright green and purple Marik livery is a bad idea?

#14 DaZur

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Posted 13 January 2022 - 01:00 PM

View PostKaptinOrk, on 13 January 2022 - 11:51 AM, said:

So, you're telling me that my bright green and purple Marik livery is a bad idea?

No... no... Not at all. BTW, what time do you play so I have an easily spotted target... Asking for a friend. Posted Image

Posted Image

#15 LordNothing

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Posted 13 January 2022 - 01:25 PM

View PostD V Devnull, on 13 January 2022 - 05:27 AM, said:

It appears that 'LordNothing' and I both have seen this issue. Like they said...


...as it seems like the MechLab's lighting is more a spot-type and not so much an ambient. There have been times that the MechLab's lighting has made looking at some sections of various Mechs hard even unto the point of not being able to place some Decals properly. Someone in those of PGI's prior MWO Staff may have wanted to make things in the MechLab look super-shiny, but they really overkilled on using the spot-type lighting where being a little more ambient would have really helped. Things definitely look far more proper out on the battlefields by comparison. Posted Image


Heck... pardon the Off-Topic of this side-note... Who thought leaving the Jenner's I.S. Versions all overloaded with dirt was such a great idea? I wouldn't mind having the option of a Camo to knock off most of all that junk! Posted Image


~D. V. "certainly understanding the pains caused by MechLab lighting versus everything else" Devnull


its also a matter of contrast. since this game has many snow maps, color kind of sticks out a lot better in those situations. still the fog is going to muddy your color scheme at range.

#16 LordNothing

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Posted 13 January 2022 - 01:40 PM

View PostVxheous, on 12 January 2022 - 09:35 PM, said:

What is this fog you speak of? I've never noticed any fog in my game


one of these days i will figure out how to make my game look like this:


View PostNightbird, on 03 November 2021 - 11:03 AM, said:


The issue is not necessarily foul play. As an example, it's common knowledge amongst top teams to use Nvidia Profile Inspector to turn off fog, shadow, camo to make mechs easier to see. It's not cheating per se, but players that don't do it end up at a disadvantage in comp. Showing this can even the playing field for fairness sake.

Posted Image


im migrating to a new build, same gpu because reasons, but i got to re-jigger some settings. it probibly wouldnt look like this (this kind of reminds me of the graphics in the early days of ksp), but i will optimize for visibility and performance over all.

#17 Vxheous

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Posted 13 January 2022 - 04:17 PM

View PostLordNothing, on 13 January 2022 - 01:40 PM, said:


one of these days i will figure out how to make my game look like this:




im migrating to a new build, same gpu because reasons, but i got to re-jigger some settings. it probibly wouldnt look like this (this kind of reminds me of the graphics in the early days of ksp), but i will optimize for visibility and performance over all.


I've never used nvidia inspector to change anything in MWO, I just run the bulk of my settings on low:
Posted Image





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