

This Is What "night Vision" Looks Like, Pgi
#61
Posted 03 February 2013 - 10:11 AM
Because thermal vision sees the heat given off by mechs it should display only that. The one major issue with thermal is that you can also see the environment very well. Either the environment should be distorted with hots and cools reflecting of different objects or the grey environment needs to be blurred more. When using thermal vision you should only reliably see mechs, because they would be so much hotter than the environment. However, if you want to see the buildings, rocks, or whatever so you can pilot around them you would need to switch to normal vision.
Night vision on the other hand should be great at illuminating the environment. Fixing the glare would go a long way to making night vision more useful for this. Also night vision should be a lot sharper. What it shouldn't have is a lot of contrast; you should see the environment very well even in the distance, but it should be harder to spot a mech if it were standing still.
Basically thermal should be designed to spot mechs but not the environment, making it hard to maneuver or pilot. Conversely, night vision should be designed to see the environment very well but not so good at spotting mechs. Because night vision should only be useful on night maps it should have an advantage over thermal vision on those maps. Additionally, I think it would be cool if all mechs had headlights stock and thermal and night visions were separate modules. This would make the night maps even more interesting, and give night vision a little buff to spotting enemy mechs if they were using their headlights.
#62
Posted 03 February 2013 - 10:28 AM
Antony Weiner, on 14 January 2013 - 02:13 PM, said:

This is what modern 3rd generation night vision looks like (in about 2000+):

The neurohelmet works a little different than a typical 3rd Gen NVG lens but I do agree the MWO NV needs the gain lessened.
#63
Posted 03 February 2013 - 10:57 AM
Sable Dove, on 03 February 2013 - 06:04 AM, said:
And what about even a single, rear-view camera? How long before that technology is (re) developed?
the cockpit viewscreen is made out of the same armor that covers the 'mech. it's not armored as well because it's packed through with C&C and the DI itself, which is massive and hard to protect. besides, it's still armored really ******* well. it takes a massive weapon to headkill it in one shot.
#64
Posted 03 February 2013 - 11:11 AM
PoisonWolf, on 03 February 2013 - 10:28 AM, said:
The neurohelmet works a little different than a typical 3rd Gen NVG lens but I do agree the MWO NV needs the gain lessened.
Yep, it's an input only device into the mechs systems, no input into the pilot. Mostly used to tap into the pilots sense of balance to help keep the mech standing.
#65
Posted 03 February 2013 - 12:12 PM
Yes, the night vision isn't very well done at the moment, but I'd rather they fix the netcode, weapon balance issues, get DX11, get more 'Mechs, and release Community Warfare, before they work on night vision.
#66
Posted 03 February 2013 - 12:21 PM
Livebait, on 02 February 2013 - 04:37 PM, said:
This. I'm actually fine with the Night Vision implementation we have now except for the literally painful glare.
I can't use night vision around buildings in RC:N without getting a headache.
#67
Posted 03 February 2013 - 12:54 PM
That is all
#68
Posted 03 February 2013 - 01:08 PM
It feels like it's totally useless outside of like 400m, making thermal flat out superior in virtually every instance. This shouldn't be the case, really.
#69
Posted 03 February 2013 - 01:43 PM
Mordynak, on 03 February 2013 - 08:35 AM, said:
In theory it should be as simple as turning off or drasticly lowering bloom when the night vision mode is active.
Indeed.
#70
Posted 03 February 2013 - 02:04 PM
#71
Posted 03 February 2013 - 02:34 PM
On a side note for everyone saying it is Lostech, etc:
Even in early battletech they had computers. Yes, much of the very advanced stuff was lost but most of the basic stuff stayed intact. So you are telling me that while most of the tech that was lost was the higher-end stuff (currently out of our real world capabilities) and most of the stuff still in use (In line with what we have), nobody has access to or has figured out how to make a decent light amplification device? NVG's are EXTREMELY simple devices that require very little in the way of advanced electronics to get a usable and much more clear image than what is currently in the game.
#72
Posted 04 February 2013 - 07:21 AM
Galland, on 03 February 2013 - 12:12 PM, said:
Yes, the night vision isn't very well done at the moment, but I'd rather they fix the netcode, weapon balance issues, get DX11, get more 'Mechs, and release Community Warfare, before they work on night vision.
And they could add map filtering so we don't have to play night maps in the meantime.

#73
Posted 04 February 2013 - 08:16 AM
Since this is based from 20th century technology, how early was night vision and infrared vision systems in place for the military? Like night scopes and viewers and stuff like that? Because my thinking is this...
Maybe the technology was so bad in the 31st century where it had de-evolved so badly that maybe all they had was the earliest forms of technology when it came to night-vision and infra-red vision technology?
Because the stuff you are showing now is actually 21st century night and infrared-vision technology on the displays. It's not like I'm playing devil's advocate, but maybe the tech de-evolved that badly in the 31st century. Not saying that however but I do agree with the original assessment of the OP. The NV and IV systems for MW:O suck, and I can't use them too much because I actually get massive headaches. What's worse is when the River City night map comes on several times in a row, I literally have to take a 5 or 10 minute break due to extreme headaches because I'm forced to use the NV because it's the least harming to my eyes and gives me less headaches watching it. The IV system is just so blobular and unwatchable that I can't watch it.
PGI does need to do a better version of the systems.
#74
Posted 04 February 2013 - 08:38 AM
Tice Daurus, on 04 February 2013 - 08:16 AM, said:
First successful field use of Night Vision equipment took place in late period of WW2. I am not aware of any before WW2... Check Vampir btw... quite interesting if you into that stuff

Edited by Furmansky, 04 February 2013 - 08:43 AM.
#75
Posted 04 February 2013 - 08:38 AM
#76
Posted 04 February 2013 - 08:49 AM
#77
Posted 04 February 2013 - 08:53 AM
well...
since thermal is just the best and beats pretty much everything else...
#78
Posted 04 February 2013 - 08:53 AM
Matthew Craig, on 04 February 2013 - 08:49 AM, said:
Thank you, always good to hear something from the staff. I at least won't be complaining about it for next couple of months

Or maybe I will...

#79
Posted 04 February 2013 - 09:43 AM
Matthew Craig, on 04 February 2013 - 08:49 AM, said:
Thanks Matthew. I can tough it out knowing that NV and IV will be getting better updates. But I will say, I hope it's sooner rather than later. I understand netcode is priority #1, but I hope this is up on the tops of the list. Because it's really hard to play River City Night 5-6 times in a row and deal with the darkness and vision systems.
#80
Posted 04 February 2013 - 04:54 PM
Bagheera, on 14 January 2013 - 02:29 PM, said:

No screenies (cause, you know, there was an NDA), but it was more like this:

But with MW:O grain, less detail, yadda yadda yadda.
When did you join closed beta?
I remember when there wasn't film grain.
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