Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The issue, I believe, is that when you apply the proper FOV allowed by the device, you get a lot of black around the sides, whereas in reality this same FOV is up on your eyes, giving the impression of more vision. Perhaps the solution further down the road will be a hybrid of screen overlay + FOV reduction, so that same limited FOV will appear closer to the screen, taking up more of the horizontal space. Would have its own problems for sure (e.g. cut down some vertical FOV and possibly make you feel "zoomed in"), but it's an idea.
NO.
No "blah blah FOV". Srsly guys, you're better than that. Pls rent real NVGogs, wear them for at least few minutes and then try to push the myth of "green circle". I'm was about to post about it, with pictures, but were postponing that 'till later because of other stuff.
But I'll guess I'll do that soon. I'll post you how it SHOULD look like.
FOV doesn't have ANYTHING to do with that, besides grainy resolution.
The idea You proposed would be ideal, for now I think the grain and focus losing with overlay having just sort of "vignette" gogs effect in the corners would work ideally.
Yet still one of my biggest gripes with last view was that it was a monocular view for PVS-15...
They actually got that right, at least from my memories with 2-ocular Gen2 gogs.
https://steamcommunity.com/sharedfiles/filedetails/?id=1570227342
What I mean is only the "borders" of the screen, the "sort of" vignette effect - that's not the "artificial", "gamey" vignette offered by the games options, but part of the overlay of the NVG. That's the most accurate representation of how limited the image was, the rest - like "noise" effect - you guys got IMO right for Gen3 gogs, except maybe lack of eye-hurtful bloom on light rays \ sources. The rest is a bit harder to simulate unless you make it [like You suggested] behave like an actual optic \ "feed" providing image of different "FOV" - I'd describe it more like a slight change of perspective, as in PoV messing up your sense of "terrain" scale, of distance - with some experience you start getting used to it, but still... - I'm pretty sure if John had PVS-15 or anything akin to it on his head, he'll know what I'm talking about.
Thing is, I'm wondering if that won't make people heads go sick, like VR gogs or some games that used narrow fov, heavily-zoomed-in view meant for consoles (like in older Brothers in Arms games). I myself were a bit weirded out by how it works in reality.
That'd be IMO 3 most important aspects of proper NVG simulation:
- the limits of the view itself (aka: what your eyes are limited to)
- the limits of NVG technology, the quality of image (noise, focus losing, bloom on light rays)
- the distance perception \ simulation, as in the FOV \ perspective change