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
I mean you don't really use WASD C Spacebar while in turret anyway, those are the keys you need to fly ship, while mouse used for rotating view and shooting turret.
This would be a very elegant solution. LCD screens that show realtime view on other hand from fixed point is a huge CPU sink, would make game unplayable for most.
Outside view is cool and all, but fixed point like that would be very nice.
Multiple camaras in a MP server, with multiple people viewing them from different locations, man the servers now pumping out the packets to multiple clients, really easy to get internal game latency at this point, SE suffers from it, so will this game if its not regulated closely , how many players can have them, how many can be active at once, how many a playfield can even handle, all these things need to be tested.
Camaeras usually lead to remote blocks, like in SE where you can remote pilot ships etc, so it will be cool to have them yes, but it really needs to be done right or performance is going to plumet.
Its on the client to keep up while displaying multiple views, not really all that hard for modern CPU and GPU, its all on the game code that Empyrion uses. Many games have this kind of feature without issue. Saying its impossible, in 2017, when it was possible in 2007, huh?
Seriously? You're processing one view, and inside it you want it to process ANOTHER one. From a different point of view. Scaled down. Realtime. Being constantly adjusted for movement of viewing point and viewer (screen looks different under different angles/from different distance as your character moves around it or away/closer). But wait, you also want multiple screens at the same time!!!
That doesn't strike you as taking more clock cycles? You know how a lot of lights can slow down your framerate? This is 100 times worse.
As for duke nukem doing it, it did a tiny loop of several frames on a loop, that had nothing to do with showing anything realtime. There are tricks you can use, like maybe superimpose a low res character model on that static loop with simple coordinate scheme like character moving accross the screen. That's not even close to being the same thing suggested.
Maybe give a fullscreen view option for cameras that you can activate from any cockpit or passenger seat. Maybe give the option for rear view camera too that would appear in some display portion of your cockpit.
Also it's a matter of what the engine supports. Devs can't rewrite the engine. If you notice some games based on some engines have very nice way of showing mirrors for example. Your character walks by it and you see a very nice looking reflection. In others mirrors are much simpler. That depends on if it's built into the engine or not.
You act like we're asking teh game to do something new and scary, but realistically it is just a basic scaled down function that is built into the games very core framework. Many video games have active monitors that show in real time waht is going on in other areas, it's not new or special or complicated. It's just a bit more math. The game is already doing a lot of math to determine the state of non-local entities such as drones and NPCs and auto miners, not to mention other players on PVP servers, so most of the math is already taking place. The rendering aspect is trivial, you would literally be rendering teh same amount of pixels if you put windows in. To the GPU, what view it is processing is irrelevent.