Video enhancement goggles
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Video enhancement goggles
Can we ever get these for X4, like we had it X3? I miss them. I like being able to zoom in on distant objects to get a better look. It seems like this functionality is already present to some degree with some weapons which cause the view to zoom in when the weapon is fired.
Last edited by Falcrack on Thu, 10. Jun 21, 23:54, edited 1 time in total.
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Re: Video enhancement goggles
how about...yes please!!
Re: Video enhancement goggles
Yes, please.
Brute force and ignorance solves all problems, just not very efficiently.
If brute force isn't working, then you aren't using enough.
If brute force isn't working, then you aren't using enough.
Re: Video enhancement goggles
+ 1 ... I'm on board with this request
Re: Video enhancement goggles
I feel like they should be named something else but, yeah! I could work with some VEGs!!
If you want a different perspective, stand on your head.
Re: Video enhancement goggles
And ecliptic projectors too.
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Re: Video enhancement goggles
I would not mind them for hunting down KHK installations. However the way the engine currently handles objects in the distance might need significant changes to support them. Specifically when using such a device, the LoD would have to be increased in the direction the player is looking at, especially with respect to rendering very far away objects that are usually not rendered.
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Re: Video enhancement goggles
you can activate "Free floating camera" F4 , and use the + key on the numpad for zoom. So the feature is implemented but not directly.
Re: Video enhancement goggles
This would be real useful for the sniper like weaponry. Heavy hitting, High heat long range.
Currently, "Long distance relationships" could use a little love.
Currently, "Long distance relationships" could use a little love.
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Re: Video enhancement goggles
The LOD system works on screen space, so the larger the bounding sphere of an object, the more detailed the LOD will be. The engine supports zooming therefore actually pretty well, compared to XR where the LOD system was based on distance to the camera.Imperial Good wrote: ↑Fri, 11. Jun 21, 10:14However the way the engine currently handles objects in the distance might need significant changes to support them. Specifically when using such a device, the LoD would have to be increased in the direction the player is looking at, especially with respect to rendering very far away objects that are usually not rendered.
I have asked for this feature in the past a few times, but it was always a very little nice to have thing which did not get a high enough priority to be worked on. I can poke again though
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My art stuff
My art stuff
Re: Video enhancement goggles
Well, as just a video enchanced google it might be a low priority, but it it would be somehow intergated with long range weapons, like mass drivers scope (a proper zoom that is not chained to pressing and holding trigger), then it could be also a functional improvement.linolafett wrote: ↑Wed, 16. Jun 21, 15:20The LOD system works on screen space, so the larger the bounding sphere of an object, the more detailed the LOD will be. The engine supports zooming therefore actually pretty well, compared to XR where the LOD system was based on distance to the camera.Imperial Good wrote: ↑Fri, 11. Jun 21, 10:14However the way the engine currently handles objects in the distance might need significant changes to support them. Specifically when using such a device, the LoD would have to be increased in the direction the player is looking at, especially with respect to rendering very far away objects that are usually not rendered.
I have asked for this feature in the past a few times, but it was always a very little nice to have thing which did not get a high enough priority to be worked on. I can poke again though
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Re: Video enhancement goggles
I think I referred to the wrong concept, at least with respect to the X4 engine. Currently stations and other large structures have a Z cull or view distance of sorts which limits how far away you can see them. Unless this gets dynamically extended the result would be even if you can zoom in with video enhancement goggles, you will not see the objects in that direction. A good example of this is KHK clusters which are only visible for 200 km odd (rough estimate), despite being large enough that they should be seen from much further away. KHK clusters even exhibit noticeable pop-in when you get into view range of them, at least with 4.00.linolafett wrote: ↑Wed, 16. Jun 21, 15:20The LOD system works on screen space, so the larger the bounding sphere of an object, the more detailed the LOD will be. The engine supports zooming therefore actually pretty well, compared to XR where the LOD system was based on distance to the camera.
When video enhancement goggles are enabled, this view distance would need to be extended so extremely distant stations, large ships and other such objects get drawn.
Re: Video enhancement goggles
I do have hotkey based zoom (2x and 4x) in one of my mods. It's usable without needing to mess with changing distant object visibilities and such, textures just tend to be a bit low res when zoomed. Before messing with that, I would like to see the Set_FOV command be made much more stable. During the mod development, I found serious calibration/drift issues (which I won't waste much time going into here); my mod only does 2x and 4x because it can do 1/2 and 1/4 to return to the original zoom, but other ratios weren't stable (eg. 8x zoom then 1/8 zoom-out wouldn't get back the original field of view, nor would stuff like 1.2 and 1/1.2).
Re: Video enhancement goggles
What if I said we already have it because that's pretty much how I recorded the trailers.
However it's integrated into a few weapons, eg the Mass Driver. If you don't mind a little bit of modding, you can even set the zoom value for these weapons.
However it's integrated into a few weapons, eg the Mass Driver. If you don't mind a little bit of modding, you can even set the zoom value for these weapons.