Fork122 0 Posted November 7, 2004 If any of you have ever played the PS2 game SOCOM II maybe you've noticed the "Iris Effect" in some maps. In the game it simulates the adjustment of your eyes in low and high light situations. If you go outside in the bright light during the game and then run into a dark room, the room will seem very, very dark. But as you stay in the room the room becomes a little easier to see in, it's not a huge difference, but it's enough to give you a tactical advantage over someone who aimlessly rushes into the room. The same goes the opposite way too. If you ran out of the dark room into bright daylight, the light would seem much brighter, and the view distance in the game is affected. But just like before, as you stay in the bright light, your eyes adjust and it becomes less bright and the view distance increases a little. If you feel like it, you can test it out yourself with a flashlight and a dark room. Turn all the lights off in a room and sit there for 20 or 30 seconds, then take the flashlight and shine it in both eyes (I'm not sure if this part is safe ), as you hold the light there for a while it gets more bearable to look into. Now take the flashlight away and sit there, the room looks a lot darker than before, and after a while it gets a little bit easier to see in. I'm not telling everyone to go out and shine flashlights in their eyes, but if they want to, give it a try So many things could benefit from this in OFP2, for instance if you were standing in a room and a team of special forces ran into the room with tac-lights on their weapons they could render you momentarily blind. Also effects with flashbangs and NVGs could be greatly improved using effects like these. Small things like this would go a really far way in making OFP2 a really great experience. It'd make battles at night have a whole new dimension, and it could be really improved from how S2 used it to a point where it would be insanely realistic. Share this post Link to post Share on other sites
Phleep 0 Posted November 7, 2004 I like that idea. It is also an idea that can be applied in a simple manner or they could go hard out on realism and it would be good either way. If they were to go hardout then similar things could be introduced: - Staring at the sun would cause temporary blindness; - During the daytime you suffer bad snowblindness if you do not have suitable eyewear; - directional light sources (ie torches) can be pointed at people to disadvantage them and encourage cooperation in guard situations; - Stare at the campfire and end up dead if ambushed. On a similar note - if animals are introduced then having their eyes shine in the torchlight would be a very good effect. Share this post Link to post Share on other sites
feersum.endjinn 6 Posted November 7, 2004 It is one of new features possible with DirectX 9... High dynamic range lighting effects are even one of the tutorials in DX9 SDK.. Of course, it would need one of the newer cards with floating point texture support to work but with release date set to 2006 it wouldn't be a problem. Quote[/b] ]This sample demonstrates some high dynamic range lighting effects using floating point textures. Integer texture formats have a limited range of discrete values, which results in lost color information under dynamic lighting conditions; conversely, floating point formats can store very small or very large color values, including values beyond the displayable 0.0 to 1.0 range. This flexibility allows for dynamic lighting effects, such as blue-shifting under low lighting and blooming under intense lighting. This sample also employs a simple light adaptation model, under which the camera is momentarily over-exposed or under-exposed to changing light conditions. Share this post Link to post Share on other sites
PainDealer 0 Posted November 8, 2004 I like the idea but I don't see much use for it since about 99% of the action will be outdoors as OFP2 is going to be a war sim (hopefully) like its older brother Share this post Link to post Share on other sites
Guest Posted November 8, 2004 Lighting effects would be great. For example, you are a Marine and you are preparing to land with your squad. Only a red light shines in the (closed) landing boat, to make your eyes adjust to the dark outside. But when you step on the beach, it is a big light show. It would be cool if you are blinded for 30sec, because of the flares, explosions etc. Share this post Link to post Share on other sites
Fork122 0 Posted November 8, 2004 I like the idea but I don't see much use for it since about 99% of the action will be outdoors as OFP2 is going to be a war sim (hopefully) like its older brother I think this has alot more places to apply than just what I said in the first post. Things like sunrises and sunsets would be amazing if you could be blinded by the sun. In other places it could be applied to things like NVGs, say for instance it's midnight and your getting ready to satchel an enemy base. You put on your night vision goggles and you have to wait a couple seconds for your eyes to adjust to the amplified light, and when you take them off you have to wait for your eyes to adjust to the dark again. It'd keep people from rapidly switching in and out of the NVGs during night battles. Things like this would be awesome I think, but might turn off a few of the BF1942ers and CSers (Not that thats a bad thing ) Lighting effects would be great. For example, you are a Marine and you are preparing to land with your squad. Only a red light shines in the (closed) landing boat, to make your eyes adjust to the dark outside. But when you step on the beach, it is a big light show. It would be cool if you are blinded for 30sec, because of the flares, explosions etc. Yeah I think that'd be awesome, just the hatch of the landing craft coming down and then seeing just total mayhem on the beach, not to mention not being able to see right either Share this post Link to post Share on other sites
Nestor 0 Posted November 13, 2004 I like the idea but I don't see much use for it since about 99% of the action will be outdoors as OFP2 is going to be a war sim (hopefully) like its older brother But imagine the affect og flashbangs or grenades during nigth ops Share this post Link to post Share on other sites
stevevcb 3 Posted November 13, 2004 Coming out of a thick forest and into the sunlight, or the sun going behind a cloud and then coming back out. That'd affect your vision. It'd be good if it worked at night. As your eyes adjust to the darkness, you can see quite well, but if a flare goes up or you get vehicle headlights shining at you, you lose your natural night vision. If they went the whole hog with it, you could lose it after taking NVGs off or after looking through a night vision scope. It's a pretty cool idea all in all. Share this post Link to post Share on other sites
funnyguy1 0 Posted November 14, 2004 Nice idea. The same situation with laser. If someone have shined the laser through your eyes, it should take affect on your seeing. How awesome it could be on the monitor for both eyes. You had just seen the red line of laser and your right eye (right side of the screen) blinded a bit. Share this post Link to post Share on other sites
HuNtA 0 Posted November 17, 2004 hehe, dont forget this is already 'partially' enabled in OFP with the DxDll Glare postproccessing effect Share this post Link to post Share on other sites
ACF 0 Posted November 23, 2004 I’ve come to a similar conclusion from a different angle – OFP2 needs a more accurate simulation of the effects of shadow. I'm not talking about detail and unit shadows, I'm mean the contrast of shadows from map objects: how they are perceived by the player and AI and their effects on concealment and detection. This is as important in the field as it is inside. (I want a war sim, not an SF sim too) Shadow is one of the most significant aids to concealment in the real world so it ought to be in OPF2 too. If you stand in bright sunlight and look into a wood you don’t see a lot because of the strong shadow and because your eyes are adapted to the bright sunlight. If it was bright but overcast, you would expect a better view into the wood. To me, all this has a large bearing on concealment and, consequently, the accuracy of the simulation. The algorithms I have in my head go something like: Shadow strength, as perceived by the player, is a function of how well lit the player is: more direct light = stronger (darker) shadows. Observing AI units’ visual sensitivity values are modified by how well lit (shadow included) they are: better lit = less sensitive. Observed AI and player units’ camouflage/concealment values are significantly modified by how well lit they are: better lit = more visible. Most of these functions I would have thought were already implemented to some degree so it ought to be just a matter of tweaking rather than reworking the engine. In OFP you do get stronger shadows when it’s sunnier but to me they just don’t get strong enough. Because this approach is based on the light level upon a unit it should automatically cater for artificial lights, nighttime etc Shadow inside buildings would be good too, but that’s not presently implemented so it may have to remain a compromise for overall performance. Any thoughts? Share this post Link to post Share on other sites
00RedBaron 0 Posted December 3, 2004 Such ligthining effects would be cool if you had Infra Red Goggles, just like in Splinter Cell. I'd love to sneak into enemy bases with IR's. Share this post Link to post Share on other sites
shadow 6 Posted December 3, 2004 "Eye's adjusting to light". Just give me FarCry's HDR-rendering  At the moment my 6800GT can barely run with that rendering effect enabled, but I expect that kind of effect to improve and optimise over time and become more common when OFP2 is close to release. Regarding NVgoggles I still have'nt seen a cooler (reallistic?) NVgoggles effect than the one in Team Apache. When you see a bright spot (i.e. an explosion) the goggles automatically dim down and after a short time dim up again. Share this post Link to post Share on other sites
Kuja- 0 Posted December 20, 2004 I think it's a great idea, but everyone's missed the obvious one: firefights at night. Share this post Link to post Share on other sites
gandalf the white 0 Posted December 20, 2004 I think it's a great idea, but everyone's missed the obvious one: firefights at night. better: ammo pouches getting hit *pang!* "missed me!" *hiss....* "oh shit, RUUUUN!!!" living fireworks! Share this post Link to post Share on other sites
-=BT=- Matty R 0 Posted December 21, 2004 it all sounds great to me Share this post Link to post Share on other sites
cozza 24 Posted December 22, 2004 Also for relistics sakes, In night fight something with the rintinas makes the gun shoot higher than the chosen target. That be kool if ur a relestic nut. Firing off magazine after Magazine only to find out your hitting higher than the intented target. Share this post Link to post Share on other sites