Forums » Suggestions
Lens flares!
Would it be possible to add some lens flaring to stars or overly bright lighting (if we ever get some kind of floodlight object for exploring too-dark systems or flooded debris feilds)?
What is this, Parsec?
"Lens flare refers to a phenomenon wherein light is scattered or flared in a lens system, often in response to a bright light, producing an undesirable effect on the image. " -Wikipedia
Lets not add a bunch of undesirable effects to the game. Since this game happens in the future, I'd like to believe that technology has gotten to the point that the imperfections in any view port lenses are non existent, so there are no flares.
Lets not add a bunch of undesirable effects to the game. Since this game happens in the future, I'd like to believe that technology has gotten to the point that the imperfections in any view port lenses are non existent, so there are no flares.
Honestly, if the game added some kind of oversaturation or light bleeding effect on the screen when the player is close enough to the system's star and facing it, that'd be interesting. The full-screen blur doesn't really do it.
I always assumed what you see as a player is sort of a projection stitched together from a bunch of sensors anyway.
I always assumed what you see as a player is sort of a projection stitched together from a bunch of sensors anyway.
Be careful what you wish for.
https://forums.frontier.co.uk/showthread.php/247175-Please-let-us-turn-off-all-lens-flare
https://forums.frontier.co.uk/showthread.php/247175-Please-let-us-turn-off-all-lens-flare
Honestly, if the game added some kind of oversaturation or light bleeding effect on the screen when the player is close enough to the system's star and facing it, that'd be interesting. The full-screen blur doesn't really do it.
And therein lies the question.. what kind of effects and where. It can be tough to describe any effect in text. People can sometimes be vague in what they mean by "lens flare". J.J. Abrams style flare-with-moving-reflections can be pretty distracting. But, obviously we already do some "bloom" style post-process effects on lighting, and that kind of thing is possible (although it is a performance hit).
Ultimately, effects are like anything else: Because of our limited development resources, we have to ask "What effects will do the most to enhance the game (fidelity, immersion), in most situations (gameplay commonality) for the most people (platforms), with the least time investment".
And therein lies the question.. what kind of effects and where. It can be tough to describe any effect in text. People can sometimes be vague in what they mean by "lens flare". J.J. Abrams style flare-with-moving-reflections can be pretty distracting. But, obviously we already do some "bloom" style post-process effects on lighting, and that kind of thing is possible (although it is a performance hit).
Ultimately, effects are like anything else: Because of our limited development resources, we have to ask "What effects will do the most to enhance the game (fidelity, immersion), in most situations (gameplay commonality) for the most people (platforms), with the least time investment".
I would like to see dragons pop out from behind stations only to duck back in again so we can tell the newbies from the people pretending to be newbies by whether they drive in circles around the station chasing the dragon.
"What effects will do the most to enhance the game (fidelity, immersion), in most situations (gameplay commonality) for the most people (platforms), with the least time investment".
Honestly? Some new sound effects... Especially the ones you have to hear over and over like the blasters pew pew pew and the hit confirm beep.
Honestly? Some new sound effects... Especially the ones you have to hear over and over like the blasters pew pew pew and the hit confirm beep.
Let's not and say we did. The disco ball ice roids are annoying enough with out adding more "effects" to induce vertigo or seizures
What effects will do the most to enhance the game
Some new sound effects
Seconded. To be specific, I think the blasters could use more variety. In recent memory, the movie Jupiter Ascending had some nice energy weapon sound design if you need a place to look for inspiration.
Personally, I'm not a fan of lens flares... least of all in the context of VO. It implies an optical imperfection as the result of some sort of physical lens... and with WAF I like to think humans have moved past that by the time we get to Vendetta's setting.
Some new sound effects
Seconded. To be specific, I think the blasters could use more variety. In recent memory, the movie Jupiter Ascending had some nice energy weapon sound design if you need a place to look for inspiration.
Personally, I'm not a fan of lens flares... least of all in the context of VO. It implies an optical imperfection as the result of some sort of physical lens... and with WAF I like to think humans have moved past that by the time we get to Vendetta's setting.
I really want impact sounds. Scraping of the hull when you bang into an asteroid or station. It's the one sound that you really should be able to hear, in your ship, and it's missing. Which is hilariously.. dumb.
Anyway, the sound thing is noted, but I was making a general point about "specific goals" and not asking for feedback in this thread about what effects (beyond this thread) is most needed.
But, if people want to start an audio-effect wishlist thread, I'll take a look.
Anyway, the sound thing is noted, but I was making a general point about "specific goals" and not asking for feedback in this thread about what effects (beyond this thread) is most needed.
But, if people want to start an audio-effect wishlist thread, I'll take a look.