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Post by darthroach on Mar 14, 2017 18:57:22 GMT
It seems like the engine is having some difficulty projecting light from radiators operating at high temperatures - the inside of the ship is lit up even though there is no path for the light to get there: Nothing on the inside of the ship that could be producing this light, so go figure.
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Post by Enderminion on Mar 14, 2017 22:02:55 GMT
I am scared to ask what those radiators are for.
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Post by darthroach on Mar 14, 2017 23:36:30 GMT
I am scared to ask what those radiators are for. In this case, illustration. I was experimenting with all sorts of multi-GW laser ships using some of the ridiculous reactors from the standardization thread, and noticed that the incandescent filaments radiators above around 2000K and ~GW output make the insides of ships look like tanning beds.
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Post by thorneel on Mar 15, 2017 0:47:04 GMT
Maybe the lighting is fine and it is actually because the armour itself should be molten away by those insane radiators we know and love?
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Post by darthroach on Mar 15, 2017 0:56:03 GMT
Maybe the lighting is fine and it is actually because the armour itself should be molten away by those insane radiators we know and love? If this was the case, and it was hot armour re-emitting light, you'd expect it to persist even after the heat source is gone - the game already does this after nuclear explosions and kinetic hits, for example. Too bad it's not the case: ETA: Now that I look at it, it's fairly obvious that the armour is transparent to the radiator - the one hidden from view is still emitting light in this screenshot.
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Post by Rocket Witch on Mar 15, 2017 2:44:01 GMT
If you sit and stare at them for a long time the colour turns... uneahlthy. Anyway, lighting occlusion just isn't part of the game's visuals. It takes very hot radiators to even produce ambient lighting on other objects too. Stock ships with 1500K radiators probably should have orange reflections on their hulls.
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Post by concretedonkey on Mar 15, 2017 16:03:05 GMT
These are just point lights without shadows , omnis with shadows is usually very expensive. You can also notice flickering when you have a lot of radiators. This happens when you hit the upper limit of number of lights and the algorithm is trying to decide which one to draw.
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Post by darthroach on Mar 16, 2017 21:50:16 GMT
These are just point lights without shadows , omnis with shadows is usually very expensive. You can also notice flickering when you have a lot of radiators. This happens when you hit the upper limit of number of lights and the algorithm is trying to decide which one to draw. All very fine and well, but is there are workaround? Considering the fact that gigawatt nuclear reactors are in the game, and people are using them, and they require radiators, this is the sort of bug that would be nice if it was fixed.
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Post by Enderminion on Mar 16, 2017 22:03:26 GMT
I prefer preformance for the most part
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Post by darthroach on Mar 16, 2017 22:17:10 GMT
I prefer preformance for the most part Now obviously, it's not a game breaking issue. Just pointing out that it exists so that if qswitched has the time and ability, it can be fixed along with all sorts of other inconveniences and bugs.
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Post by concretedonkey on Mar 17, 2017 5:09:51 GMT
Graphics are for the most part not the focus in COADE. For classical cascaded shadow maps - I don't think so. Even fancy engines like Unreal have the staggering amount of 3! dynamic shadowmapped omnis per frame, if I remember correctly. Considering that everything in the ship is adjustable and it can be shot up and riddled with holes below the radiator - so everything static/baked is out ... unless it updates only when a change happens but again that is a few milliseconds of delay exactly when you don't want them. Keep in mind that I'm not a rendering programmer (I'm on the other side of the fence), and there are always ways and tricks and hacks - lights cut by user adjustable bounding volumes , meshes , texture cookies... but most of the stuff that comes in my mind is exactly this - static.
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