| 04:11:04 13 March 2013
On forum: 11/07/2011
However, the reason I decided to add shader-based nightvision to scopes rather than just applying .ppe's is that I have much more control that way. First of all, you won't be able to have a .ppe effect applied only to certain regions of the screen (such as the center) while leaving the rest untouched - it's all or nothing. So it's not a good option when using Gnomus' scopes and the like.
Second, you won't be able to make your .ppe adaptive, the way I do it with my shaders, i.e. react on environmental illumination and other things and tune the effect up or down respectively - again, .ppe is just all or nothing. Also I can add some distortion or magnification regionally.
So if you're not interested in having such amount of control, a .ppe based approach surely can do what you're looking for.
Yeah, I'm more than willing to make those sorts of compromises, my original scope textures had blacked out the periphery of vision. Your shader-based system works decently but it has this weird solarizing effect with light sources, doesn't work on static lighting (for obvious reasons,) and is a little too "clean" looking for my tastes.
My main reason for looking for a .ppe system is so that it can get washed out by light/explosions, has a grain effect, and vision can be of varying quality for the sake of game progression.
I dislike the way night vision is treated in SoC, I'm aware of the fact that in the original concepts, there were supposed to be goggles and separate NVDs for weapons, but in the final game night vision does not have any sort of weight or movement penalty by itself, and offers quite a decent FoV, that and the fact that it is almost ubiquitous for most of the suits, and even with the original night weathers it might not even be necessary.
I still await your next update.