#2720542 - 05/08/09 05:14 PM
Re: Request for Gr.Viper
[Re: heady89]
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Joined: Dec 2006
Posts: 618
Gr.Viper
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Member
Joined: Dec 2006
Posts: 618
Russia
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Haven't seen that yet. They say that rain makes vision blurry, but again - didn't have a chance to test.
Last edited by Gr.Viper; 05/08/09 05:15 PM.
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#2720572 - 05/08/09 05:47 PM
Re: Request for Gr.Viper
[Re: Axel40]
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Joined: Apr 2006
Posts: 3,380
FlyRetired
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Senior Member
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Posts: 3,380
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#2720584 - 05/08/09 06:21 PM
Re: Request for Gr.Viper
[Re: FlyRetired]
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Joined: Sep 2004
Posts: 10,618
Ming_EAF19
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Posts: 10,618
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Very nice depth of field there, scrumptious
Rather bright haystacks. Stooks
Thanks FR
Ming
'You are either a hater or you are not' Roman Halter
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#2720905 - 05/09/09 09:54 AM
Re: Request for Gr.Viper
[Re: piper]
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Joined: Feb 2008
Posts: 25
mmitch10
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Joined: Feb 2008
Posts: 25
England
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The depth of field effect is fantastic. How does the software know whether you're studying the cockpit or the landscape? Does it just depend on what's in the centre of the screen? Is there a 'fade' from one depth of field to another when you look from one to the other or does it snap between views? Really impressed with this feature, I've never seen anything like it in a flight sim. Piper, a stook is a stack of wheat/barley/whatever, http://en.wikipedia.org/wiki/Stook
Last edited by mmitch10; 05/09/09 09:55 AM.
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#2720911 - 05/09/09 10:20 AM
Re: Request for Gr.Viper
[Re: Gr.Viper]
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Joined: Mar 2009
Posts: 255
heady89
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Sweden
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So viper when is you're first video uploading coming of some nice engagements? Hehe just kidding it's great enough that you're willing share screens and answer questions m8.
Specifications; Intel I7 950 3,1 GHZ 4890 OC 900mhz 1GB DDR5 6084 MB DDR3 PC8200 RAM Saitek X52 , Track IR 5 , F!tality Headset
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#2721043 - 05/09/09 03:47 PM
Re: Request for Gr.Viper
[Re: Gr.Viper]
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Joined: Jan 2002
Posts: 6,623
Mogster
Hotshot
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England
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No AA set up. At the moment AA doesn't work with any of the post effects.
Shame, I'm an AA junkie.
WAS C2D 8500 3.16ghz, 285gtx 1gb, 4gig ram, XP NOW Win7 64, I5 2500K, SSD, 8Gig ram, GTX 570
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#2721046 - 05/09/09 03:49 PM
Re: Request for Gr.Viper
[Re: Gr.Viper]
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Joined: Jan 2002
Posts: 6,623
Mogster
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England
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Simply pulled too hard. Not very hard... First the lower wing came off, then I went into a spin and the top one got ripped away. The damage modelling sounds fantastic.
WAS C2D 8500 3.16ghz, 285gtx 1gb, 4gig ram, XP NOW Win7 64, I5 2500K, SSD, 8Gig ram, GTX 570
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#2721652 - 05/10/09 09:57 PM
Re: Request for Gr.Viper
[Re: mmitch10]
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Joined: Aug 2007
Posts: 630
SC/JG_Oesau
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Posts: 630
Sydney, Australia
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The depth of field effect is fantastic. How does the software know whether you're studying the cockpit or the landscape? Does it just depend on what's in the centre of the screen? Is there a 'fade' from one depth of field to another when you look from one to the other or does it snap between views? Really impressed with this feature, I've never seen anything like it in a flight sim. Piper, a stook is a stack of wheat/barley/whatever, http://en.wikipedia.org/wiki/Stook DOF depends on your viewpoint. There looks to be a angle (cone) of sight that if you are pointing there the area is in focus, everything else is out of focus (like when you use the Aperture settings on a camera). So to change between in focus points by moving your point of view (POV). It's kind of like starting out with TrackIR again in some respects.
CPU - i7-3770K @3.50Ghz, RAM - 32Gb (800Mhz), Video Card - GTX980Ti TrackIR-4, Thrustmaster Warthog, MFG Crosswind Pedals, Satiek Quadrant, Saitek Switch Panel, Logitech G510 Keyboard, Win 7 Home Prem 64bit
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#2721694 - 05/10/09 11:25 PM
Re: Request for Gr.Viper
[Re: SC/JG_Oesau]
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Joined: Sep 2004
Posts: 10,618
Ming_EAF19
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angle (cone) of sight
It's a linear zone like a box rather than a cone in front of the eyepoint, two distances away from the eyepoint, the Z direction in the scene. DOF processing uses the Z-buffer, the depth buffer we're already familiar with: the Painter's Algorithm
The depth of the zone-in-focus depending on the size of the camera aperture. At f16, most objects in front of the lens are in focus. At f2.8, depth of field becomes narrower in the Z direction (towards or away from the eyepoint)
Set depth of field to begin at 1m and end at 10m and everything within the zone 1m to 10m is in focus
Set depth of field to begin at 20cm and end at 6m and everything from 20cm to 6m is in focus. 10cm, blurred: 7m, likewise blurred
Set depth of field to begin at 10cm and end at 3m and you have a blurred background after 3m
Set DOF to begin at 6cm and to end at 1.5m and you have the instruments in focus but behind the panels (the terrain) everything is blurred
It's a post-processing filter. Render the whole frame and then (as it were) Photoshop it on the fly at 30fps. Serious stuff
Ming
'You are either a hater or you are not' Roman Halter
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