Iām just going to add my own opinion.
There should be a dark area (not completely black) around your screen, to impair your vision. Make the open part that you see through more of an oval shape, and it gradually gets darker around the edges.
Bright lights should be more pronounced with nightvision, while less bright areas are a bit darker, but are easier to see in then before, so it isnāt totally useless.
I do think @Matuchkin is taking the realism a bit too far for a zombie game, and the reason nightvision glows in 3.0 is so that it does have a disadvantage. Itās still OP, however.
Also by the way, wouldnāt blurriness have a performance impact? (Iām a Mac peasant who likes Unturned )
Damercer, those are older version s of nvgs. I actually have a a pair of those irl. They are not used by the military anymore because the enemy could also see the ir flashlight. Modern ones use multiple mirrors and filters to enhance the light.
Reduced FOV is a must in my opinion, because it is both realistic, and makes using NVGs kinda dangerous, because having a smaller field of view makes it easier for enemies to sneak up on you.
@Tomskbird Reduced FOV, I would agree, is an absolute essential. That has to be limited in the game, in order to reduce spatial awareness.
@anon24515308 I believe that the bright-lights mechanic is also important to implement. This means that, in any well-illuminated space, NVGs will have to be disabled as they will limit visibility. Really the point of this realism idea is to make the NVGs not as overpowered as they are currently, and we gotta take the basic downfalls of the NVGs themselves seriously, even if weāre not going to go into the minute details and physics.
I donāt have a problem with bright lights making NVG hard to see through, but I think applying a strong lense flare and/or bloom effect would do enough, and not cause as much physical discomfort as having extreme changes in brightness.
Actually if you actually know how light works, you would know that even a tiny bit of light would be in the tunnels from the outside, even if its not visible to the naked eye
@Aj_Gaming There would be a negligible amount of ambient light. Look at the bunker in PEI, at the lowest levels it is pretty much completely closed off from all light. Or look at the subway system in St Petersburg, the light source is so far away, and is only emitted down a tiny little tunnel with a ladder in it. I think there will be no light down there, at all.
Well small amounts of light could make it down there, tbh its not hard for light to make it down there, its not direct but its also enough that you can see without assistance if it were in rl. The only way this would work is if you were in a box with no cracks whatsoever. And maybe deep underwater. Other than that i dunno
Enough that you can see? 50 meters underground, under layers upon layers of bunker, rubble blocking every exit, the only light source being a tiny, 10 meter long shaft that is in some dark corner 3 levels above you? Light will pass through that, but it will be thousands of times lower in intensity than the human eye can ever hope to see. Youāre pretty much in a box.
There are multiple entrances to the subway, and one of them is a a straight shaft, so light wouldnāt be excessively obscured through it. Not sure about near the Soul Crystal door, but in the room with the ladder, I would be willing to wager that at certain times of day, oneās eyes could adjust to that level of light.
I think @Matuchkin taking this a bit TOO far with realism. Thereās a point where something is so realistic that it becomes boring/useless, and I think your suggestions are pushing NVGs into this catagory.
Damercer, not all night vision picks up infared. If unturned nvgs are going to have a grain of truth they shouldnt pick up infared light. (at least the military ones). It would also be hard for Lord gaā¦sorry, Lord nolsen to do