Realistic NVGs in Unturned 4.X

Right then. I think there should be only 2 properties to the NVGs:

  • light: in darker places, the image grows darker
  • blurriness: with distance, the image grows blurrier

Honestly, that should be it, and honestly the NVGs have to be better than they are in real life to allow for easier gameplay.

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I’m 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 isn’t 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. It’s still OP, however.

Also by the way, wouldn’t blurriness have a performance impact? (I’m a Mac peasant who likes Unturned :wink: )

Instead of making lights appear painfully bright when viewed through NVG, I think they should just have a lense flare, or bloom effect.

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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 we’re not going to go into the minute details and physics.

I don’t 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.

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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. You’re pretty much in a box.

There are multiple entrances to the subway, and one of them is a a straight shaft, so light wouldn’t 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, one’s eyes could adjust to that level of light.

I think @Matuchkin taking this a bit TOO far with realism. There’s a point where something is so realistic that it becomes boring/useless, and I think your suggestions are pushing NVGs into this catagory.

Well as of now, I actually toned the expectations down considerably. We came up with the following characteristics:

  • Light sensitivity: how bright the image is, and how intense the lens flare is
  • Blurriness: how blurry objects are at a distance
    Lens flare in this case is just a lot of increased bloom effects for any light sources.

every single night vision should sense infrared light and there are some(autogating nvgs theyre HELLA nice) that can display visible light

also another thing that should be required if were adding this AUTOGATING NVGS!!!

I meant the display is on the visible spectrum, since otherwise it would be useless, but having it sense visible light would be cool too.

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 ga…sorry, Lord nolsen to do

display? where does a display come in to this

uh sure? do i like not know what infared light is or what? cause im pretty sure that my laser is infared and it definatly shows up