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ragearo

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About ragearo

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  1. I partially agree.I think rotational blur started getting added to games because older CRT monitors would naturally blur moving images but LCDs don't (they have a peculiar "doubling" tearing effect). You can see this for yourself: Disabling TF2's Motion Blur generally has no visible effect when playing on a CRT. As for view bobbing...agreed. Thankfully we can turn that down. There's only so much the human eye can do with night-time dark adaptation when the moon is not out. In a completely electricity-deprived area' date=' there is NO background light pollution from lit up towns/cities, and that means that no full moon = pitch black. That being said, it appears to me in my experience playing that ARMA2's HDR features do a great job compensating for bright things, but not very well for dark things. Then again, I've never jacked my HDR setting to maximum. Could ARMA2/DayZ be tweaked to replicate human night vision better (have it take 2 minutes for your eyes to adjust from light to darkness)? Maybe. It would open up a new tactic for combat at night: [b']Shining flashlights into an enemy player's eyes to blind them so that they have to take 2 more minutes to be able to see anything! It's actually quite rare that you'll find yourself in utter darkness (though it is possible). The human eye still adapts to light levels as low as new moon/overcast (no moon, no/minimal starlight). I believe this was mentioned in the article I quoted, and you can experience it by going outside under those conditions (though that combination can be hard to come by). I'm not saying you'll see very well - not by a long shot. All I'm getting at is that having absolutely no vision is quite unrealistic. You would still be able to make out your hand, and some details a few feet in front of you. Past say, 10-20 yards it would get tough. I don't totally disagree with you on the darkness aspect, and I think some people might be wanting more than is realistic. I'm just saying this complete darkness with no vision at all is just following that hyper-realism trend games follow nowadays. It's fixed a problem where games made it too easy at night, but created another problem by going too far that it becomes unrealistic in the opposite way. This is what I was hinting at with blur and bobbing, though it is nice we can turn those down. Personally, the most realistic vision blurring and view bobbing I've come across was in Mirror's edge. There's slight blurring on the peripherals which mimics the effect of not processing peripheral vision as readily as what's in front of you. View bobbing is also very minimal and more realistic than any other game I've come across. I don't know as though I can recall a game that dealt with night (human) vision perfectly, though I have to imagine it's possible.
  2. I find the assertion that pitch black nights are realistic quite hilarious. Anyone suggesting this should seriously visit a physician because there is most definitely something wrong with your vision. Either that, or you've never gone outside at night. The following is taken from the American Optometric Association's website in regards to the human eye and how it works at varying levels of light. link: http://www.aoa.org/x5352.xml DAY VERSUS NIGHT VISION According to a widely held theory of vision, the rods are responsible for vision under very dim levels of illumination (scotopic vision) and the cones function at higher illumination levels (photopic vision). Photopic vision provides the capability for seeing color and resolving fine detail (20/20 of better), but it functions only in good illumination. Scotopic vision is of poorer quality; it is limited by reduced resolution ( 20/200 or less) and provides the ability to discriminate only between shades of black and white. This limitation can be easily confirmed by noting that, at dusk, the different colors of a flower garden become virtually indistinguishable. However, the scotopic system provides enhanced sensitivity and low detection thresholds under markedly reduced illumination. This dual-receptor system allows the human eye to maintain sensitivity over an impressively large range of ambient light levels. Between the limits of maximal photopic vision and minimal scotopic vision, the eye can function rather effectively to changes in brightness of as much as 1,000,000,000 times. The sensitivity of the eye automatically adjusts to changes in illumination. The dimmest light in which the rods can function is equivalent to ambient conditions of an overcast night with no moonlight. The dimmest light in which the cones can function is roughly equivalent to a night with 50% moonlight. Thus a white which can just barely be seen by the rods must be increased in brightness 1,000 times before it becomes visible to the cones. The light intensity of the sun is approximately 30,000 times that of the moon, yet the eye can function well in bright sunlight as well as in dim moonlight. Although the human eye can function over a vast range of brightness, the retina is sensitive to damage by light, e.g., from lasers or unprotected sun gazing. This potential for light injury exists because the optics of the eye can concentrate light energy on the retina by a factor of 100,000 times. So, from this we can see that our eyes have two ways of providing vision. The first is our normal vision in optimal resolution and color quality, which uses the cones. The second is a lower resolution and color quality that we get from the rods. The cones can function on a clear night with at least 50% moonlight, and the rods function in overcast with no moonlight. This means that even in a pitch black setting, the human eye functions at a base level. This is why at night, even if there is no moonlight and full cloud cover you can still see. Your vision is nowhere near as good as in regular moonlight or during the day, but you still have vision. As mentioned in the quoted article, our "Night Vision" is comparable to 20/200 (Things 20 feet away have the clarity of something 200 feet away with a normal eye) with colorblindness. While this is not optimal vision, it is far better than no vision. Currently, DayZ offers no vision, and hides behind the delusion that that is realistic. This seems to be a common theme in Arma II (rotational blur and vision bobbing while running, which human's with normal vision and brain function don't perceive because our brains actually process our vision properly so that we don't notice it) so I can't fault the creator too much.
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