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Old 04-09-2019, 11:40 AM   #11
ams999
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Quote:
Originally Posted by VO101_MMaister View Post
From the video it is obvious that the refraction will shift the position of the objects. Just look at the white bar at around 4:34.

My question is, how it would compromise the aiming? The revi is on the inside of the glass, and you aim on a shifted picture presented though the refraction. It sounds like your aiming will be way off.
Watch the video again.

You'll see that the shift depends on the distance of the objects to the viewer. Let's say the shift is 5 cm, then objects very close will vanish (the bar), objects a bit further will be noticably shifted down (the white railing or the cowling) while you already hardly see any noticeable shift at the house across the street let alone the horizon.

So at those distances the shift doesn't factor in anymore and aiming is not impaired (unless you try and shoot a fly on the windscreen).
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Last edited by ams999; 07-23-2019 at 07:07 AM.
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Old 04-12-2019, 08:55 AM   #12
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Originally Posted by Weta43 View Post
My understanding is (& I posted some photos I'd made to demonstrate it is so in an earlier thread) that the refraction should shift the image down to the bottom of what is currently the bar, but that (because there's no magic involved) you don't somehow get to magically see over the nose for the shot you're after.
If the sight is leading correctly, and it's below the bar as currently modelled, well even if the refraction were modelled, the sight would now be out the bottom of your view.

Like so:


where the left view is the real world, the middle view is where the refraction displaces the image, and the right is how ED have treated it (with the green being the 'bar').
In all cases, your field of view, and the point at which the sight passes out the image are the same...
No, it's not right. As you shift rays PARALLEL for, say, 50 mm, you will get this 50 mm shift throughout the whole range. It means, that you will see noticably shifted engine cowl and almost nothing shifted at 10m and absolutely nothing at 1000 m. It is the same story as for well known parallax effect in old cameras having a separate viewfinder with a frame adjusted parallel to the main lens axis. It gives exact frame positioning at few meters and farther, but for short range portrait it required noticable correction. Sometimes it were special corners along the main frame rectangle, sometimes this rectangle mask was mechanically couplied with the focus ring to compensate parallax .
And the cheapest cameras just informed users about this effect in their manuals.
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Old 04-12-2019, 03:14 PM   #13
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So are you going to model this effect?
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Old 04-12-2019, 11:23 PM   #14
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So are you going to model this effect?
If you ready to meet low performance because it requires double rendering with two cameras.
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Old 04-13-2019, 12:00 AM   #15
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Originally Posted by Yo-Yo View Post
If you ready to meet low performance because it requires double rendering with two cameras.
There is no need for that approach in a modern graphics engines.The effect can be baked in to the the materials in the model and rendered in the same pass. There still is a performance cost, Though it’s less of a performance hit than a than a window with in a window approach.

https://docs.unrealengine.com/en-us/...wTo/Refraction

Also advances in real-time ray tracing are making real time refraction the of even less of a performance hit. Though proprietary software and hardware is required, like nvidia’s rtx.

I think it’s something that should be looked at as an optional toggle. Utilizing current techniques you would just have to load a different model with the effect baked into the canopy materials. Let the user decide if it’s to much of a hit. Then when engine moves to Vulcan the performance hit could be lowered even further.

Given the computing power of the current gen of graphics cards, I think most people could live with the performance of a well optimized implementation of refractionrefraction.

Last edited by Curly; 04-13-2019 at 02:40 AM. Reason: Spelling and grammar.
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Old 04-13-2019, 11:43 AM   #16
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Originally Posted by Yo-Yo View Post
If you ready to meet low performance because it requires double rendering with two cameras.

ready
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