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Camera-to-Screen

PhantomFury shared this feedback 5 years ago
Declined

I'm pretty sure I'm not the first person to suggest this, so sorry in advance if it is redundant and the answer has already been provided.

What I am suggesting today is a way for camera to link its feed to a the screen, whether it be an LCD panel, control station, or flight seat. That way, it'd allow for features such as a security room where it's full of screens displaying surveillance footage or - what I see as most important - pilot the ship without having to access the camera every time through the UI, as all the footage is already being displayed on the screen (as long as there is power, of course). And if that can be done, it could be extended to the smaller screens in the cockpit so we could have something like a weapons camera. Feedbacks welcome!

Replies (43)

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It might be done, there is already a mod for that (IIRC it does not work anymore).

But it will decrease the performance of the game - you need to have powerful GPU for that, as each screen is essentially another frame to render. Thus if your FPS is 40, with another camera-on-screen it might drop to 20 (if low FPS was caused by taxed GPU, not overloaded CPU). And it will incur some cost in CPU performance.

But it can be managed: in graphic settings there might be another slider: maximum of camera-to-screens, max distance of player to screen with screens nearer to player taking preference, plus if screen is LOD model it should be ignored.

Two screens showing the input of one camera shouldn't incur double GPU cost - camera should render to buffer and that should be used twice.

And camera displaying screen (with input from any camera) should either show blank screen or screen from frame behind.

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The original mod worked fine, almost no performance impact whatsoever. It was well designed, didn't do anything it didn't need to, and used a dynamic pool of your available frames so that it literally couldn't drag your FPS down. The worse your frames, the less the mod did. If you got over 60, it used those for even smoother displays. Xocliw showed it off on the community stream. He showed it directly to Marek, showed it working beautifully, while having none of the drawbacks it was claimed such a mod would have. And then Keen ignored the potential and changed a bunch of things and the mod died.

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It did have the drawbacks it was claimed such a mod would have... it's just, it was showcased on powerful computers with enough frames to spare. The second you don't have a powerful computer, you'll see the drawbacks quickly. This is why it wasn't made vanilla.


I dearly wish this wasn't the case because that mod was really cool... but it can't work as anything else than a mod.

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Again with the 'can't be done'. I'm reminded of that quote regarding senior scientists saying something can't be done and being most certainly wrong.

Duke Nukem 3d had a camera view to screen feature in a game with user generated maps/layouts 22 years ago. Granted it wasn't 1080p but I don't think anyones expecting that from a Text panel. Unpossible!

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From what I can see in the Steam and Keen forums, this mod wouldn't be difficult to implement but suffers greatly from a performance drain. This could be mitigated with a slider on the link controlling frames per second for a capture rate.

Most notably, this would be an excellent feature for Experimental Mode (now that we have it).

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Burstar: you forgot that the game is implemented in C#, not in C++ ;-)

And also without memory serialization of objects ...

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“It is better to offer no excuse than a bad one.” George Washington

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glad to see this thread bumped i find it ridiculous that this isn't already in the game. Surely you could implement this with some sort of anti-rastorization method where you just don't render the parts of the ship eclipsed by the display just like if you gave dirt or whatever a transparent texture back in minceraft, that's how rodina does it; and even without the fact that this method would be way more efficient, you would also end up with a better, more spacey, implementation 'cause it would have perspective.

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@Burstar: from my side that was no excuse, that was explanation.


If different programming tools and approach would be used, game engine would be more effective ... but the development would be slower ...

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One thing that would help the framerate is to have the LCD camera view be low framerate itself such as 5 to 20 fps

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I was going to sugest the same thingh, glad i searched it first.

If we have cameras and we have LCD panels its only natural to conect the 2.


Cheers

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About the Duke Nukem 3d thing, are you talking about seeing yourself in the bathroom mirror? Because that's actually fake. It's a duplicated room and player model that is displayed with clever rendering tricks.

Also, it's not a matter of C# vs C++. It might be marginally faster if implemented correctly in C++, but it's more a matter of the graphics card having to render 2 "screens" instead of 1.

It's a fantastic feature that i'd love to have, with current technology (Not just SE), it's just not really possible in a way that would be usable in game.

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@Domingo yeah I see that now. Apologies I read it wrong :P


@zooltan no, the camera monitors would show a display of the camera view after you look through it. Its framerate was like 1Hz and it only lasted for so long but considering I was playing it on a x486 (I think)...

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An option in game settings with sliders to limit darn thing. Probably I would think of getting new computer since cam feedback was so cool back in a day. But I guess it's to much of an effort, shame mod isn't working anymore.

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But what if i just REALLY REALLY wanted to build myself a gundam?

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I absolutely agree, and with the new In-Cocpit-LCDs it would be even more useful. (Wingman-View, Turret-View...)

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Rendering a scene to a dynamic camera is something video games have always struggled with, especially if it's a scene from an area wwith no players anywhere near by, you're asking the server to keep up with scenes that could be across the map, or atleast across max antenna range.


But the real issue with this is rendering a scene to a texture that gets applied somewhere in word.. It's the same as trying to render a dynamic reflection, it's incredibly intensive and difficult to implement.

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Just because something is difficult is not a reason to not do it.


To mitigate some of the difficulty it could be restricted to same-grid & subgrids for use as security cameras, reversing/docking cameras, etc.

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I agree with Lee. It could be limited to a screen that is on the same grid as the camera.

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agrageeefafefefggfagreeded would be gre3at for dockling a large ship

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To help, you can add this feature BUT calculated only in local when people are near the grid. So it wont use/overload net datas ?

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keen pls

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Old mod was great, as long as you didn't have dozens of screens running. IIRC there was a 'performance' slider to make it more user friendly to lower spec machines. If you could at least consider it Keen, that would be great!

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While the actual rendering is client side, the camera can be several subgrids - maybe kilometers - away and see a different part of the universe. A camera would be like an additional player, spawning in local asteroids and streaming grid data from the server to be rendered on the remote camera feed. Or cameras are 100% local and intended for cameras in close proximity only, with no load on the server and very low PCU amount. (Maybe have separate server/client PCU?)

Rendering performance impact could be made O(1) by updating a set amount of screens per frame at a preset resolution. I.e. A surveillance room with 10 camera feeds would update every screen at 6 FPS instead of 60, as in this example surveillance camera clip: https://www.youtube.com/watch?v=X2oNWHv0zSQ

Eventually all "extra rendering step" could be queued up so that only one extra rendering is done per frame. I.e. environment cube maps could be on every frame if the queue is unused, but reduce to every second frame if camera feeds are active:

CAM1|ENV|CAM2|ENV|CAM3|ENV|CAM1|...

(Effective frame rate of the three cameras would then be 10 FPS. Camera feeds should only update when the player is actually standing in front of and looking in their direction. Screens being "freshly" activated would take the next slot in the update queue for a max 1 frame delay, unless several screens activated in the same frame.)

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There was actually a mod for this, but KSH broke it about two years ago and the creator has not had the time/energy to fix it :(

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I'm appalled at how few votes this has with the amount of people begging Tysis to update his mod that did just this:

https://steamcommunity.com/sharedfiles/filedetails/?id=611332581


Unfortunately it's not possible to add this with a simple mod anymore. Would be amazing to see it implemented natively into the game!

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It is possible, but that was never a simple mod; that entry on the Steam workshop was just to add the terminal controls, the actual code was in a plugin (Client Extender) that you had to install alongside the game.It allowed you to write frames to textures and had a priority queue system so it would never drain your FPS more than you allowed it, and you could give client-side priority to cameras; if you're in a big battle with a bunch of different people who also use LCD feeds then, from your perspective, yours would be updated first and fastest regardless.

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Hi Darian

Can you make this happen for us then please? :)

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Not sure about random LCDs, but I definitely would like to have a feed from camera in my cockpit.

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Glass cockpits aren’t worth it on large grids! The glass is far more fragile than heavy armor! I want cameras to be my window to the world and to be sheathed in armor, like ships in The Expanse!


Please, KEEN

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Hooo Yes !! make that !

THis is the first fing I was so disapointed when building my first ship in SE :

I saw Camera, LCD, then it was obvious I could link a camera feed to one of cockpit LCD to have a view..... even at low resolution, and even with limitation numbers.


Yes please do that for external LCDs or cockpit LCDs even for one or two feeds that would be awesome.

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Its totally doable, albeit a lot of effort. I would really like to see this added! PLEASE KEEN!

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not mine but just wanted to post it here

i saw this reddit post the other day but it takes a big performance hit.


https://www.reddit.com/r/spaceengineers/comments/hqf9ln/cameralcd_a_new_mod_to_render_camera_displays

https://steamcommunity.com/sharedfiles/filedetails/?id=2037606896

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Keen Support replied to this in an XBox thread;

https://support.keenswh.com/spaceengineers/xbox/topic/lcd-screens-with-live-camera-feeds

Saying that "they will consider this feature".


This current page for PC, was posted way earlier than that post yet, they didn't reply to this one.

Furthermore the discontinued "Live Camera Feeds" mod in this page https://steamcommunity.com/sharedfiles/filedetails/?id=611332581 is filled with people requesting/expecting this feature to be in vanilla since 2016.

Other than possible incapability due to technical difficulties, I really don't understand why developers disregard highly requested features like this and push out totally unrelated content for long periods of time...

In short, as many people out there, I really believe that this should've been in the vanilla game since the LCD's were introduced and also believe that it would elevate the game play so much.

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Keen Support replied to this in an XBox thread;

https://support.keenswh.com/spaceengineers/xbox/topic/lcd-screens-with-live-camera-feeds

Saying that "they will consider this feature".


This current page for PC, was posted way earlier than that post yet, they didn't reply to this one.

Furthermore the discontinued "Live Camera Feeds" mod in this page https://steamcommunity.com/sharedfiles/filedetails/?id=611332581 is filled with people requesting/expecting this feature to be in vanilla since 2016.

Other than possible incapability due to technical difficulties, I really don't understand why developers disregard highly requested features like this and push out totally unrelated content for long periods of time...

In short, as many people out there, I really believe that this should've been in the vanilla game since the LCD's were introduced and also believe that it would elevate the game play so much.

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Keen Support replied to this in an XBox thread;

https://support.keenswh.com/spaceengineers/xbox/topic/lcd-screens-with-live-camera-feeds

Saying that "they will consider this feature".


This current page for PC, was posted way earlier than that post yet, they didn't reply to this one.

Furthermore the discontinued "Live Camera Feeds" mod in this page https://steamcommunity.com/sharedfiles/filedetails/?id=611332581 is filled with people requesting/expecting this feature to be in vanilla since 2016.

Other than possible incapability due to technical difficulties, I really don't understand why developers disregard highly requested features like this and push out totally unrelated content for long periods of time...

In short, as many people out there, I really believe that this should've been in the vanilla game since the LCD's were introduced and also believe that it would elevate the game play so much.

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Having the ability to view a camera image from an LCD in a basement - which is what I nearly always end up building in order to protect my gear from meteorites - would be a massive boon.

Also, displaying multiple camera images on LCDs means that a ship could have a decent bridge buried deep inside it and still have good visibility of the surrounding space, without needing to cycle through cameras while sitting in a control seat.

I like the security room concept, too.

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I want this to very very badly I had a ship idea that had this involved with a script but I didn’t know that Scripps couldn’t allow this yet. I hope they Addison to the game I really really do!

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A few other suggestions would be to resize the screen if adjacent displays share a tag, an option of linking it to a remote grid would be useful too for situational awareness of your current position while controlling a remote vessel.

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This used to be a plugin mod (https://www.youtube.com/watch?v=VBbW2EZK7N0) but it was VERY GPU intensive and broke as soon as Keen updated the game. You are basically asking your GPU to render the same scene twice over.

The mod is smart about it and makes it so that the LCD can "share" frames instead. So it can update at 30 fps but it doubles the GPU Render Load, or all the way down to 1fps which divides evenly amongst other LCDs. So if you had the setting at 30fps they'd each run at 15fps, which would divide further as you added more.

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It's kinda strange to have jump drives and gravity generators but a simple backup camera is too much.


I don't know the limitations of this engine, but that what we ask for here, is used in many games like Portel or Prey (the old one) and is used, when some NPCs are in a monitor. For example, in Half Life 2, when Wallace Breen has his speeches on the monitors, the actual NPC is loaded in a separate room on the map, where the NPC gets recorded by a virtual camerajand is streamed directly to the ingame TVs and monitors, the player can see and they do it that way, because, according to the devs, tihs is much easier then make a actual video clip to play back on the screens. So it schouldn't be wichcraft to make something like that. Except the engine really can't cope with that.


The Mods we had, are more or less a collection of workarounds to make this feature somewhat functioning, but someone with unrestricted access to the source code, should be able to implement, at least the frame work, for such a function, without all too heavy performance impacts. Furthermore we are in an age, of ridiculously powerfull GPU like the Nvidia 30 Series and Space Engineers never was a casual game, requirement wise. And for those with a too weak system, we could make a tab in the world settings to disable this feature.

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The examples you use, only have a few limited "Cameras" active at the same time, and several of those probably uses a different technique (Like a simple pre-rendered video for the speech)


The problem is, no matter the engine, rendering an extra camera will always cost a full extra render pass; which will scale for every camera you have active.

It's not a matter of it being hard to implement the camera rendering to a texture. That's easy. It's about the rendering cost of doing it.


So the only way it can work, without tanking the FPS completely, would be to limit the number of cameras that can be active, to maybe 1-3, which I don't thing is what the players want.

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The rendering load could be alleviated by defaulting to a low-refresh camera mode where the camera only updates at, for example, 15 fps or lower and an optional high-performance mode where the camera updates like the player camera.

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i would make lcd refresh rate based on distance to closest player, that is looking at that lcd - so game would crank up lcd fps only when someone is actually looking at it and 'freeze' display when nobody is around or looking on something else ....

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I also find it very strange that this is so hard to implement... Duke Nukem 3D dynamically rendered security cameras onto display screens just fine 25 years ago (before even basic 3d graphics cards were even in most gamer's PCs) along with a few N64 games, like Goldeneye. Not to mention more recent games like Half Life 2. There are a lot of ways to keep it performant on modern systems. Here's a few suggestions that little old me can think of to keep system performance from being too negatively impacted.


  1. If a remote camera LCD isn't in visible range to a player, then don't gather render data from the camera nor render the camera onto the LCD. I do not believe this is something that a modder could do, since it would require access to a player's rendering data and being able to detect if any remote camera LCDs are within what's being rendered.
  2. Any camera feeds are sampled at a lower resolution and also rendered to LCDs at a lower resolution than when a player views through the camera directly. With a lower resolution on both sampling and rendering I would expect GPU stress to be lower as well.
  3. Nested camera LCDs (any LCD's rendering a camera that are THEN viewed by a later camera and rendered to a later LCD) would be only rendered at 1fps and only when the player is looking at the later LCD, otherwise it is not rendered. Or just don't render nested camera LCDs at all, though that might confuse some players if done without explanation.
  4. Restrict FPS and change resolution based on system specs, which could be checked on initial game load.

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Many games implement in-view screens of the game world. This isn't new and not impossible just something Keen chose not to implement with their time. Other priorities. The LCD displays in the game and the cameras seem like a perfect match.

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Ill be honest, I don't care about the GPU limitations and all the technical issues. Sorry but thats not for us players to worry about, we come up with ideas and devs make the judgements and solutions. If this feature works it would be a massive improvement to the game.

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Honestly I love this idea and I wish it was in the game this would be definitely revolutionary in my opinion and I think it would definitely be a great idea!

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I agree.


And it could be quite low resolution, we would not need 4 K resolution ;)

And if that is a problem, limit how many feeds you can send over radio and only update screens within player visibility.

You could even have lower frame rate, or have fram rate being dependent on distance to closes player so screens further away only update 10-20 fps and close by screens at higher rate.

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I think the reason it hasn't happened yet.

Is probably because of the wide array of computer spec's the players are using.

Also another problem you'll find in a feature like this.

Is you have two options.

In one way. You would have to have the game screen grab and redrawing that screen grab over and over again onto the LCD.

Then the second option is that you would have to have the game repeat the game scene and on the LCD as well.

Also you have the 3rd option have each LCD be treated as additional AI players capturing what the cameras are looking at.


Now as to why this will never probably happen other than those options I had given above and not dragging into question player Computer specs and what not.

First off you have the issue of in Game Draw Distance.

What that means is the game would have loaded where you are at and each camera scene that's being shown on each LCD screen.

So if you take that into account.

If you was the game development team.

You would know full well the players would want the Monty Burns CCTV wall effect.

So yeah the Lag would be hair pulling bad.

Plus if you add online servers into this plus two different Bases worth of CCTV camera banks.

Yeah I have this feeling that's probably why support for that mod got dropped and why KEEN have not added it in!

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so if yall dont mind downloading plugins, https://github.com/austinvaness/CameraLCD does exactly what you want

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I tested this plugin, and it works, but for me, it tends to generate some visual light bugs, as well as having a huge performance penalty. I think if the devs would add this feature straight into the game code itself, it can be much better controlled in terms of possible bugs and as previously mentioned a player could select render resolution and frame rate themselves to suit their needs as well as reduce the performance penalty depending on their specific GPU computing power.

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What about showing LCD content as a camera feed overlay? It wound not involve excess rendering.

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While it's a cool idea that have it's own merits, it's a different goal from what desire (which is a seamless intergration of camera feed onto our ships on various screens.)

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What about showing LCD content as a camera feed overlay? It wound not involve excess rendering and can give a better picture.

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It's not the overlay, it's the feed - which doesn't exist. Cameras cheat by moving the player's POV to the camera, not be sending a camera feed back to the player. So this request is more work than it appears; each camera would need to be rendered. Would it be rendered by the server? Servers don't render anything right now. A player? Which one? What if they log out? It's complicated.

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Whatever. I think adding IMyTextSurface to cameras should allow creation of lots of awesome scripts

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What about showing LCD content as a camera feed overlay? It wound not involve excess rendering and can give a better picture.

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I was searching about the best camera for photography then I found an article on google which gave the best info about top cameras and lenses. The article was from bestcamerashub. This website is given amazing cameras

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Perhaps a way to link multiple displays together to create larger ones?

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Cool idea but one feature at a time. Once we get (if we do, at all) camera footage on a screen, we can then consider the possibility of a multi-screen set up.

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For heavily armored vehicles that don't want the fragility of a bridge, but want an interior first-person view, this could be amazing

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Whats the reasoning behind declining this sugestion? Is it the usual BS about performance impact or any other of the usual exscuses or are you finaly ready to admit your incompetence, of which we are all alredy well aware?

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Let me guess, it didn't work on console, because consoles suck and so nobody gets it...

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You know keen loves xbox

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Makes sense. Cant have 2 diferent versions of the game, one normal and one simplified for primitive tech users.

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while I disagree with the anti-console rhetoric as it is the only thing I can afford, I do think this feature should be added to the game.

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It's not rhetoric, it's simple reality of economics. If you can't afford what's necessary to run a feature, then you can hardly expect the feature to be made available to you anyway, can you? I too would like if my car was as luxurious as a Bentley. Alas, I couldn't afford a Bentley, so, why should I be entitled to having VW make my Polo be like one for what I paid for that Polo?


(I don't actually have a VW Polo.)

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I was not refering to the message, that was true enough. your statement is also true. but if your polo and bentley were made in the same year, is one more primitive than the other? I was reffering to error 404's use of the word primitive in the context of consoles and its derogatory connotation in this sense.

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> but if your polo and bentley were made in the same year, is one more primitive than the other?

Attacking strawmen buys you nothing. I never said anywhere that either make was more or less primitive than the other, and you know damn well I never did. You were the one who conflated those two very separate illustrations of the matter.

I get it, you want to justify your purchase, but at the end of the day the fact of the matter remains. The functionality consoles and their ecosystems bring is fundamentally and distinctly more limited than what the PC offers even at the worst of times, and "primitive" is one applicable word for that. Sure, you can decide to become terribly offended by someone's choice to forego wrapping that truth in a sickeningly cloying wadding of diplomacy and baby-speech and walking on the eggshells that are your own life decisions, but I somehow doubt there's any benefit to that. Might as well stand above those things and spend your energy on more productive matters.

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I was reffering to error 404's message with my primitive statement. I apologize if that was interpreted the wrong way. as far as justification of purchase and all that, I just want to play the game and have fun. I won't get into a linguistics debate because I don't want to. all the rest of that eggshells and diplomacy and whatever else you are talking about is kinda irrelevant because you are right. they should be two seperate versions. but just because you are correct does not mean you can't be polite in your speech and manner towards other people.

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The troll face says it all. PC gamers also have low end hardware. There is a bit of psychology at work here though. If your PC can't handle the camera-to-LCD feature you may chose to turn it off for now, maybe consider a GPU or RAM upgrade or just accept it for now. For cool screenshots you can always turn it back on temporarily. You feel like it's all in your hands. On a console on the other hand, graphics and complexity are often locked down, like the number of planets or asteroids. You can't upgrade a hardware component or decide for yourself if camera-to-LCD is worth the performance hit. Others decide what your console can handle. You begin to feel disenfranchised compared to a PC gamer with comparable hardware.

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I checked my mail and it was full of new spam from this thread so i came to say hi.


I only wanted to say, consoles are geting stronger and stronger, and some day they too will be able to run any and all games as good as a PC or better.


The way i see consoles they are just a compact computer for when you want to play a game or 2 alone or with friends.

PC can do much more, but both have expansion options.

In the end it all comes down to your preference.

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Okay, so how many of you who are insisting that this feature is so easy to implement are actually programmers, software developers of game developers?

I have a lot of critique for Keen and their decitions, but I agree with them on this one. I am a software developer, with 8 years of experience in game engines and I don't know of any way to implement this in a way that performs well and satisfies what players expect.


It's a feature I would love as well, but the amount of time they would have to spend on this one feature, can be spent on many things that will benefit the game more.


So unless you can give a detailed explanation of how to implement this, and not just how you "think" it can be done, then please respect the actual developers who decided not to implement this one feature.

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Thats typical for you people, when you dont feel like geting somethingh done you always pull the "how many of you are programers" card.

There are mods and plugins that kinda work, maybe they could start by refining and polishing those?

Also, generaly speaking, if you are a doing one job and you find yourself strugling due to incompetence, you can always go do somethingh ealse. Sweeping streets or emptying sewers pays well. I wouldnt know tho, cos i do my job well.

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As can be seen in this YouTube Video (https://www.youtube.com/watch?v=cWpFZbjtSQg) implementing a camera feed to the LCD screens shouldn't be that difficult. Now one difference would be the need to dynamically alter the position of the projection but even as an inexperienced programmer that is not an issue. If the devs have some competence (which I would assume given they developed this game) it should not be a problem to implement at all, except of course the issue with consoles other users mentioned. Drawing a second camera is expensive for the render engine but if not done at full resolution, unless the player is accessing the camera directly, I fail to see any issues except poor performance on low end pc's and console, which imo is already the case so that would be a drop of water in an ocean.

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you always pull the "how many of you are programers" card.
But it's true. There's a difference between bashing some stackoverflow search results together and truly making the effort of working it effectively and efficiently into the final product. And that's not even considering the economics of working under employment in a company that earns the money to pay you from selling the work you contribute. You may think Keen is incompetent, you may call Keen incompetent, and maybe they even are, by some measure or another, but that still doesn't change anything about that, right here, right now, they have this much work, this much capacity, and this much market demand for this much of their products. You might not like it. Hell, they might not like it. But nobody can escape their daily need of bread on the table, and that's ultimately what makes or breaks pursuit of any requested feature.


We're all slaves to our circumstances and we all have to make the best of them. No exceptions.


As can be seen in this YouTube Video
Yes, but SE's gameworlds aren't exactly just some five polygons like in that video's test world. I have no doubt the R&D to find out how to optimise this before even going about optimising this, and a ton of other considerations in the ecosystem of the whole game around such a camera feature, is weighing a lot heavier than just spending an afternoon or so to get the code written.

It's still a business decision. How many more paying players could adding such a small yet challenging-to-implement-well feature as a ploppable cam feed realistically invite? Enough to warrant the effort? Likely no? Then no.

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To have a real time camera update a LCD pane, you basically have to render the game twice doubling the recourses it takes to play the game. Hence why VR games are so much more intensive to render.


It can be sort of work around (as the mod did) to make pictures periodically. But there is a reason the mod is no longer working. Getting it to run stable and with unlimited camera's and viewports you need a super computer that doesn't exist yet

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I do understand that this is not an easy thing to do, I still want it, but I have the programmer training to know you are basically adding a player for each camera feeding to an LCD, (For other programmers I know this is a vast over simplification but not everyone has the knowledge we do) VRage chokes enough at 12 players much less the higher numbers some servers can represent if it is add there would also need to be a server setting toggle to disable it or some troll can crash the server by setting up a dozen or two Camera/LCD pairs.

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The difference is you can most likely get away with less frame rate and much less resolution and if you interleave different screens you can have multiple screens taking the performance of a single normal player or less.

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Regardless of resolution, it's still an extra viewpoint that involves an extra render pass. Resolution changes likely wouldn't help in any meaningful way.


Less frame rate would, but you're still essentially stealing a frame or two per camera, assuming your camera is only 1 or 2 fps. The higher you push that framerate, the more you're "stealing" per camera.


All that said, I'd be down with a 1fps camera, providing there's some limit to the number of visible camera-to-screens on-screen at once.

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Listen. SnowRunner and Construction Simulator do this easily in their games. It's something Keen decided not to do, who knows why, but that's their decision. By leaving it out, it significantly leaves out a major gameplay experience. But they have reasons.

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SnowRunner and Construction Simulator are not nearly as performance heavy as Space Engineers. I know you are siding with keen but I just wanted to detail further why it was rejected. When you view a camera, the scene has to render from an entirely different angle, but you can shut off the player's camera(player's main view) if the camera you are viewing from takes up the whole frame. When you display the camera on an LCD, the computer has to render two cameras at the same time. so that both are visible.

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Lol so I understand the technical restrictions of Space Engineers and the amount of work that this kind of feature implementation would require. Do I want it? Yes. Do we all want it? I'm gonna' go out on a limb and assume yes. Do I understand why it isn't and why it may never be? Also yes.


Does this thread deserve to be necro'd from FOUR. YEARS. AGO.


No. Lol let it die. Everything that can be said, has been said.

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