Terrain following radar for night flying

Wilhelm shared this feedback 2 months ago
Under Consideration

It has been suggested to provide nightvision, which while fine for your space buddy to wear as part of the suit, it has some limitations (going from useful to blinding depending on light, and useless in fog/rain). I'd prefer ships have as part of their overlay HUD the ability to turn on terrain following radar in an augmented reality overlay. What this would look like are bright-ish green contour lines as an additional wireframe drawn across the surfaces of whatever (asteroid, planet, moon). It would help resolve actual terrain contours even during the daytime, but at night, in the fog or storms you would still get the wireframe (as it's drawn by the flight seat and radar) allowing you to see the contours of the terrain ahead of you even though it's completely dark..

Replies (11)

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This would be an enhancement to the HUD suggestions in another thread.

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There's been a lot of talk about nightvision enhancements, I would suggest terrain following radar would be as/more useful.

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The suit HUD could be augmented with a lidar device that does this that can be equipped in one of the slots, and a block for the ship/vehicle with longer range, maybe? Boosted by antenna, similar to the ore detector?

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LiDAR is basically a dot projection so it would be something within the rendering possibilities of the game, but it would not be resolution independent enough to render just the points, especially when the voxels on some planets look more like coarse fur than rock. If you render the LiDAR point cloud, it would be hard to really tell what it's seeing, but if you render the vertexes (lines between the points) it's the same thing as what the OP asked.


I would prefer something closer to "nightvision" or contour line grids (eg sea level is blue, and mountain tops are white) and "warm/cool" objects stick out against the ambient temperture of the planet, but this is more of a "nice to have" not a "this is how it needs to be."


Like I can't find a good reference image of what I'm thinking of that wasn't actually drawn by hand.

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I believe you’re referring to an AR topographic overlay display providing fluorescent terrain contour lines within a certain range.

I don’t know what sensor technology is used to achieve this. I would have assumed LiDAR data and then conversion to the topographic output…

https://lidarvisor.com/lidar-topography/

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Yeah, LiDAR just generates point clouds. There's multiple kinds of data you can do with it, so for the purposes of this discussion let's just assume topographic contour lines that just highlight the vertices every 10m at close range or 100m when more than 2km straight up. Just you can't just do "wireframe" contour lines in a 3D game engine since it still requires there to be surfaces or you just see lines through lines. That's why in theory this is easy to generate, just turn off all the textures outside the ship and highlight the vertices with thick illuminated lines that correlate with 10m, 20m, 30m, etc. Otherwise you're rendering the world geometry twice.

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From a game development standpoint, this could be accomplished with terrain shading/shaders (don’t know enough about performance considerations though). I wouldn’t use the terrain wireframe as the starting point.

https://www.alanzucconi.com/2022/04/19/topographical-maps/

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Keep in mind that the underlying voxel framework should already have some level of wireframe data inside the game engine, you wouldn't need to simulate actual radar/lidar inside the physics engine. Usually you're creating some sort of wireframe model of each object and then painting the surface with the texture information (PBR materials). Pulling that wireframe data back out and drawing it as a nighttime terrain mesh overlay shouldn't be very engine intensive since it's using already existing data.

Nightvision could be a helmet feature, but keep in mind that nightvision would be just as blind in clouds, storms, and similar and if done correctly would be blinding under certain flash/light conditions where the light level changes quickly.

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Yes, however, if you want a topographical map, it does not have the "resolution" of the underlying geometry. Otherwise you're just drawing the same geometry and in order for the game to not have to constantly load/unload textures (which is the most expensive part of doing anything with the GPU), basically you want to use the lower-resolution you see from a distance, rather than the high resolution you see when you get close, and thus there is a performance impact to keep flipping topo on-off or nightvision on-off since you have to maintain this second render state to avoid having the game hold for a few seconds every time you switch it. Particularly with GPU cards with less performance. This is why games typically resort to inaccurate tricks (eg a mirror is just drawing the pixels with the Z axis flipped or draw order from the player's POV.) It's usually far more performance draining to have particle effects, and one way a player might try to negate performance penalties is to ONLY use the the topographical mode in the ship, and only use a nightvision mode when not building.


Like, the idea itself is fine, but if you think about the performance costs to maintain another shader/texture set at the minimum then this stops being an option, or the ONLY option for low-performance devices. Doing it, is pretty straight forward render-wise, and if you want to go for the cheapest way to do it, by stripping the players view of a bunch of image data, you have to consider what is "inside the 3D view". The game already seems to have issues with losing shaders.

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it's an interesting analysis, I'm not sure you'd have to load and unload constantly, it would be more of a camera-relative voxel query that would pull a simplified wireframe.

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I absolutely love this idea!! I find myself very often reloading the last save when I missed some tiny obstacle on the surface during night. Yes, I should improve my flying skills. But does that mean this wouldn't be a very, very useful feature for better controlling ones sluggish craft/heavy hauler/miss-calculated-deceleration-pathfinder?

If anything, this would improve immersion by a grand scale! At least for me. Imagine yourself flying through fog and night, barely above the ground to avoid radar detection, just to grab that juicy piece of minerals/artifact/flag/... and escape quickly undetected instead of crashing AGAIN into an largely underestimated spiky rock to late...

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I was flying at night in a storm last night and was like, 'gee it would be nice if I could get a wireframe outline of the map of the earth right now.'

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It's a good thing our current aircraft have this figured out and don't have to fly at night relying on headlights like our FTL spacefaring, magic backpack wearing future space buddies do.

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IMO, the game could easily add a wireframe radar (just light up the vertices within 250m or 500m) as this seems to mostly already exist in the construction system.


As for how to make it not too cheaty, it should consider the temperature of the surrounding. So voxels on the surface should have contour lines, “hot” objects (ship engines, reactors, wheels, wind generators, solar panels, smelters, refineries, assemblers) show up as heat objects, ice shows up as cold objects. All other materials show as contour lines.

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Considering a simple spotlight beam can't reach even 200m there is 0% chance we will ever get something like this. Although I would prefer having sensors capable to detect far away voxels so we can make a custom radars and all sorts of fly assist systems using in combination with in-game automation.

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That's the entire difference between a spotlight light source (i.e. headlights) and something like terrain following radar. Much farther range. Plus, from a game engine perspective, this data probably already exists essentially as a wireframe of the voxels prior to painting PBR materials on it. Wouldn't seem too difficult to draw (let's say faint green) contour lines based on that which would stand out in the dark and provide some added details. Tie it to a block you'd need to research/add, even better.

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thinking recalculate all the ground, even it is a 3dline should be too heavy for this feature and could cause a gap between real fly and showing radar grid. if you have in rapid fly mode, it should be fatal. I propose if it is done anyway, to condidere just in the screen show for this feature the horizon line and the draw line of relief front of ship, a plain color zone for ground, and nothing or blue for sky. less ticks'ovore..

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I think it would be neat if you could also pipe this terrain following radar output to an LCD screen with the horizon and other data as a control screen. I've seen many ship designs that have the flight seat far inside the ship, and a screen that shows the wireframe of the terrain that you could fly by would be cool. Assuming we don't have camera that can pipe their output directly to an LCD display, that would be cooler :).

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This would be nice, but also I'd like the nights to be less dark in general. In real life once your eyes adjust to the dark you can see landscapes pretty clearly just from moon and starlight. At the moment the nights are like being a in pitchblack cave.

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If anyone of you has played Elite Dangerous and tried its night vision mode I think that would be a nice way to implement this feature.

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Yeah, a simplified version of that mode (from the youtube clip I found) seems pretty reasonable. Space is rarely all dark or all well lit, so it could be something that changes brightness depending on ambient light in the areas covered.

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Just being able to see would be great. The amount of times I have gone to a contract location and the entire screen is pitch black is unreal, cant even see where to land my ship or anything. Tried putting spotlights on my ship and it makes no difference. Also there is a lighting disparity between first person and 3rd person views while flying a ship with 1st person being way worse.

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Lights need some serious rework, it makes no sense that after a certain distance they become completely useless as if they don't even exist, heck I can light up things as far as hundred meters with a portable LED light, I suppose the floodlight mounted on a spaceship should be a tad more powerful than that...

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it would be nice if the engine could handle the inverse square law for lights vs. the current' this light has this radius' but that's true for all game engines pretty much. Longer range, definitely.

Having terrain following radar is for more than darkness, it should be anle to provide guidance in fog, clouds, sandstorms, etc (with varying efficiency). I know the devs spend a lot of time and effort making conditions that make it difficult to see/fly for 'game environment' to increase the challenge, but it's a fine balance given that this is something we have now, it should at least be as effective in the space future, if not better.

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A perfect justification to have a true virtual map, a navcom, or better, a projection table where you can see the whole planet/moon, zoom in and see a portion of the surface with the terrain, your position and other GPS markers on it.

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Yeah, filters for the terrain rendering engine. A filter for night vision, synthetic vision(radar mapping), thermal, gravity fields, electro-magnetic, ores, life signatures(?), movement, sonar, target information overlays...I think that about covers it.


A hook to tie it into an LCD panel, and a quick 'zoom' button that gives a quick boost to your FOV to actually see the screens in a cockpit (or where-ever), would be nice. The ability to also map your LCD screen to another hotbar using the numpad 0-9, with a CTRL modifier, to be able to set up 100 screens to quickly swap between them, would also be handy.


To make it even more epic, enable a PiP (picture-in-picture) screen on your GUI that ties into your LCD, being able to be populated on your screen when in a 3rd person view when controlling your grid/base, with the ability to again have 100 screens on a hotbar using the numpad.


To make it even more epic...uh....enable that PiP in 1st person view lol.

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I think a lot of battles in 3rd person view would benefit from that, especially when you start adding scripting to those LCDs, as well. (edit- and just to add, an LCD/PiP...and/or a full screen filter... for those things)

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In fact, this could tie to one or more types of camera modes (or different types of cameras), so you could have the terrain following radar come from a camera feed that is a terrain radar camera, or a nightvision camera. Build one on the nose of your ship and switch between views.

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I think flying in poor visibility is only one of the issues we should be able to solve in the game. Poor visibility situations are not only at night. Think about other weather effects like fog, smoke, radioactive haze, deep or dirty water, organic material and so on. Those areas can be where we can find something interesting, like rare resources, ruins, secret bases and such. You might need to progress and build special scanners and use special LCD apps to help you navigate those places. Up to having full-fledged holographic Avatar-style terrain visualization blocks. Like it is described in this topic. You should not have it all for free as part of any cockpit or HID IMO, but a thing you intentionally build and set up, preparing for expeditions and tactical gameplay.

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