space engineers lcd panel not displaying information manufacturer

I placed a screen on my ship and it doesn"t want to show me text and textures. I"m the owner and the screen has power, but when I write stuff on the public/private area or if I assign a texture there is "Online" written on the screen and nothing else

space engineers lcd panel not displaying information manufacturer

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.

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.

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!

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!

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 ....

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 ....

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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?

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 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.

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.

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.

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 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.

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.

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.

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.

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.

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.

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 thatdifficult. 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.

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 thatdifficult. 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.

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.

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.

space engineers lcd panel not displaying information manufacturer

It does not only affect texts that are created with the API, but according to my observations, also texts that are written normally via the editor in the terminal.

It does not only affect texts that are created with the API, but according to my observations, also texts that are written normally via the editor in the terminal.

For anyone curious following this. You can still use traditional LCD panels and the WriteText() method for your updating displays in dedicated servers.

For anyone curious following this. You can still use traditional LCD panels and the WriteText() method for your updating displays in dedicated servers.

I tried to put it on another ship but it gave me the same problem, the ships were all naturally less than 600 meters away, and I checked the requirements several times.

I tried to put it on another ship but it gave me the same problem, the ships were all naturally less than 600 meters away, and I checked the requirements several times.

Joined my friend"s game hosted by him. Non-dedicated server. I made a blueprint with a couple scripts loaded in, tested that everything worked in single player, but when we used it in multiplayer only the host could see the scripts update. The text doesn"t get sent to clients. It updates every detail of a panel but not the text. All LCDs, cockpit LCDs, programmable block LCDs, etc don"t update. Opening the panel shows there is no text but the host confirmed the panel is not blank and is updating for him.

Joined my friend"s game hosted by him. Non-dedicated server. I made a blueprint with a couple scripts loaded in, tested that everything worked in single player, but when we used it in multiplayer only the host could see the scripts update. The text doesn"t get sent to clients. It updates every detail of a panel but not the text. All LCDs, cockpit LCDs, programmable block LCDs, etc don"t update. Opening the panel shows there is no text but the host confirmed the panel is not blank and is updating for him.

Can confirm this bug. This bug seems to apply to both DS and Non-DS and the problem only happens for the connected clients, not the host (Networking issue?). The screen is updated for the host but not the client until the client reconnects where the current displayed image/text will be refreshed and stay that way until you reconnect again. Using "IMyTextSurface.GetText()" will return the correct text that is supposed to be displayed.

Can confirm this bug. This bug seems to apply to both DS and Non-DS and the problem only happens for the connected clients, not the host (Networking issue?). The screen is updated for the host but not the client until the client reconnects where the current displayed image/text will be refreshed and stay that way until you reconnect again. Using "IMyTextSurface.GetText()" will return the correct text that is supposed to be displayed.

It"s still not working for any of my scripts. Locally I can update the text on a cockpit display fine, but doing so on a dedicated server does not actually update the visible text. Am I doing this wrong, or was it marked as Solved when not actually Solved?

It"s still not working for any of my scripts. Locally I can update the text on a cockpit display fine, but doing so on a dedicated server does not actually update the visible text. Am I doing this wrong, or was it marked as Solved when not actually Solved?

yes. you can also see the resulting text if you try to manually edit the text. you just cannot see it on the outside surface. This is still an issue on my DS, but only after other players join the server. It works fine when I am alone on the server as the host.

yes. you can also see the resulting text if you try to manually edit the text. you just cannot see it on the outside surface. This is still an issue on my DS, but only after other players join the server. It works fine when I am alone on the server as the host.

It seems that the programmer block has a new bug, not important but PB screen cannot be set to anything, it stays on the "No Content" image event with simple text or image or script (ex: digital / analog clock).

It seems that the programmer block has a new bug, not important but PB screen cannot be set to anything, it stays on the "No Content" image event with simple text or image or script (ex: digital / analog clock).

space engineers lcd panel not displaying information manufacturer

After many requests, we have decided to release our internal Replay Tool that we use to create our trailers. It allows you to record the movement and actions of multiple characters in the same world. You can use your video recording software of choice to capture these moments for cinematic purposes! It’s also super useful for epic screenshot creation. The tool allows you to be the director of your own Space Engineers film where you can carefully position and time different engineers with their own specific roles. We are extremely excited to see what the community will create with this!

Important: because it’s an internal tool, it has a very basic user interface and required advanced users to be used. We believe this is OK, because most video creators who would want to use it to create epic cinematic Space Engineers videos are advanced users.

There are now Steam trading cards to collect for Space Engineers! Collect a full set of cards to earn items that help you customize your Steam profile including backgrounds and badges.

There are fourteen new decorative blocks for people who want to buy them and support the development of Space Engineers, which are available on the Space Engineers Steam Store page. Within the package you will get following new blocks:

Beds can preserve characters’ inventory and toolbar while they"re offline and keeps them alive as long as there is oxygen available. Is considered to be the same as the Cryo Chamber Block, except oxygen is used from the environment. Space Engineers don’t work from nine to five, they work whenever they’re needed: day or night, during peace and war. But when it’s time to call it a day, every engineer looks forward to resting in these beds.

Standard and Corner Desks can be used as seats, which allow players to sit on the chair attached to it. Combine these blocks to produce various designs and sizes, creativity has no limitation. Whether designing new schematics or charting a fresh course to another world, desks are essential for any engineer looking to get some work done.

Kitchens are purely decorative. The kitchens in Space Engineers come well-equipped and include stunning visual details. Space Engineers overcome challenges everyday when they’re working on new planets or among the stars.

Planters are purely decorative, but they make outer space a bit warmer by housing life in a special glass container. Build your own garden on the space station. Planters not only help to liven up spaces, but the flora housed inside these capsules also remind many engineers of the homes they’ve left behind in order to explore the universe.

Couchescan be used as seats, so take your time to relax and take a break. You don’t need to always run, fly or work, you can enjoy your cozy room and enjoy the view. The last thing anyone would ever call a Space Engineer is ‘couch potato’, but who wouldn’t like to relax after a hard day’s work on this comfy furniture?

Armory and Armory Lockers can be used to decorate interiors and store weapons, ammunition, tools and bottles; both are small storages (400L), where you can keep your equipment. Space Engineers use lockers in order to ensure that keepsakes from home, toiletries and other items are kept safe.

Toiletscan be used as a seat. The latest and greatest interstellar lavatory technology has made many earth dwellers jealous of the facilities enjoyed by Space Engineers.

Toilet Seat that can be used as a seat and is fit for the creator of the legendary Red Ship; most engineers don’t want to get up after ‘taking care of business’.

Industrial Cockpits are used to control your ships. This industrial cockpit in both small and large grid versions will make your creations look much better. Offering unmatched visibility, the industrial cockpit enables engineers to experience stunning vistas while traversing landscapes and space.

Console blocks project blueprints for downscaled ships and stations, as well as display pictograms or customizable text. They are fantastic functional LCD panels where you can project your creations and show them to your friends. The sleek and crystal clear picture offered by this console allows Space Engineers to display designs and other important information.

*Note to modders: When modding the decorative blocks, copy the current settings and then do the change on top of that. The mod will also include the DLC tag:

Keen Software House needs to stay profitable in order to continue development and support of Space Engineers, and to take risks, to invest into experiments that may not pay off in the short term, and to develop innovative concepts.

A:Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack, which you can purchase here.

A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.

A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.

A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.

A: Hehe, if you put it this way, it sounds kind of funny. But the reality is that decorative blocks are low-hanging fruit, not a bottleneck towards those other mentioned future features. Additionally, the decorative pack can bring added profit and make the mentioned things happen.

Looking at our upcoming plans, I can say that we are going to work on another package similar to this one. It’s not a secret that we want to bring you more things you asked for in the past, such as new skins, new weapons, new economy system etc.

space engineers lcd panel not displaying information manufacturer

Glass substrate with ITO electrodes. The shapes of these electrodes will determine the shapes that will appear when the LCD is switched ON. Vertical ridges etched on the surface are smooth.

A liquid-crystal display (LCD) is a flat-panel display or other electronically modulated optical device that uses the light-modulating properties of liquid crystals combined with polarizers. Liquid crystals do not emit light directlybacklight or reflector to produce images in color or monochrome.seven-segment displays, as in a digital clock, are all good examples of devices with these displays. They use the same basic technology, except that arbitrary images are made from a matrix of small pixels, while other displays have larger elements. LCDs can either be normally on (positive) or off (negative), depending on the polarizer arrangement. For example, a character positive LCD with a backlight will have black lettering on a background that is the color of the backlight, and a character negative LCD will have a black background with the letters being of the same color as the backlight. Optical filters are added to white on blue LCDs to give them their characteristic appearance.

LCDs are used in a wide range of applications, including LCD televisions, computer monitors, instrument panels, aircraft cockpit displays, and indoor and outdoor signage. Small LCD screens are common in LCD projectors and portable consumer devices such as digital cameras, watches, digital clocks, calculators, and mobile telephones, including smartphones. LCD screens are also used on consumer electronics products such as DVD players, video game devices and clocks. LCD screens have replaced heavy, bulky cathode-ray tube (CRT) displays in nearly all applications. LCD screens are available in a wider range of screen sizes than CRT and plasma displays, with LCD screens available in sizes ranging from tiny digital watches to very large television receivers. LCDs are slowly being replaced by OLEDs, which can be easily made into different shapes, and have a lower response time, wider color gamut, virtually infinite color contrast and viewing angles, lower weight for a given display size and a slimmer profile (because OLEDs use a single glass or plastic panel whereas LCDs use two glass panels; the thickness of the panels increases with size but the increase is more noticeable on LCDs) and potentially lower power consumption (as the display is only "on" where needed and there is no backlight). OLEDs, however, are more expensive for a given display size due to the very expensive electroluminescent materials or phosphors that they use. Also due to the use of phosphors, OLEDs suffer from screen burn-in and there is currently no way to recycle OLED displays, whereas LCD panels can be recycled, although the technology required to recycle LCDs is not yet widespread. Attempts to maintain the competitiveness of LCDs are quantum dot displays, marketed as SUHD, QLED or Triluminos, which are displays with blue LED backlighting and a Quantum-dot enhancement film (QDEF) that converts part of the blue light into red and green, offering similar performance to an OLED display at a lower price, but the quantum dot layer that gives these displays their characteristics can not yet be recycled.

Since LCD screens do not use phosphors, they rarely suffer image burn-in when a static image is displayed on a screen for a long time, e.g., the table frame for an airline flight schedule on an indoor sign. LCDs are, however, susceptible to image persistence.battery-powered electronic equipment more efficiently than a CRT can be. By 2008, annual sales of televisions with LCD screens exceeded sales of CRT units worldwide, and the CRT became obsolete for most purposes.

Each pixel of an LCD typically consists of a layer of molecules aligned between two transparent electrodes, often made of Indium-Tin oxide (ITO) and two polarizing filters (parallel and perpendicular polarizers), the axes of transmission of which are (in most of the cases) perpendicular to each other. Without the liquid crystal between the polarizing filters, light passing through the first filter would be blocked by the second (crossed) polarizer. Before an electric field is applied, the orientation of the liquid-crystal molecules is determined by the alignment at the surfaces of electrodes. In a twisted nematic (TN) device, the surface alignment directions at the two electrodes are perpendicular to each other, and so the molecules arrange themselves in a helical structure, or twist. This induces the rotation of the polarization of the incident light, and the device appears gray. If the applied voltage is large enough, the liquid crystal molecules in the center of the layer are almost completely untwisted and the polarization of the incident light is not rotated as it passes through the liquid crystal layer. This light will then be mainly polarized perpendicular to the second filter, and thus be blocked and the pixel will appear black. By controlling the voltage applied across the liquid crystal layer in each pixel, light can be allowed to pass through in varying amounts thus constituting different levels of gray.

The chemical formula of the liquid crystals used in LCDs may vary. Formulas may be patented.Sharp Corporation. The patent that covered that specific mixture expired.

Most color LCD systems use the same technique, with color filters used to generate red, green, and blue subpixels. The LCD color filters are made with a photolithography process on large glass sheets that are later glued with other glass sheets containing a TFT array, spacers and liquid crystal, creating several color LCDs that are then cut from one another and laminated with polarizer sheets. Red, green, blue and black photoresists (resists) are used. All resists contain a finely ground powdered pigment, with particles being just 40 nanometers across. The black resist is the first to be applied; this will create a black grid (known in the industry as a black matrix) that will separate red, green and blue subpixels from one another, increasing contrast ratios and preventing light from leaking from one subpixel onto other surrounding subpixels.Super-twisted nematic LCD, where the variable twist between tighter-spaced plates causes a varying double refraction birefringence, thus changing the hue.

LCD in a Texas Instruments calculator with top polarizer removed from device and placed on top, such that the top and bottom polarizers are perpendicular. As a result, the colors are inverted.

The optical effect of a TN device in the voltage-on state is far less dependent on variations in the device thickness than that in the voltage-off state. Because of this, TN displays with low information content and no backlighting are usually operated between crossed polarizers such that they appear bright with no voltage (the eye is much more sensitive to variations in the dark state than the bright state). As most of 2010-era LCDs are used in television sets, monitors and smartphones, they have high-resolution matrix arrays of pixels to display arbitrary images using backlighting with a dark background. When no image is displayed, different arrangements are used. For this purpose, TN LCDs are operated between parallel polarizers, whereas IPS LCDs feature crossed polarizers. In many applications IPS LCDs have replaced TN LCDs, particularly in smartphones. Both the liquid crystal material and the alignment layer material contain ionic compounds. If an electric field of one particular polarity is applied for a long period of time, this ionic material is attracted to the surfaces and degrades the device performance. This is avoided either by applying an alternating current or by reversing the polarity of the electric field as the device is addressed (the response of the liquid crystal layer is identical, regardless of the polarity of the applied field).

Displays for a small number of individual digits or fixed symbols (as in digital watches and pocket calculators) can be implemented with independent electrodes for each segment.alphanumeric or variable graphics displays are usually implemented with pixels arranged as a matrix consisting of electrically connected rows on one side of the LC layer and columns on the other side, which makes it possible to address each pixel at the intersections. The general method of matrix addressing consists of sequentially addressing one side of the matrix, for example by selecting the rows one-by-one and applying the picture information on the other side at the columns row-by-row. For details on the various matrix addressing schemes see passive-matrix and active-matrix addressed LCDs.

LCDs, along with OLED displays, are manufactured in cleanrooms borrowing techniques from semiconductor manufacturing and using large sheets of glass whose size has increased over time. Several displays are manufactured at the same time, and then cut from the sheet of glass, also known as the mother glass or LCD glass substrate. The increase in size allows more displays or larger displays to be made, just like with increasing wafer sizes in semiconductor manufacturing. The glass sizes are as follows:

Until Gen 8, manufacturers would not agree on a single mother glass size and as a result, different manufacturers would use slightly different glass sizes for the same generation. Some manufacturers have adopted Gen 8.6 mother glass sheets which are only slightly larger than Gen 8.5, allowing for more 50 and 58 inch LCDs to be made per mother glass, specially 58 inch LCDs, in which case 6 can be produced on a Gen 8.6 mother glass vs only 3 on a Gen 8.5 mother glass, significantly reducing waste.AGC Inc., Corning Inc., and Nippon Electric Glass.

In 1922, Georges Friedel described the structure and properties of liquid crystals and classified them in three types (nematics, smectics and cholesterics). In 1927, Vsevolod Frederiks devised the electrically switched light valve, called the Fréedericksz transition, the essential effect of all LCD technology. In 1936, the Marconi Wireless Telegraph company patented the first practical application of the technology, "The Liquid Crystal Light Valve". In 1962, the first major English language publication Molecular Structure and Properties of Liquid Crystals was published by Dr. George W. Gray.RCA found that liquid crystals had some interesting electro-optic characteristics and he realized an electro-optical effect by generating stripe-patterns in a thin layer of liquid crystal material by the application of a voltage. This effect is based on an electro-hydrodynamic instability forming what are now called "Williams domains" inside the liquid crystal.

In the late 1960s, pioneering work on liquid crystals was undertaken by the UK"s Royal Radar Establishment at Malvern, England. The team at RRE supported ongoing work by George William Gray and his team at the University of Hull who ultimately discovered the cyanobiphenyl liquid crystals, which had correct stability and temperature properties for application in LCDs.

The idea of a TFT-based liquid-crystal display (LCD) was conceived by Bernard Lechner of RCA Laboratories in 1968.dynamic scattering mode (DSM) LCD that used standard discrete MOSFETs.

On December 4, 1970, the twisted nematic field effect (TN) in liquid crystals was filed for patent by Hoffmann-LaRoche in Switzerland, (Swiss patent No. 532 261) with Wolfgang Helfrich and Martin Schadt (then working for the Central Research Laboratories) listed as inventors.Brown, Boveri & Cie, its joint venture partner at that time, which produced TN displays for wristwatches and other applications during the 1970s for the international markets including the Japanese electronics industry, which soon produced the first digital quartz wristwatches with TN-LCDs and numerous other products. James Fergason, while working with Sardari Arora and Alfred Saupe at Kent State University Liquid Crystal Institute, filed an identical patent in the United States on April 22, 1971.ILIXCO (now LXD Incorporated), produced LCDs based on the TN-effect, which soon superseded the poor-quality DSM types due to improvements of lower operating voltages and lower power consumption. Tetsuro Hama and Izuhiko Nishimura of Seiko received a US patent dated February 1971, for an electronic wristwatch incorporating a TN-LCD.

In 1972, the concept of the active-matrix thin-film transistor (TFT) liquid-crystal display panel was prototyped in the United States by T. Peter Brody"s team at Westinghouse, in Pittsburgh, Pennsylvania.Westinghouse Research Laboratories demonstrated the first thin-film-transistor liquid-crystal display (TFT LCD).high-resolution and high-quality electronic visual display devices use TFT-based active matrix displays.active-matrix liquid-crystal display (AM LCD) in 1974, and then Brody coined the term "active matrix" in 1975.

In 1972 North American Rockwell Microelectronics Corp introduced the use of DSM LCDs for calculators for marketing by Lloyds Electronics Inc, though these required an internal light source for illumination.Sharp Corporation followed with DSM LCDs for pocket-sized calculators in 1973Seiko and its first 6-digit TN-LCD quartz wristwatch, and Casio"s "Casiotron". Color LCDs based on Guest-Host interaction were invented by a team at RCA in 1968.TFT LCDs similar to the prototypes developed by a Westinghouse team in 1972 were patented in 1976 by a team at Sharp consisting of Fumiaki Funada, Masataka Matsuura, and Tomio Wada,

In 1983, researchers at Brown, Boveri & Cie (BBC) Research Center, Switzerland, invented the passive matrix-addressed LCDs. H. Amstutz et al. were listed as inventors in the corresponding patent applications filed in Switzerland on July 7, 1983, and October 28, 1983. Patents were granted in Switzerland CH 665491, Europe EP 0131216,

The first color LCD televisions were developed as handheld televisions in Japan. In 1980, Hattori Seiko"s R&D group began development on color LCD pocket televisions.Seiko Epson released the first LCD television, the Epson TV Watch, a wristwatch equipped with a small active-matrix LCD television.dot matrix TN-LCD in 1983.Citizen Watch,TFT LCD.computer monitors and LCD televisions.3LCD projection technology in the 1980s, and licensed it for use in projectors in 1988.compact, full-color LCD projector.

In 1990, under different titles, inventors conceived electro optical effects as alternatives to twisted nematic field effect LCDs (TN- and STN- LCDs). One approach was to use interdigital electrodes on one glass substrate only to produce an electric field essentially parallel to the glass substrates.Germany by Guenter Baur et al. and patented in various countries.Hitachi work out various practical details of the IPS technology to interconnect the thin-film transistor array as a matrix and to avoid undesirable stray fields in between pixels.

Hitachi also improved the viewing angle dependence further by optimizing the shape of the electrodes (Super IPS). NEC and Hitachi become early manufacturers of active-matrix addressed LCDs based on the IPS technology. This is a milestone for implementing large-screen LCDs having acceptable visual performance for flat-panel computer monitors and television screens. In 1996, Samsung developed the optical patterning technique that enables multi-domain LCD. Multi-domain and In Plane Switching subsequently remain the dominant LCD designs through 2006.South Korea and Taiwan,

In 2007 the image quality of LCD televisions surpassed the image quality of cathode-ray-tube-based (CRT) TVs.LCD TVs were projected to account 50% of the 200 million TVs to be shipped globally in 2006, according to Displaybank.Toshiba announced 2560 × 1600 pixels on a 6.1-inch (155 mm) LCD panel, suitable for use in a tablet computer,transparent and flexible, but they cannot emit light without a backlight like OLED and microLED, which are other technologies that can also be made flexible and transparent.

In 2016, Panasonic developed IPS LCDs with a contrast ratio of 1,000,000:1, rivaling OLEDs. This technology was later put into mass production as dual layer, dual panel or LMCL (Light Modulating Cell Layer) LCDs. The technology uses 2 liquid crystal layers instead of one, and may be used along with a mini-LED backlight and quantum dot sheets.

Since LCDs produce no light of their own, they require external light to produce a visible image.backlight. Active-matrix LCDs are almost always backlit.Transflective LCDs combine the features of a backlit transmissive display and a reflective display.

CCFL: The LCD panel is lit either by two cold cathode fluorescent lamps placed at opposite edges of the display or an array of parallel CCFLs behind larger displays. A diffuser (made of PMMA acrylic plastic, also known as a wave or light guide/guiding plateinverter to convert whatever DC voltage the device uses (usually 5 or 12 V) to ≈1000 V needed to light a CCFL.

EL-WLED: The LCD panel is lit by a row of white LEDs placed at one or more edges of the screen. A light diffuser (light guide plate, LGP) is then used to spread the light evenly across the whole display, similarly to edge-lit CCFL LCD backlights. The diffuser is made out of either PMMA plastic or special glass, PMMA is used in most cases because it is rugged, while special glass is used when the thickness of the LCD is of primary concern, because it doesn"t expand as much when heated or exposed to moisture, which allows LCDs to be just 5mm thick. Quantum dots may be placed on top of the diffuser as a quantum dot enhancement film (QDEF, in which case they need a layer to be protected from heat and humidity) or on the color filter of the LCD, replacing the resists that are normally used.

WLED array: The LCD panel is lit by a full array of white LEDs placed behind a diffuser behind the panel. LCDs that use this implementation will usually have the ability to dim or completely turn off the LEDs in the dark areas of the image being displayed, effectively increasing the contrast ratio of the display. The precision with which this can be done will depend on the number of dimming zones of the display. The more dimming zones, the more precise the dimming, with less obvious blooming artifacts which are visible as dark grey patches surrounded by the unlit areas of the LCD. As of 2012, this design gets most of its use from upscale, larger-screen LCD televisions.

RGB-LED array: Similar to the WLED array, except the panel is lit by a full array of RGB LEDs. While displays lit with white LEDs usually have a poorer color gamut than CCFL lit displays, panels lit with RGB LEDs have very wide color gamuts. This implementation is most popular on professional graphics editing LCDs. As of 2012, LCDs in this category usually cost more than $1000. As of 2016 the cost of this category has drastically reduced and such LCD televisions obtained same price levels as the former 28" (71 cm) CRT based categories.

Monochrome LEDs: such as red, green, yellow or blue LEDs are used in the small passive monochrome LCDs typically used in clocks, watches and small appliances.

Today, most LCD screens are being designed with an LED backlight instead of the traditional CCFL backlight, while that backlight is dynamically controlled with the video information (dynamic backlight control). The combination with the dynamic backlight control, invented by Philips researchers Douglas Stanton, Martinus Stroomer and Adrianus de Vaan, simultaneously increases the dynamic range of the display system (also marketed as HDR, high dynamic range television or FLAD, full-area local area dimming).

The LCD backlight systems are made highly efficient by applying optical films such as prismatic structure (prism sheet) to gain the light into the desired viewer directions and reflective polarizing films that recycle the polarized light that was formerly absorbed by the first polarizer of the LCD (invented by Philips researchers Adrianus de Vaan and Paulus Schaareman),

Due to the LCD layer that generates the desired high resolution images at flashing video speeds using very low power electronics in combination with LED based backlight technologies, LCD technology has become the dominant display technology for products such as televisions, desktop monitors, notebooks, tablets, smartphones and mobile phones. Although competing OLED technology is pushed to the market, such OLED displays do not feature the HDR capabilities like LCDs in combination with 2D LED backlight technologies have, reason why the annual market of such LCD-based products is still growing faster (in volume) than OLED-based products while the efficiency of LCDs (and products like portable computers, mobile phones and televisions) may even be further improved by preventing the light to be absorbed in the colour filters of the LCD.

A pink elastomeric connector mating an LCD panel to circuit board traces, shown next to a centimeter-scale ruler. The conductive and insulating layers in the black stripe are very small.

A standard television receiver screen, a modern LCD panel, has over six million pixels, and they are all individually powered by a wire network embedded in the screen. The fine wires, or pathways, form a grid with vertical wires across the whole screen on one side of the screen and horizontal wires across the whole screen on the other side of the screen. To this grid each pixel has a positive connection on one side and a negative connection on the other side. So the total amount of wires needed for a 1080p display is 3 x 1920 going vertically and 1080 going horizontally for a total of 6840 wires horizontally and vertically. That"s three for red, green and blue and 1920 columns of pixels for each color for a total of 5760 wires going vertically and 1080 rows of wires going horizontally. For a panel that is 28.8 inches (73 centimeters) wide, that means a wire density of 200 wires per inch along the horizontal edge.

The LCD panel is powered by LCD drivers that are carefully matched up with the edge of the LCD panel at the factory level. The drivers may be installed using several methods, the most common of which are COG (Chip-On-Glass) and TAB (Tape-automated bonding) These same principles apply also for smartphone screens that are much smaller than TV screens.anisotropic conductive film or, for lower densities, elastomeric connectors.

Monochrome and later color passive-matrix LCDs were standard in most early laptops (although a few used plasma displaysGame Boyactive-matrix became standard on all laptops. The commercially unsuccessful Macintosh Portable (released in 1989) was one of the first to use an active-matrix display (though still monochrome). Passive-matrix LCDs are still used in the 2010s for applications less demanding than laptop computers and TVs, such as inexpensive calculators. In particular, these are used on portable devices where less information content needs to be displayed, lowest power consumption (no backlight) and low cost are desired or readability in direct sunlight is needed.

STN LCDs have to be continuously refreshed by alternating pulsed voltages of one polarity during one frame and pulses of opposite polarity during the next frame. Individual pixels are addressed by the corresponding row and column circuits. This type of display is called response times and poor contrast are typical of passive-matrix addressed LCDs with too many pixels and driven according to the "Alt & Pleshko" drive scheme. Welzen and de Vaan also invented a non RMS drive scheme enabling to drive STN displays with video rates and enabling to show smooth moving video images on an STN display.

Bistable LCDs do not require continuous refreshing. Rewriting is only required for picture information changes. In 1984 HA van Sprang and AJSM de Vaan invented an STN type display that could be operated in a bistable mode, enabling extremely high resolution images up to 4000 lines or more using only low voltages.

High-resolution color displays, such as modern LCD computer monitors and televisions, use an active-matrix structure. A matrix of thin-film transistors (TFTs) is added to the electrodes in contact with the LC layer. Each pixel has its own dedicated transistor, allowing each column line to access one pixel. When a row line is selected, all of the column lines are connected to a row of pixels and voltages corresponding to the picture information are driven onto all of the column lines. The row line is then deactivated and the next row line is selected. All of the row lines are selected in sequence during a refresh operation. Active-matrix addressed displays look brighter and sharper than passive-matrix addressed displays of the same size, and generally have quicker response times, producing much better images. Sharp produces bistable reflective LCDs with a 1-bit SRAM cell per pixel that only requires small amounts of power to maintain an image.

Segment LCDs can also have color by using Field Sequential Color (FSC LCD). This kind of displays have a high speed passive segment LCD panel with an RGB backlight. The backlight quickly changes color, making it appear white to the naked eye. The LCD panel is synchronized with the backlight. For example, to make a segment appear red, the segment is only turned ON when the backlight is red, and to make a segment appear magenta, the segment is turned ON when the backlight is blue, and it continues to be ON while the backlight becomes red, and it turns OFF when the backlight becomes green. To make a segment appear black, the segment is always turned ON. An FSC LCD divides a color image into 3 images (one Red, one Green and one Blue) and it displays them in order. Due to persistence of vision, the 3 monochromatic images appear as one color image. An FSC LCD needs an LCD panel with a refresh rate of 180 Hz, and the response time is reduced to just 5 milliseconds when compared with normal STN LCD panels which have a response time of 16 milliseconds.

Samsung introduced UFB (Ultra Fine & Bright) displays back in 2002, utilized the super-birefringent effect. It has the luminance, color gamut, and most of the contrast of a TFT-LCD, but only consumes as much power as an STN display, according to Samsung. It was being used in a variety of Samsung cellular-telephone models produced until late 2006, when Samsung stopped producing UFB displays. UFB displays were also used in certain models of LG mobile phones.

In-plane switching is an LCD technology that aligns the liquid crystals in a plane parallel to the glass substrates. In this method, the electrical field is applied through opposite electrodes on the same glass substrate, so that the liquid crystals can be reoriented (switched) essentially in the same plane, although fringe fields inhibit a homogeneous reorientation. This requires two transistors for each pixel instead of the single transistor needed for a standard thin-film transistor (TFT) display. The IPS technology is used in everything from televisions, computer monitors, and even wearable devices, especially almost all LCD smartphone panels are IPS/FFS mode. IPS displays belong to the LCD panel family screen types. The other two types are VA and TN. Before LG Enhanced IPS was introduced in 2001 by Hitachi as 17" monitor in Market, the additional transistors resulted in blocking more transmission area, thus requiring a brighter backlight and consuming more power, making this type of display less desirable for notebook computers. Panasonic Himeji G8.5 was using an enhanced version of IPS, also LGD in Korea, then currently the world biggest LCD panel manufacture BOE in China is also IPS/FFS mode TV panel.

In 2015 LG Display announced the implementation of a new technology called M+ which is the addition of white subpixel along with the regular RGB dots in their IPS panel technology.

Most of the new M+ technology was employed on 4K TV sets which led to a controversy after tests showed that the addition of a white sub pixel replacing the traditional RGB structure would reduce the resolution by around 25%. This means that a 4K TV cannot display the full UHD TV standard. The media and internet users later called this "RGBW" TVs because of the white sub pixel. Although LG Display has developed this technology for use in notebook display, outdoor and smartphones, it became more popular in the TV market because the announced 4K UHD resolution but still being incapable of achieving true UHD resolution defined by the CTA as 3840x2160 active pixels with 8-bit color. This negatively impacts the rendering of text, making it a bit fuzzier, which is especially noticeable when a TV is used as a PC monitor.

In 2011, LG claimed the smartphone LG Optimus Black (IPS LCD (LCD NOVA)) has the brightness up to 700 nits, while the competitor has only IPS LCD with 518 nits and double an active-matrix OLED (AMOLED) display with 305 nits. LG also claimed the NOVA display to be 50 percent more efficient than regular LCDs and to consume only 50 percent of the power of AMOLED displays when producing white on screen.

This pixel-layout is found in S-IPS LCDs. A chevron shape is used to widen the viewing cone (range of viewing directions with good contrast and low color shift).

Vertical-alignment displays are a form of LCDs in which the liquid crystals naturally align vertically to the glass substrates. When no voltage is applied, the liquid crystals remain perpendicular to the substrate, creating a black display between crossed polarizers. When voltage is applied, the liquid crystals shift to a tilted position, allowing light to pass through and create a gray-scale display depending on the amount of tilt generated by the electric field. It has a deeper-black background, a higher contrast ratio, a wider viewing angle, and better image quality at extreme temperatures than traditional twisted-nematic displays.

Blue phase mode LCDs have been shown as engineering samples early in 2008, but they are not in mass-production. The physics of blue phase mode LCDs suggest that very short switching times (≈1 ms) can be achieved, so time sequential color control can possibly be realized and expensive color filters would be obsolete.

Some LCD panels have defective transistors, causing permanently lit or unlit pixels which are commonly referred to as stuck pixels or dead pixels respectively. Unlike integrated circuits (ICs), LCD panels with a few defective transistors are usually still usable. Manufacturers" policies f