space engineers lcd panel camera quotation

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.
@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)...
@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)...
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.
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.
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:
(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.)
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:
(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.)
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.
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!
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.)
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.)
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.
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
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
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.
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.
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.
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.
As can be seen in this YouTube VideoYes, 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.
As can be seen in this YouTube VideoYes, 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.
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
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
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.
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.
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.
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.
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.
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.

UsagePlace down a camera and an LCD on the same grid (via connectors is fine too). Find the LCD in the terminal and set the Content to "Script" and the Script to "Camera Display". Edit the Custom Data and enter the exact name of the camera you wish to display.
Cameras have a few options that can be set via custom data. -fov, -range, -contrast, -brightness. When using these you must use -name and the name must be quoted. For example:
Alternatively, instead of using -name you can use -entity
When there are multiple LCD surfaces on a single block (cockpits, lcd button panel) you can write multiple lines into custom data, each prefixed with the number of the surface (starting at 0) and a colon.
The chat command /cameralcd will bring up a settings dialog with some options that mostly aren"t useful. Range is the default range at which cameras will render when the player gets close. Show debug stats can be helpful when trying to determine the range at which a camera starts rendering. If the frame time doesn"t change, no cameras are rendering. Ratio is how often cameras will render relative to the main game. Adjusting this may increase FPS but may also cause noticeable spikes when a camera renders which can feel worse overall than the lower but stable FPS.
Performance & Graphical settingsYou can expect this to half your FPS whilst any one camera is rendering. Adding additional camera displays does not have much of a further impact on game FPS but the update rate of the LCDs will drop (each render cycles through active cameras). Cameras will only be rendered when the player is near an LCD that"s displaying a feed, 40 units by default but adjustable globally and per LCD. There may be small stutters when LCDs come into range and start rendering.
Model Quality determines the distance the Camera can be from the LCD before graphical glitches occur, on lower settings if the camera is far away then some models in the display or in the world around you will start flickering as they switch between high and low quality versions, to remedy this you need to increase Model Quality or reduce the distance. "Extreme" model quality is recommended and should prevent artifacts, however performance will take a hit.
BugsHeadfix doesn"t always fix helmet rendering in cameras, spamming V to toggle third person and back or toggling jetpack until it shows up sometimes works.
Currently working on a new version of this. You can find it in Plugin Loader: https://steamcommunity.com/workshop/filedetails/?id=2407984968 just search "Camera LCD" in the list. It has lots of bugs but the basics are working
#$%$^^WQ@#^ i want to be able to use first person and not be in the drones cameras i want a immersion of seeing from soem lcd aray from my drones, DAM IT anyone gonna save this mod?

Space Engineers is a voxel-based sandbox game, developed and published by Czech independent developer Keen Software House. In 2013, the initial developmental release of the game joined the Steam early access program. During the following years of active development, Space Engineers sold over one million units. In total as of 2019 the game has sold over 3.5 million copiessource code was officially available and maintained by KSH to assist the modding community.Beta and was later officially released on February 28, 2019.
Gameplay of Space Engineers begins with the player selecting or joining a world with specific settings, such as the number of asteroids (an "empty world" can also be picked) and the available starting equipment. When creating or editing a world, several advanced options are available to change how the player will interact with the world, and how the worlds will appear. This includes changing the speed with which several tools and machines will work, the size of the player"s inventory, and whether procedural generation will be used (effectively making the world infinite). Upon confirming the world settings, a loading screen appears while the world is generated. This screen consists of a random in-game screenshot as a backdrop, the game"s logo, an animated loading icon, and a randomly selected message at the center. The message may be either a helpful gameplay hint, or one of many quotations concerning space, science, and/or engineering. Many of these quotes are from notable scientists such as Isaac Newton, Galileo Galilei, Albert Einstein, as well as authors such as Arthur C. Clarke.
Once in-game, the player is given control of a single astronaut (referred to as a "Space Engineer") and a set of tools comprising a drill, a welder, and a grinder (if spawn with tools is on). Construction begins by choosing any block from the Engineer"s inventory, and placing it anywhere in open space to create a new voxel grid. Additional blocks can then be added to this grid to create a structure.
aesthetic purpose. Armor blocks, the most basic and common of all blocks, can be realistically damaged and deformed through collisions or the use of weapons.keypads, which can be used to view and manipulate the status of other specific blocks attached to the structure. To be functionally connected however, and to transport materials, blocks called "conveyors" must be used to connect the desired machines. "Functional" blocks require power, which can be provided by solar panels or nuclear reactors attached to the same structure. While reactors must be supplied with uranium, and produce large amounts of power while active, solar panels will continually produce a low output of power when there is line-of-sight to the sun. Once being produced, power is automatically distributed throughout the entire structure and can also be stored in batteries.
Ships can be deliberately moved and rotated by external forces and a player as long as they are powered and have at least one gyroscope, thruster, and cockpit. To be able to move in any direction and then be able to stop effectively via inertia dampeners, thrusters must be placed on the structure facing up, down, forward, backward, left, and right. More gyroscopes on a ship will increase the ship"s ability to rotate in space, but in order for the inertial dampeners to be more effective, more thrusters must be added in each direction in which dampening is required.
Astronauts floating in space are able to move forward, backward, upwards, downwards, left, or right without restriction by using a jetpack. They are also able to rotate clockwise or counterclockwise. Astronauts and structures can also enable or disable inertial dampeners, which automatically attempt to reduce speed to zero when force is not being applied, and the required thrusters are installed.
If the player disables their jetpack within a gravitational field (either on the surface of a planet or a structure/asteroid with a gravity generator), movement is restricted to a plane perpendicular to the direction of the net gravity field(s). Vertical viewing angle is also restricted between −90 and 90 degrees, as in most first-person shooters. Ships and structures are unaffected by gravity generators unless equipped with at least one Artificial Mass block. If the player falls off a structure while within a gravity field, they will fall into space until out of range of the gravity generator, at which point the player"s jetpack will automatically enable itself. However, if the player touches their feet to an asteroid or structure with no gravity present, their "mag-boots" will enable them to walk across its surface and even around edges; though jumping will disconnect the player from the surface, and they cannot traverse the 90-degree angle between a floor and wall.
Asteroids and planets consist of terrain voxels, which substantially differ from blocks, and although possible to destroy by the player, cannot be created by them unless in creative mode. Celestial objects are currently fixed in space and cannot move, however, rocks/minerals that have been mined are subject to gravity and will react accordingly. Asteroids also do not currently have gravity associated with them, and can come in several basic forms including spherical, torus, and rod-shapes, as well other variations or combinations of these.
In survival mode, players need to mine, collect, and refine various chemical elements from asteroids and planets in order to craft tools, weapons, and blocks as well as produce electricity. Resources can be mined manually using a hand drill, or by using ships with the necessary equipment. Components are produced by assembling them from raw materials; however, they can also be harvested by salvaging cargo ships. To avoid death, players must monitor their health, energy and oxygen levels. Damage can be inflicted on the player by collisions, weapons, contact with thrusters, meteor showers, or by running out of space suit energy. Collisions at higher speeds result in more damage. As the acceleration value of gravity generators stacks, damage from falling can be much more dangerous when multiple gravity generators are active. A player"s health and energy can be restored using a Medical Room block, or a Survival Kit block. Energy can also be replenished by sitting in the cockpit of any powered structure. The development of survival mode began at the end of summer of 2013.
In the survival mode of the game, all actions, including survival itself due to the power requirements of the space-suit"s life-support system, depend on the gathering and refining of certain minerals. These minerals can be found on asteroids or planets, plundered from randomly spawned ships, or recovered from unknown signals. Raw materials are mined from deposits of ore on asteroids, and are then placed (or sent using a conveyor system) into a basic refinery or refinery in order to refine them to be used in assemblers. The refined materials are formed into various components in the assembler which can then be used in the construction of ships or stations.
Inventories in Space Engineers are very flexible and work in a whole-ship manner rather than in an individual one. All inventories connected to a ship can be viewed from any access panel on the same ship, however inventories must be connected via conveyors and conveyor tubes in order for items to be transferred among them. Inventories of refineries and assemblers will automatically request items to refine from connected inventories when they get low, and will send items into an available inventory when it fills up. The conveyor sorter allows inventories to be automatically removed and sorted from and into certain inventories. Instead of a common slot system, Space Engineers uses a volumetric system, measured in litres, with every item having a certain amount of volume and every inventory a certain capacity that it cannot exceed.
Planets in Space Engineers were released on November 12, 2015, after being in development since February 2015. There are several types of planets, themed after Earth, the Moon, Mars, Titan, Europa, and an "alien" planet.NPCs, and the Earth-like planet features wolves, hostile dog-like NPCs.
Atmospheric flight is possible even on worlds with oxygen-deprived atmospheres. In order to leave a planet, the player will need to use hydrogen engines with sufficient fuel or build a hybrid spacecraft with atmospheric engines (for liftoff) and ion engines (upper atmosphere to space).
Hybrid surface-to-orbit craft are considerably heavier than their space-only counterparts, but can be built compact enough to fit inside a standard hangar.
Each probe also possesses a button, which when pressed has a chance to reward the player with a collectible skin, similar to a loot box. The skin can be for the player character"s helmet, suit, boots, or tools, and can be traded or sold on the Steam Market. Each skin can be obtained for free in-game, with the exception of three sets: the Veteran Set, which was awarded to players who had owned the game before and played between August and September 2017; the Medieval Set, which is awarded to players who also own Medieval Engineers; and the Golden Set, which is awarded to players who purchase the Space Engineers Deluxe Edition.
Space Engineers was developed and published by the indie video game developer Keen Software House based in the Czech Republic. Implemented as a voxel-based sandbox game set in an asteroid field in space, built on their own game engine, VRAGE 2.
The pre-release alpha build was released on October 23, 2013 on Steam, featuring a single-player "creative" mode. On February 24, 2014, the company announced that Space Engineers had sold over 250,000 copies in four months.Space Engineers have been achieved: survival mode and multiplayer.
Adds Dispenser and jukebox blocks, a transparent LCD panel (useful for creating custom HUDs), various interior furnishings and window blocks, new catwalk blocks, railings, stairs and half stairs, a rotating warning light fixture, and a small collection of decorative metal crates.
Adds the Frostbite Scenario, the Antenna Dish, decorative engineer cadavers (skeletons in suits, for atmosphere), a 7.5m wide by 5m tall airtight door block, an offset door, a blizzard-themed block texture overlay, a pair of "I’m Cold" and "Checking suit vitals display" emotes, and some LCD posters.
Includes a set of decorative neon tubes, sci-fi versions of various blocks such as the "Ion" and "Atmospheric" thrusters, LCD panels, Interior walls, button panels, sliding doors, and various button panels.
Adds a Large (7.5m by 7.5m) Magnetic plate, a set of truss beam blocks and Industrial conveyor pipes, a decorative cylindrical column block, a vertical button panel, remodeled versions of the Large Hydrogen Tank; Large Cargo Container; Refinery; Assembler; and Hydrogen Thrusters. And a hazard pattern block texture overlay.
A model and texture overhaul of the nuclear reactors; battery blocks; airtight hangar doors; rocket pod and gatling gun; and couch block. It also contains a "searchlight" block (a spotlight-camera-turret combo), a heat vent block, a set of bridge windows, a light panel, a "helm" station, a new helmet, a reinforced sliding door, and two new emotes.
Rosa, Marek (May 14, 2015). "Space Engineers – full source code access, total modifications and 100,000 USD fund". marekrosa.org. Retrieved June 16, 2015. Today we have a very important announcement for our modders and our community. We decided to give you 100% complete access to Space Engineers" source code. This comes as a continuation of our decision to give more freedom to modders and community.
"EULA.txt". . Retrieved October 19, 2021. The source code and art assets must not to be mistaken for free software, an open source in a free-software activist understanding, copy-left or public domain software. All source code and art assets remain copyrighted and licensed by KEEN SWH LTD. and you are allowed to use them (modify, tweak, make a derivative work, distribute, etc.) only under following conditions. [...]use this source code only for developing mods for Space Engineers.
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Planar® CarbonLight™ VX Series is comprised of carbon fiber-framed indoor LED video wall and floor displays with exceptional on-camera visual properties and deployment versatility, available in 1.9 and 2.6mm pixel pitch (wall) and 2.6mm (floor).
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From cinema content to motion-based digital art, Planar® Luxe MicroLED Displays offer a way to enrich distinctive spaces. HDR support and superior dynamic range create vibrant, high-resolution canvases for creative expression and entertainment. Leading-edge MicroLED technology, design adaptability and the slimmest profiles ensure they seamlessly integrate with architectural elements and complement interior décor.
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a line of extreme and ultra-narrow bezel LCD displays that provides a video wall solution for demanding requirements of 24x7 mission-critical applications and high ambient light environments

The camera uses AI to understand the lighting conditions in the image. It automatically adjusts exposure to ensure that faces are well-lit and facial expressions are clearly visible.
The camera automatically corrects white balance, color, and optical aberration. It reduces image noise through bias compensating spatio-temporal filtering with wide-area chroma filtering and adapts to poor lighting conditions with Dynamic Light Optimization.

The game has two view options available: first and third person view. The player can toggle between these two views using the “V” key (default key binding). The first-person view displays from the perspective of the astronaut character. While the third-person view allows the player to zoom-in, zoom-out and rotate the camera in any direction around the character. The game begins in third-person view.
The controls for flying a ship are the same as those for controlling the player’s jetpack. First person (cockpit) or third person (extravehicular) views are available while piloting spacecraft. In third person view, you can zoom-in, zoom-out, and rotate camera around the space craft. Only small ships will have first person perspective available. The larger ships will be locked into the third person perspective, as they do not necessarily need a "cockpit”. Instead, they are controlled using a computer screen from a control station.
Switches you to Whisper chat channel with specific player. Usage: "/w

The keys have adequate travel and are comfortably spaced. They are also much quieter than older MacBook models that had the dreaded butterfly keyboard. If you’re upgrading from an older Intel-based MacBook, the keyboard might be the improvement you appreciate most just because the butterfly keyboard on those older models was that bad.
The last design point worth noting here is the branding. Compared to prior models, the Apple logo on the new Air is roughly 30 percent bigger than before. It’s not something you notice unless you put it side by side with an older model, but it’s certainly there. Ironically, that’s the only branding on the laptop — it doesn’t actually say MacBook Air anywhere on it. It’s not below the display. It’s not on the bottom panel. It’s nowhere. You just have to know that this is a MacBook Air and not some other computer. Maybe Apple will change the name of this model to just a plain MacBook at some point, and then it won’t have to make any changes to the exterior when it does.
Fortunately, the camera inside that notch is the same 1080p unit that’s in the larger Pro models, and it’s much improved over the crappy 720p camera that was in the older Air and the new 13-inch MacBook Pro. It’s sharper, with more detail, better color and contrast, and just a better-looking image overall. Combined with the Air’s three-mic array, the new camera works great for video calls. The lousy camera was the one thing that kept the M1 Air from getting a perfect score, so I’m very happy to see it has been addressed.
The performance difference shows up in other stress tests, too, like when I ran the PugetBench test in Adobe Premiere Pro or tried to edit and export a lot of high-resolution RAW photos in Adobe Lightroom Classic. The M2 Air scored better on the PugetBench test than the M1 but worse than the M2 MacBook Pro. It also buckled under the pressure of 60-megapixel RAW files from a Sony A7R Mark IV camera when I tried to import and edit them, which is not much different from how an M1 Air behaves with similar tasks.
Despite the lower performance in benchmark tests compared to the M2 MacBook Pro, the M2 Air didn’t present any issues for me when I used it to do my regular knowledge worker job. I was able to use dozens of tabs in multiple windows of Chrome, bounce between multiple Spaces with Slack, email, and other apps, take endless Zoom calls, and play media in the background while I continued to get my work done without missing a beat. It also didn’t heat up on the bottom panel or under the keyboard during my daily workload. For the tasks that a thin-and-light computer like the Air is ideal for — productivity work, browsing the web, video calls, watching TV shows or movies, writing term papers, etc. — the M2 is more than capable.
In my battery testing, the M2 Air performed exactly the same as the M1 model. That means I got between eight and 10 hours of real-world use out of it with the display set to a comfortable 200 nits of brightness and using Chrome, Slack, multiple Spaces, all my menu bar apps, Zoom calls, and lots of other inefficient things I do throughout the day.

Again, IPS is the clear winner here. The vertical viewing angles are very similar to the horizontal ones on both IPS and VA panels. Unfortunately, this is one area where TN panels are usually much, much worse. TN monitors degrade rapidly from below, and colors actually inverse - resulting in a negative image that can be distracting. For this reason, if you decide to buy a TN monitor, look for one with an excellent height adjustment, or consider buying a VESA mounting arm, as you should mount TN monitors at eye level. Even when mounted properly, larger TN displays can appear non-uniform at the edges.
There"s usually not much difference between VA and IPS panels in terms of gray uniformity. It"s rare for monitors to have uniformity issues, and even on monitors that perform worse than average, it"s usually not noticeable with regular content. TN monitors tend to perform a bit worse than usual, though, and the top half of the screen is almost always darker than the rest, but that"s an artifact of the bad vertical viewing angles.
Black uniformity tends to vary significantly, even between individual units of the same model, and there"s no single panel type that performs the best. It"s rare for monitors to have good black uniformity, and almost every monitor we"ve tested has some noticeable cloudiness or backlight bleed. IPS and TN panels can look slightly worse due to their low contrast ratios, as the screen can take on more of a bluish tint when displaying dark scenes. Like with contrast, black uniformity issues usually aren"t very noticeable unless you"re looking at dark content and you"re in a dark room. If you only use your monitor in a bright environment, generally speaking, you don"t need to worry about black uniformity.
Historically, TN panels used to have the worst colors, as many of them were cheaper models that only supported 6-bit colors or used techniques like dithering (FRC) to approximate 8-bit colors. Most displays today, including TN models, are at least 8 bit, and many of them are even able to approximate 10-bit colors through dithering. New technologies, like LG"s Nano IPS and Samsung"s Quantum Dot, add an extra layer to the LCD stack and have significantly improved the color gamut of modern IPS and VA displays, leaving TN a bit behind. Between them, NANO IPS is slightly better, as it tends to offer better coverage of the Adobe RGB color space. Although the difference is minor, IPS panels still have a slight edge over VA and TN displays.
Although TN panels have caught up a bit in the SDR color space, they"re far behind when it comes to HDR, so if you"re looking for a good HDR color gamut, avoid TN panels. Between VA and IPS panels, the difference isn"t as significant; however, IPS panels still have a slight edge. The best VA panels top out at around 90% coverage of the DCI P3 color space used by most current HDR content. IPS panels go as high as 98% coverage of DCI P3, rivaling even some of the best TVs on the market. Due to the very high coverage of DCI P3 on both VA and IPS, the difference isn"t that noticeable, though, as most content won"t use the entire color space anyway.
Although not necessarily as noticeable to everyone as the differences in picture quality, there can also be a difference in motion handling between IPS, VA, and TN displays. TN panels historically offered the best gaming performance, as they had the highest refresh rates and extremely fast response times. Manufacturers have found ways to drastically improve the motion handling of VA and IPS panels, though, and the difference isn"t as pronounced.
LCD panel technology has changed drastically over the last few years, and the historical expectations for response time performance don"t necessarily hold anymore. For years, TN monitors had the fastest response times by far, but that"s started to change. New high refresh-rate IPS monitors can be just as fast.
VA panels are a bit of a strange situation. They typically have slightly slower response times overall compared to similar TN or IPS models. It"s especially noticeable in near-black scenes, where they tend to be significantly slower, resulting in dark trails behind fast-moving objects in dark scenes, commonly known as black smear. Some recent VA panels, such as the Samsung Odyssey G7 LC32G75T, get around it by overdriving the pixels. It results in much better dark scene performance but a more noticeable overshoot in brighter areas.
Within each of the three types of LCD we mentioned, other related panel types use the same basic idea but with slight differences. For example, two popular variants of IPS panels include ADS (technically known as ADSDS, or Advanced Super Dimension Switch) and PLS (Plane to Line Switching). It can be hard to tell these panels apart simply based on the subpixel structure, so we"ll usually group them all as IPS, and in the text, we"ll usually refer to them as IPS-like or IPS family. There are slight differences in colors, viewing angles, and contrast, but generally speaking, they"re all very similar.
There"s another display technology that"s growing in popularity: OLED. OLED, or organic light-emitting diode, is very different from the conventional LCD technology we"ve explored above. OLED panels are electro-emissive, which means each pixel emits its own light when it receives an electric signal, eliminating the need for a backlight. Since OLED panels can turn off individual pixels, they have deep, inky blacks with no blooming around bright objects. They also have excellent wide viewing angles, a near-instantaneous response time, and excellent gray uniformity.
OLED panels aren"t perfect, though. There"s a risk of permanent burn-in, especially when there are lots of static elements on screen, like the UI elements of a PC. There aren"t many OLED monitors available, either, but they"ve started to gain popularity as laptop screens and for high-end monitors, but they"re very expensive and hard to find. They"re also not very bright in some cases, especially when large bright areas are visible on screen. The technology is still maturing, and advances in OLED technology, like Samsung"s highly-anticipated QD-OLED technology, are promising.
As you can probably tell by now, no one panel type works best for everyone; it all depends on your exact usage. Although there used to be some significant differences between panel types, as technology has improved, these differences aren"t as noticeable. The two exceptions to this are viewing angles and contrast. If you"re in a dark room, a VA panel that can display deep blacks is probably the best choice. If you"re not in a dark room, you should focus on the other features of the monitor and choose based on the features that appeal to your exact usage. IPS panels are generally preferred for office use, and TN typically offers the best gaming experience, but recent advancements in VA and IPS technology are starting to change those generalizations. For the most part, the differences between each panel type are so minor now that it doesn"t need to be directly factored into your buying decision.

The Apple iPhone 14 is the least expensive current iPhone you can buy—and that $200 savings over an iPhone 14 Pro is its main appeal. It’s the first iPhone to consider if you don’t want to splash out on an iPhone 14 Pro and don’t need the three cameras or always-on display the extra money buys. The iPhone 14 is a worthwhile contender, even if its external design appears largely the same as last year’s model. Inside, it is an all-new handset. The larger iPhone 14 Plus—the first 6.7-inch iPhone introduced without the corresponding price bump that comes with being a Pro model—shares those new internal guts of the standard iPhone. Now, the biggest iPhone is accessible to many more pockets.
The iPhone 14 starts at $799 and has a 6.1-inch display, the same size as on the iPhone 14 Pro. Its processor makes a lateral move, coming up to the standard iPhone from last year’s iPhone 13 Pro. This year’s model also gets a refreshed main camera and noticeably improved front camera.
Price $799 and up | Cameras:Rear 12-megapixel ultra-wide, 12-megapixel wide; front 12-megapixel | Processor Apple A 15 Bionic | Display: 6.1-inch OLED 60Hz display, 2,532 x 1,170 pixels, 460 pixels-per-inch| Storage: 128GB (up to 512GB) internal |Battery: Up to 20 hours video playback | Dimensions: 5.8 x 2.8 x 0.3 inches | Weight 6.1 ounces
Price $899 and up | Cameras:Rear 12-megapixel ultra-wide, 12-megapixel wide; front 12-megapixel | Processor Apple A 15 Bionic | Display: 6.1-inch OLED 60Hz display, 2,778 x 1,284 pixels, 458 pixels-per-inch| Storage: 128GB (up to 512GB) internal |Battery: Up to 26 hours video playback | Dimensions: 6.3 x 3.1 x 0.3 inches | Weight 7.2 ounces
The most notable differences from the iPhone 13 are the colors, the cutout at the top of the display and the rear cameras. The color changes are subtle: A brighter Product(Red), for instance, joins Midnight, Starlight and Purple. The fifth color is a more pastel shade of Blue. While the iPhone 14 Pro series gained the Dynamic Island, the iPhone 14’s notch reflects a minor redesign to become narrower, with a deeper cutout.
This is the same style of cutout first seen on the iPhone 13 Pro to accommodate the front cameras. While very different in appearance from the iPhone 14 Pro’s small capsule-like cut-out, it is an improvement over the iPhone 13’s design.
The new main camera on the iPhone 14 has a bigger lens. As a result, and for the sake of symmetry, Apple has enlarged both of the rear cameras, which remain in a diagonal arrangement. (For these reasons, you’re going to need a new case for the iPhone 14—last year’s cases won’t fit.) Same applies to the iPhone 14 Plus—the cameras are the same size as on the 14, but they are proportionally smaller on the larger phone.
U.S. models of the iPhone 14 and iPhone 14 Plus ditch SIM cards in favor of using eSIM. This means the phone no longer has a SIM card tray; however, iPhones sold outside the U.S. still have the SIM tray). This change sets Apple up for a future in which eSIM is ubiquitous, and the internal components can be rejiggered to take advantage of the vacated space.
Apple’s camera engineers are exceptional, and they’ve put a new main camera on these iPhones. Interestingly, it’s different from the also-new main camera on the Pro models.
The iPhone 14 and iPhone 14 Plus add a wider f/1.5 aperture lens and a larger image sensor with larger pixels. In software, Apple adds what it calls the Photonic engine, which ramps up Apple’s computational photography abilities by moving the process earlier into the workflow than before. This means Deep Fusion—Apple’s term for stacking multiple images and sifting through them to create a richer final result—happens earlier in the computational pipeline, before any compression takes place. The result is a better image simply because Apple’s starting with better data. The Photonic engine is in all iPhone models.The bigger rear cameras on the iPhone 14.David Phelan For Forbes
Between the updated main camera hardware and improved software, Apple says the iPhone 14 and iPhone 14 Plus cameras have 2.5x better low light performance compared to the iPhone 13. Well, that’s hard to quantify, but certainly the camera is very good. In my tests, images were detailed, rich and sharp, even in lower light and tricky shooting conditions. Apple’s camera system still occasionally makes average shots look jaw-droppingly good.
The iPhone 14’s ultra-wide camera remains the same as before, but images benefit from Apple’s new Photonic engine. The all-new front-facing camera ups the pixel count from 7 megapixels to 12 megapixels, matching the front camera on the iPhone 14 Pro. And for the first time, the front camera has an autofocus lens instead of the traditional fixed focus. Again, the emphasis is on improving low-light performance, a point which became apparent when I looked at a selfie image on the iPhone 13 and 14 models side-by-side at the same brightness. I could see a definite increase in how it handled details and light. Meanwhile, both iPhone 14 models have a redesigned flash which provides 10% brighter and more uniform lighting.
Apple’s newest video trick is Action Mode, which improves optical image stabilization to smoothen vide
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