space engineers lcd panel camera free sample

It"s not particularly laggy in and of itself but in a game like this players will try to break it by pointing cameras at displays showing the view from that camera. As an engine feature it"s pretty handy for a lot more than camera displays so I hope they add it in.

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.
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.
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.

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.

If you have activated the camera from a cockpit, you can still pilot the ship normally using WASD and the mouse. The steering directions are judged based upon the cockpit"s orientation, so this can be disorienting if the camera is pointed in another direction.
The view"s rotation corresponds to the camera blocks"s orientation when it is built: When placing the camera block, make sure that the "CAMERA" text is along the upper edge, and the little light is in the bottom left.
![]()
The Canon EOS R camera is an advanced full frame mirrorless camera system that combines product design with engineering creativity. Featuring high image quality, advanced autofocus performance, and innovative operational capabilities, the EOS R is a sure bet for users that rely on a camera for high performance still and video features.
With every new camera system we generally learn to make some adjustments to our shooting style – remember the first time you may have used a touchscreen, for example. That will surely be the case with the new Canon EOS R . Some familiar operational features you may have become accustomed to with Canon DSLRs have evolved with this new camera system, and I think you’ll agree, it’s all good.
Foremost, the Canon EOS R is a mirrorless camera system. Compact, rigid and lightweight, it features a magnesium alloy chassis that enhances body durability while shielding the camera from electromagnetic radiation and heat. A tempered front panel provides the internal rigidity that formerly was provided by polycarbonate parts (in the Canon 5D Mark IV, for example), providing the EOS R body with solidity and durability.
Sealing materials are used in critical areas including the opening to the battery compartment and the card slot covers. In places where sealing materials cannot be used, such as the revolving shafts of dials, design precision has been stressed, and the gaps between parts minimized. These measures help minimize the accidental penetration of dust and moisture into the camera.
To facilitate camera operations, there’s a fully adjustable, or Vari-angle LCD panel with touchscreen operation. There’s an updated Dual Pixel CMOS AF system. The EOS R comes with Canon Log gamma pre-installed, allowing for 12 stops of dynamic range. An HDR movie mode, and a built-in intervalometer to produce edit-ready movies.
All internal recordings are to SD cards — including UHS II — and use the MP4 container format with MPEG-4 AVC/H.264 compression. The internal recordings are 4:2:0 8-bit and employ the REC 709 color space. When Canon Log is enabled, the video signal range for internal recordings is 32 to 254 Full range, and 0 to 255 for all other picture settings. The metadata flags either file option (Canon Log/Non Canon Log) for Full range. Resolution and frame rate choices include two compression methods: ALL-I (Intraframe) or IPB (Interframe). Both compression methods use variable or averaged bit rates. 4K UHD bit rates average 480 Mbps using ALL-I compression, and 120Mbps with IPB.
As you might expect, the EOS R includes the familiar Canon Picture Styles (Standard, Neutral, Portrait, etc.) and the customizable adjustments for those, however, for getting the most dynamic range out of your camera, the EOS R comes with Canon Log gamma pre-installed.
Canon Log has been a mainstay in Canon Cinema EOS cameras from the very beginning. Canon Log enables up to 12 stops of dynamic range, reduces heavy shadows and blown-out highlights, and provides an even better source file from which to perform extensive color grading in post-production.
If additional color depth/bit depth is required for your project, the EOS R is also capable of outputting an uncompressed 4K UHD 4:2:2 10-bit signal through the HDMI with Canon Log gamma applied. The video signal range for devices supporting Full range is 128 to 1016/Full range, and 174 to 934/Video range for devices that do not support Full range. This setting also offers users a choice of encoding the signal with either the REC 709 or REC 2020 color spaces, along with additional options of two Color Matrix settings of Neutral (for REC 709 or REC 2020) and Cinema EOS Original (for REC 709). Naturally, recording 4K output signals will require a compatible external 4K recorder.
Alternatively, you can set the HDMI output to 8-bit which is also 4:2:2, then choose 4K UHD up to 30p or 1080p, FHD frame rate up to 60p, and both options use the REC 709 color space in that configuration.
The EOS R also records in a format called HDR Movie Shooting. HDR Movie Shooting is an in-camera recording feature — it’s a multiple exposure bracketing process available for 29.97p or 25.00p IPB clips creating movies with an expanded dynamic range, while providing extra highlight protection. This process produces edit-ready clips in-camera.
The EOS R includes built-in intervalometer functions to record and compile time-lapse movies. Record time-lapse in either 4K UHD or Full HD using intervals from two seconds up to 99 hours, 59 minutes long with finished durations of up to 3600 frames. Time-lapse movies are assembled in-camera and produce your choice of a finished 3840x2160 or 1920x1080 image sequence.
You can extract frame grab stills in-camera while shooting with the clarity of a super fast shutter speed, as well — up to 1/4000th of a second! The results are amazing! JPEG frame grabs are relatively small files — approximately 3.2MB (8.3 mega pixels and 3840x2160), and are easy and fast to share right from the camera using the built-in Wi-Fi® browser remote and the Canon Camera Connect App.
There’s a new lens mount and several new RF lenses specifically tailored for the EOS R camera system. However, It has tremendous backward compatibility. Optional Canon lens mount adaptors allow you to use your existing EF and EF-S lenses – and there are three mount adaptors to choose from.
The first is a basic RF to EF and EF-S adaptor, which allows you to use your current inventory of lenses with just a few video-oriented restrictions. However, two more lens mount adaptors are available that may be of special interest for capturing video. One includes a drop-in, rotating filter slot for variable ND’s or polarizers, and another offers additional operation features with a control ring. The control ring on the adaptor functions like the one on the RF lenses, which allows you to assign it to change camera and lens settings affecting exposure control.
The EOS R includes Movie Digital IS offering 5-Axis Image Stabilization, which along with distortion correction during recording, make for a powerful combination of in-camera image correction tools.
The EOS R is equipped with an algorithm that corrects camera-shake blur in a high-precision manner, practically eliminating gyro-sensor noise created by the lens. The algorithm determines the amount of blur in image data sent from the CMOS sensor and uses this data to adjust the final image. If the attached lens has IS capabilities, the sensor correction process works in combination with the IS information on the lens. The results produce a slightly cropped image to allow for image repositioning.
When a lens (such as the new RF 35mm f/1.8 Macro IS USM) that supports Combination IS is attached to the camera, the in-camera Movie Digital IS and in-lens optical IS work in tandem via high-speed data transmission, to provide powerful Image Stabilization. This is referred to as Combination IS. When a non-IS lens is used, the camera’s 5-axis electronic Image Stabilization feature operates alone, suppressing camera shake to produce stable movie clips.
However, as I suggested in the beginning, it’s the layout and design of this EOS R camera body that can significantly modify the way we set up and shoot video.
The smaller camera body has reduced a lot of the surface area where familiar DSLR camera bodies may have included buttons and dials. The EOS R compensates with some new and unique operational controls like the Multi-function bar.
My favorite is a very simple control –– switch to video recording instantaneously — while shooting stills — by pressing the Movie Shooting button conveniently located and easily accessed right on top of the camera body. And, by setting up and saving your video settings beforehand, you can be ready to switch from shooting stills to shooting video without delay.
To access the video shooting modes (and begin the setup process), press the MODE button, and then touch the INFO button or screen, then select the video MODE by either the Quick Control dial, the MAIN dial, cross-keys, or simply touch the multi-angle, adjustable LCD screen.
This is where shooting video with the EOS R starts to get really cool. There are familiar camera modes like A+ (Scene Intelligent Auto) — the word being “AUTO,” so basically fully automatic — I’ll ask you to avoid this mode for shooting movies unless you’re handing the camera off to an 8 year old — which I wouldn’t recommend, but is totally up to you. There’s also P (Program AE) Autoexposure mode, Tv (Shutter-priority), Av (Aperture-priority), M (Manual); and there are three Program settings (C1, C2, C3), which are preset as Program AE, and allow you to customize and save your camera settings for quick access for when you’re ready to start rolling. And you can save settings individually for C1, C2, and C3.
Once you have your video modes set up in the MENU the way you like, let’s say you’ve been shooting stills, and you’re ready to switch to shooting movies, simply press the Movie Shooting button, the camera switches to your selected settings, and you’re rolling.
Here’s another new feature that allows you to confirm settings quickly: the EOS R Dot Matrix LCD panel. This panel provides the current parameters and camera status requiring real-time notification. It can also display camera settings that you can adjust directly with camera controls.
In standby mode, video information is displayed on the Dot Matrix LCD panel, which indicates metering, shutter, aperture, AF method, white balance, Movie Digital IS setting, possible recording time, and resolution. During recording, it displays Movie Shooting Mode, elapsed time, battery, Wi-Fi and Bluetooth connection status.
The mirrorless design of the EOS R maximizes ease of operation in a variety of ways. One item of special interest is that the High Precision EVF can be used while shooting movies. This allows you to see clearly even in bright outdoor conditions while shooting movies. And, thanks to some very unique engineering, you’ll also find it easy to see your subject in poorly lit or dark conditions — even when they can"t be easily recognized with the unaided eye. Extensive camera and recording information can be displayed through the EVF, allowing you to check setting conditions, while looking through the camera’s ocular lens.
A significant feature in this new EOS R that will probably get the most attention during use is the 3.15” Vari-angle touchscreen panel. Naturally, this lends the unit to vlogging and selfies, but it’s the LCD’s operational functions that make it indispensable. Using the touchscreen, you can adjust all of the internal MENU settings, change any of the displayed ‘big three’ camera parameters — shutter, ISO, aperture — or press the Q button to finesse operational details.
When you work with autofocus, the touchscreen becomes invaluable. For instance, you can simply tap the LCD monitor to change where the camera focuses. Or, when you’re looking through the viewfinder, touch-and-drag AF lets you change your AF point location while dragging your thumb on the LCD monitor.
The Dual Pixel CMOS AF image area has been expanded when using the new RF lenses. 100% of the vertical space and up to 88% of the horizontal is now actionable, and Dual Pixel CMOS AF is very customizable with adjustable speed and response settings available for compatible lenses.
If you prefer to work in manual focus, the EOS R has incorporated tools up until this point only found in our Cinema EOS and digital video cameras. For one, there’s the Focus Guide, which also employs Dual Pixel CMOS AF technology. Focus Guide has been a big feature in Canon’s Cinema EOS cameras. During focusing, a frame guide is displayed that shows the position in focus, and indicates which way to adjust it (in front of, or behind subjects).
For the first time in an EOS still-image camera, Peaking has been incorporated in the EOS R. For a quick focus check, magnification of two to ten times — enabled in 15 steps — is easily accessed from a button on the body, and magnification steps can be quickly changed with double taps to the LCD screen.
Customize all four pads on the cross-keys or the SET button; the Multi-function button, the Mode button, the SET button, the AF switch on the lens, AF point selection button (AF-ON), even the LCD panel illumination button are some that be assigned to assist you with different camera functions for quick access. The key is you can set up the camera controls to operate to your specifications.
There’s one last operational feature to point out, and that’s Wi-Fi remote control. With this enabled, you can control the EOS R from a compatible device like your smartphone, laptop, or tablet. Setting up remote operation requires a free App from Canon called the Canon Camera Connect App, and once you establish the connection, you can operate the camera from a distance without having to physically touch the camera. View the image from the phone, change camera parameters like ISO, white balance, adjust sound levels, change focus, and of course start and stop the camera rolling. You can even transfer the files. This is especially useful if it’s mounted somewhere out of reach, or you need to get the images to someone, somewhere else in the world quickly.

A digital camera is a camera that captures photographs in digital memory. Most cameras produced today are digital,photographic film. Digital cameras are now widely incorporated into mobile devices like smartphones with the same or more capabilities and features of dedicated cameras (which are still available).
Digital and digital movie cameras share an optical system, typically using a lens with a variable diaphragm to focus light onto an image pickup device.shutter admit a controlled amount of light to the image, just as with film, but the image pickup device is electronic rather than chemical. However, unlike film cameras, digital cameras can display images on a screen immediately after being recorded, and store and delete images from memory. Many digital cameras can also record moving videos with sound. Some digital cameras can crop and stitch pictures and perform other elementary image editing.
In the 1960s, Eugene F. Lally of the Jet Propulsion Laboratory was thinking about how to use a mosaic photosensor to capture digital images. His idea was to take pictures of the planets and stars while travelling through space to give information about the astronauts" position.Texas Instruments employee Willis Adcock"s film-less camera (US patent 4,057,830) in 1972,
The Cromemco Cyclops was an all-digital camera introduced as a commercial product in 1975. Its design was published as a hobbyist construction project in the February 1975 issue of RAM (DRAM) memory chip.
Steven Sasson, an engineer at Eastman Kodak, invented and built a self-contained electronic camera that used a CCD image sensor in 1975.Fujifilm began developing CCD technology in the 1970s.
Nikon has been interested in digital photography since the mid-1980s. In 1986, while presenting to Photokina, Nikon introduced an operational prototype of the first SLR-type electronic camera (Still Video Camera), manufactured by Panasonic.pixels. Storage media, a magnetic floppy disk inside the camera allows recording 25 or 50 B&W images, depending on the definition.
At Photokina 1988, Fujifilm introduced the FUJIX DS-1P, the first fully digital camera, capable of saving data to a semiconductor memory card. The camera"s memory card had a capacity of 2 MB of SRAM (static random-access memory), and could hold up to ten photographs. In 1989, Fujifilm released the FUJIX DS-X, the first fully digital camera to be commercially released.Toshiba"s 40 MB flash memory card was adopted for several digital cameras.
The first commercial camera phone was the Kyocera Visual Phone VP-210, released in Japan in May 1999.pixel front-facing camera.digital images, which could be sent over e-mail, or the phone could send up to two images per second over Japan"s Personal Handy-phone System (PHS) cellular network.Samsung SCH-V200, released in South Korea in June 2000, was also one of the first phones with a built-in camera. It had a TFT liquid-crystal display (LCD) and stored up to 20 digital photos at 350,000-pixel resolution. However, it could not send the resulting image over the telephone function, but required a computer connection to access photos.J-SH04, a Sharp J-Phone model sold in Japan in November 2000.cell phones had an integrated digital camera and by the early 2010s, almost all smartphones had an integrated digital camera.
The two major types of digital image sensor are CCD and CMOS. A CCD sensor has one amplifier for all the pixels, while each pixel in a CMOS active-pixel sensor has its own amplifier.back-side-illuminated CMOS (BSI-CMOS) sensor. The image processing capabilities of the camera determine the outcome of the final image quality much more than the sensor type.
The resolution of a digital camera is often limited by the image sensor that turns light into discrete signals. The brighter the image at a given point on the sensor, the larger the value that is read for that pixel.
Depending on the physical structure of the sensor, a color filter array may be used, which requires demosaicing to recreate a full-color image. The number of pixels in the sensor determines the camera"s "pixel count".
A lower resolution extends the number of remaining photos in free space, postponing the exhaustion of space storage, which is of use where no further data storage device is available, and for captures of lower significance, where the benefit from less space storage consumption outweighs the disadvantage from reduced detail.
An image sharpness is presented through the crisp detail, defined lines, and its depicted contrast. Sharpness is a factor of multiple systems throughout the DSLR camera by its ISO, resolution, lens and the lens settings, the environment of the image and its post processing. Images have a possibility of being too sharp but it can never be too in focus.
A digital camera resolution is determined by a digital sensor. The digital sensor indicates a high level of sharpness can be produced through the amount of noise and grain that is tolerated through the lens of the camera. Resolution within the field of digital still and digital movie is indicated through the camera"s ability to determine detail based on the distance which is then measured by frame size, pixel type, number, and organization although some DSLR cameras have resolutions limited it almost impossible to not have the proper sharpness for an image. The ISO choice when taking a photo effects the quality of the image as high ISO settings equates to an image that is less sharp due to increased amount of noise allowed into the image along with too little noise can also produce an image that is not sharp.
Digital camera, partially disassembled. The lens assembly (bottom right) is partially removed, but the sensor (top right) still captures an image, as seen on the LCD screen (bottom left).
Single-shot capture systems use either one sensor chip with a Bayer filter mosaic, or three separate image sensors (one each for the primary additive colors red, green, and blue) which are exposed to the same image via a beam splitter (see Three-CCD camera).
The third method is called scanning because the sensor moves across the focal plane much like the sensor of an image scanner. The linear or tri-linear sensors in scanning cameras utilize only a single line of photosensors, or three lines for the three colors. Scanning may be accomplished by moving the sensor (for example, when using color co-site sampling) or by rotating the whole camera. A digital rotating line camera offers images consisting of a total resolution that is very high.
Improvements in single-shot cameras and image file processing at the beginning of the 21st century made single shot cameras almost completely dominant, even in high-end commercial photography.
Cameras that use a beam-splitter single-shot 3CCD approach, three-filter multi-shot approach, color co-site sampling or Foveon X3 sensor do not use anti-aliasing filters, nor demosaicing.
Firmware in the camera, or a software in a raw converter program such as Adobe Camera Raw, interprets the raw data from the sensor to obtain a full color image, because the RGB color model requires three intensity values for each pixel: one each for the red, green, and blue (other color models, when used, also require three or more values per pixel).
Cameras with digital image sensors that are smaller than the typical 35 mm film size have a smaller field or angle of view when used with a lens of the same focal length. This is because angle of view is a function of both focal length and the sensor or film size used.
The crop factor is relative to the 35mm film format. If a smaller sensor is used, as in most digicams, the field of view is cropped by the sensor to smaller than the 35 mm full-frame format"s field of view. This narrowing of the field of view may be described as crop factor, a factor by which a longer focal length lens would be needed to get the same field of view on a 35 mm film camera. Full-frame digital SLRs utilize a sensor of the same size as a frame of 35 mm film.
Common values for field of view crop in DSLRs using active pixel sensors include 1.3x for some Canon (APS-H) sensors, 1.5x for Sony APS-C sensors used by Nikon, Pentax and Konica Minolta and for Fujifilm sensors, 1.6 (APS-C) for most Canon sensors, ~1.7x for Sigma"s Foveon sensors and 2x for Kodak and Panasonic 4/3-inch sensors currently used by Olympus and Panasonic. Crop factors for non-SLR consumer compact and bridge cameras are larger, frequently 4x or more.
The resolution of a digital camera is often limited by the image sensor that turns light into discrete signals. The brighter the image at a given point on the sensor, the larger the value that is read for that pixel. Depending on the physical structure of the sensor, a color filter array may be used, which requires demosaicing to recreate a full-color image. The number of pixels in the sensor determines the camera"s "pixel count". In a typical sensor, the pixel count is the product of the number of rows and the number of columns. Pixels are square and is often equal to 1, for example, a 1,000 by 1,000 pixel sensor would have 1,000,000 pixels, or 1 megapixel. On full-frame sensors (i.e., 24 mm 36 mm), some cameras propose images with 20–25 million pixels that were captured by 7.5–m photosites, or a surface that is 50 times larger.
Digital cameras come in a wide range of sizes, prices and capabilities. In addition to general purpose digital cameras, specialized cameras including multispectral imaging equipment and astrographs are used for scientific, military, medical and other special purposes.
Compact cameras are usually designed to be easy to use. Almost all include an automatic mode, or "auto mode", which automatically makes all camera settings for the user. Some also have manual controls. Compact digital cameras typically contain a small sensor which trades-off picture quality for compactness and simplicity; images can usually only be stored using lossy compression (JPEG). Most have a built-in flash usually of low power, sufficient for nearby subjects. A few high end compact digital cameras have a hotshoe for connecting to an external flash. Live preview is almost always used to frame the photo on an integrated LCD. In addition to being able to take still photographs almost all compact cameras have the ability to record video.
Compacts often have macro capability and zoom lenses, but the zoom range (up to 30x) is generally enough for candid photography but less than is available on bridge cameras (more than 60x), or the interchangeable lenses of DSLR cameras available at a much higher cost.Autofocus systems in compact digital cameras generally are based on a contrast-detection methodology using the image data from the live preview feed of the main imager. Some compact digital cameras use a hybrid autofocus system similar to what is commonly available on DSLRs.
Typically, compact digital cameras incorporate a nearly silent leaf shutter into the lens but play a simulated camera sound for skeuomorphic purposes.
For low cost and small size, these cameras typically use image sensor formats with a diagonal between 6 and 11 mm, corresponding to a crop factor between 7 and 4. This gives them weaker low-light performance, greater depth of field, generally closer focusing ability, and smaller components than cameras using larger sensors. Some cameras use a larger sensor including, at the high end, a pricey full-frame sensor compact camera, such as Sony Cyber-shot DSC-RX1, but have capability near that of a DSLR.
Starting in 2011, some compact digital cameras can take 3D still photos. These 3D compact stereo cameras can capture 3D panoramic photos with dual lens or even single lens for play back on a 3D TV.
Rugged compact cameras typically include protection against submersion, hot and cold conditions, shock and pressure. Terms used to describe such properties include waterproof, freeze-proof, heatproof, shockproof and crushproof, respectively. Nearly all major camera manufacturers have at least one product in this category. Some are waterproof to a considerable depth up to 100 feet (30 m);
GoPro and other brands offer action cameras which are rugged, small and can be easily attached to helmets, arms, bicycles, etc. Most have wide angle and fixed focus, and can take still pictures and video, typically with sound.
The 360-degree camera can take picture or video 360 degrees using two lenses back-to-back and shooting at the same time. Some of the cameras are Ricoh Theta S, Nikon Keymission 360 and Samsung Gear 360. Nico360 was launched in 2016 and claimed as the world"s smallest 360-degree camera with size 46 x 46 x 28 mm (1.8 x 1.8 x 1.1 in) and price less than $200. With virtual reality mode built-in stitching, Wifi, and Bluetooth, live streaming can be done. Due to it also being water resistant, the Nico360 can be used as action camera.
Bridge cameras physically resemble DSLRs, and are sometimes called DSLR-shape or DSLR-like. They provide some similar features but, like compacts, they use a fixed lens and a small sensor. Some compact cameras have also PSAM mode.manual focus mode and some have a separate focus ring for greater control.
Big physical size and small sensor allow superzoom and wide aperture. Bridge cameras generally include an image stabilization system to enable longer handheld exposures, sometimes better than DSLR for low light conditions.
As of 2014, bridge cameras come in two principal classes in terms of sensor size, firstly the more traditional 1/2.3" sensor (as measured by image sensor format) which gives more flexibility in lens design and allows for handholdable zoom from 20 to 24 mm (35 mm equivalent) wide angle all the way up to over 1000 mm supertele, and secondly a 1" sensor that allows better image quality particularly in low light (higher ISO) but puts greater constraints on lens design, resulting in zoom lenses that stop at 200 mm (constant aperture, e.g. Sony RX10) or 400 mm (variable aperture, e.g. Panasonic Lumix FZ1000) equivalent, corresponding to an optical zoom factor of roughly 10 to 15.
Some bridge cameras have a lens thread to attach accessories such as wide-angle or telephoto converters as well as filters such as UV or Circular Polarizing filter and lens hoods. The scene is composed by viewing the display or the electronic viewfinder (EVF). Most have a slightly longer shutter lag than a DSLR. Many of these cameras can store images in a raw format in addition to supporting JPEG.
In bright sun, the quality difference between a good compact camera and a digital SLR is minimal but bridge cameras are more portable, cost less and have a greater zoom ability. Thus a bridge camera may better suit outdoor daytime activities, except when seeking professional-quality photos.
In late 2008, a new type of camera emerged, called a DSLR camera that does not require a reflex mirror, a key component of the former. While a typical DSLR has a mirror that reflects light from the lens up to the optical viewfinder, in a mirrorless camera, there is no optical viewfinder. The image sensor is exposed to light at all times, giving the user a digital preview of the image either on the built-in rear LCD screen or an electronic viewfinder (EVF).
These are simpler and more compact than DSLRs due to not having a lens reflex sys
Ms.Josey
Ms.Josey