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Only blue color channel should be enabled when diving in very deep depths
Closed, ResolvedPublic

Description

The water absorbs the more colors, the deeper the depth is (see attachments). In very deep depths there should be only blue light left. Eg. red objects should show as black because there is only blue light left that they can't reflect. {F18838} {F18839} {F18840}

Details

Legacy ID
157376816
Severity
Feature
Resolution
Suspended
Reproducibility
N/A
Category
Visual-Environment
Steps To Reproduce
  1. Dive in deep depth (> 30 m)
  2. Observe that there is other than blue light too left

Event Timeline

Ezcoo edited Steps To Reproduce. (Show Details)Apr 13 2013, 4:23 AM
Ezcoo edited Additional Information. (Show Details)
Ezcoo set Category to Visual-Environment.
Ezcoo set Reproducibility to N/A.
Ezcoo set Severity to Feature.
Ezcoo set Resolution to Suspended.
Ezcoo set Legacy ID to 157376816.May 7 2016, 1:35 PM
Ezcoo edited a custom field.
Bohemia added a subscriber: riise.Apr 13 2013, 4:23 AM
Bohemia added a subscriber: Bohemia.May 7 2016, 1:35 PM

good suggestion. unlikely to implement.

Ezcoo added a subscriber: Ezcoo.May 7 2016, 1:35 PM
Ezcoo added a comment.Apr 13 2013, 5:17 PM

Heh, I hope that they'll fix this... It would have very noticeable effect, because you would "feel" and "see" your depth much better, when it would get dark and all blue in deep water. Not a major issue, but because I think we'll have exciting missions underwater in the future, it would be nice to have the small details fixed :P

Greek waters. 'nuff said. No modification needed.

greek water isn't physically different than spanish or russian water. beyond a certain depth, the sun's interaction with the water will become exactly the same, observed visually. douchebag who votes down due to ignorance and poor education.

Please educate yourself on the vast differences between the arctic sea water and the mediterranean sea water before jumping to any conclusions.

Thanks.

MadDogX added a subscriber: MadDogX.May 7 2016, 1:35 PM

This would actually be very easy to implement using a simple shader that lowers the intensity of other channels based on depth. Good suggestion.

Ezcoo added a comment.Apr 17 2013, 3:44 PM

Is there any progress on this? The newest dev build seems to have some underwater lighting issues fixed, but the difference between surface and bottom lighting is still significantly small.

Ezcoo added a comment.Sep 29 2013, 8:09 PM

This looks fixed in both stable and dev build, so this can be closed for my part.

Fank added a subscriber: Fank.May 7 2016, 1:35 PM
Fank added a comment.May 16 2014, 9:12 PM

Issue closed as obsolete. If you encounter this problem again, please create another ticket. Thank you.