#The camera views could simulate weightlessness a bit

1 messages · Page 1 of 1 (latest)

fringe sparrow
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I just thought I’d bring up an idea: wouldn't it add to the sense of realism if the camera views simulated weightlessness just a tiny bit?

Right now, the views feel completely rigid. I think a very slight—really just barely perceptible—simulated "floating" motion would do a lot for immersion. Of course, the controls and text boxes/UI would stay put and not float around.

It could be an optional setting, maybe even with an intensity slider—just in case someone really wants to get space sickness in the middle of their living room after a three-hour flight! 🤪

This probably applies mostly to Apollo, since in the other spacecraft we are usually strapped into our seats.

I made a quick demo video to show what I mean. /It's worth expanding to full screen to see it./ (Naturally, this is just video editing trickery, I didn't actually implement the effect in the program).😉

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The camera views could simulate weightlessness a bit

empty fox
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Thing is... it's not really simulating a weightlessness.
Camera movement is related to acceleration which in case of 0 G is none. There shouldn't be a floating effect like in a water where it's dense enough to move you around together with waves.

fringe sparrow
# empty fox Thing is... it's not really simulating a weightlessness. Camera movement is rela...

However, these interior views ultimately show the cabin from the astronaut's perspective. Naturally, I lack practical experience, but based on contemporary interior footage, and possibly the movements observed in the Apollo 13 movie (quite a few cabin shots were indeed recorded under 0g conditions), I would assume that if you are not seated, there is a minimal movement that you likely perceive as some slight displacement. You cannot remain as stable as you would under normal gravitational conditions.
​But of course, in a flat-screen dimension, this might just create the effect of annoying jitter. Currently, though, these interior views are perhaps a little too static. A softer camera movement with a larger range might also help alleviate this static feeling.

empty fox
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Yes, but that would fall into category "body autonomous movement simulation", has nothing to do with 0 G, and it's present also on earth... and present in some 1st person games.

fringe sparrow
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It’s not ruled out that my core assumption is not entirely rock-solid. But perhaps this is exactly what I would think to simulate: that nothing is stable unless it’s wrapped in velcro or screwed down somewhere. Maybe this feeling could be conveyed by using such a not entirely stable viewing style.

empty fox
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I use head tracker which also translates my head movement on x,y,z axis - along with those "micro movements" that you tried to show in the video... just in more believable way 😅

fringe sparrow
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Oh yes, I also thought about this, that those who use VR probably don't perceive this static. I can also imagine that in reality, the micro-movements of the head and eyes can completely compensate for the minimal instability that is there. I don't rule out that my entire suggestion is wrong and there is no such feeling in reality. It would be good to know from someone who has been in a 0g environment.

finite lark
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Emulation versus simulation. Something doesn't have to be accurate within the laws of physics in order to emulate the experience of those laws. Perhaps it's an idea worth exploring, maybe as an option.

fringe sparrow
steady crow
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If something like this happens, please make it optional lmao. I'd go mental otherwise

finite lark
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Agreed. Tbh I don't hold a firm view but I do appreciate the OPs enthusiasm for the feature. Optional would be best for sure, if indeed Petri thinks its a good idea or not.

fringe sparrow
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I'm not entirely sure that this is a fun feature in the long run either. 😅 It might not even be necessary permanently, except when, say, the chairs in Apollo are folded. If the user allows the feature at all.