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Improving HUD readability


Flexman

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HUDs often used in simulators adopt a green hue and use an additive or alpha blend. It can be hard to read them in some conditions and this is something I was thinking about so I tried a few experiments, non of which I like fully.

 

First: To improving readability of heads up displays by down-sampling the HUD buffer to a smaller buffer (I called the hud_fx_buffer) with a texture filter, a poor-mans blur. Using the resulting 'fuzzy' version to reduce the intensity level of the background image.

 

Has potential, reduce the resolution of the hud_fx_buffer too much and you get a darkend 'strobe' effect around the symbology which is akin to what you see on video tapes. It think with a Gaussian blur effect and a higher res buffer it might be a winner.

 

hud_fx_1.jpg

Second experiment, the ubiquitous drop-shadow.

 

hud_fx_2.jpg

Yuck. Looks like a drop-shadow. It's the same down-sampled hud buffer with a small offset. It works though, can clearly see the symbology against the lighter parts of the horizon without resorting to 'orange' or black.

 

The hud 'clarity' will remain a user option, off by default.

 

*update*

 

One last toy, a twinkly hud glow. This is actually quite pretty in motion and again reminded me of some old HUD tape footage shot in old Jaguar aircraft.

 

hud_glow.jpg

Good for simulating what it's like to have certain eye-conditions. Another one for the cutting-room floor.

 

Finally, below we have hud glow mk2, a more subtle variation which is just a glow applied, mipmaps help soften out the hud image.

 

hud_glow_2.jpg

night_lights_view.jpg

cannon_view.jpg

4946580266235927217-6538067536492644918?l=combathelo.blogspot.com

 

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