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Don't like SO UGLY MIRRORS

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by den_chik, Dec 22, 2019.

  1. Ai'Torror

    Ai'Torror
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    BeamNG Team

    Joined:
    Aug 29, 2015
    Messages:
    1,550
    Place a cone or something right behind your bumper and then look at your left mirror, cone will be projected in the center, not like IRL where you wouldn't really see it in the mirror. All reflections are kinda directed from the center on the car and gpu projects them onto the mesh.
    Its Its really made like let's say ets2 where you've got a separate reflections system for just the mirrors.
     
    • Like Like x 1
  2. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    No need to heat up the discussion. Let's please keep this civil.

    Things always look easier than they really are. "Just need" is something we hear a lot, but it's rarely as easy as "Just need" ;)
    Also please understand that every game has its own different ways of working, and related limitations/challenges when doing things. Because something is easy to do in some engine, it may not be the same for another, and so on.

    The reflections are very basic, and they work like this:
    Imagine a cube at the center of the vehicle.
    Every face of the cube captures what they see, and then everything is put together to form the dynamic reflection.

    Because the cube is at the center of the vehicle, the vehicle itself cannot be reflected (else all views will be obstructed). That's also why all the mirrors seems to have origin in the same place.
    These camera renders the game in a simplified way for performance reasons.
    Since the vehicles have complex materials, they cannot render correctly in them, so they appear chrome.

    The game does not have a concept for mirrors.
    What we did for them is simply making them full chrome, so that they simply reflect what the cubemap are seeing.
    Other games usually have specific cameras for every mirror. Currently it's quite performance heavy to render more cameras, so that's why we don't do that.

    The pixelation that happens there is not due the reflection themselves*, but a normal map we use on the mirrors to aim them, and also give that curved look.
    We have this on our ToDo list, and we think it's due some wrong texture filtering on the normal map.

    *until you set up the reflections resolution to the minimum possible
     
    • Informative Informative x 5
  3. 95Crash

    95Crash
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    Jul 29, 2018
    Messages:
    1,898
    Nadeox1, You are awesome :D

    This post is really informative, it contributes to this mirror topic really well, and it's coming from one of the best users on this site.
     
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