@dnlzro Thank you. Yes, this image has been featured several times, someone also dug into where it was precisely taken (Toronto IIRC).
Absolutely peak aesthetic, no other image conveys it as well as this.
https://t.co/UH5zeVY34G
An astonishingly romantic image.
A couple appears to have paused for longer than usual, in contemplation, marvelling at...cabinets of semiconductors and magnetic tapes. I am guessing it's late night Thursday, 11:42pm. A real life Hopper's Nighthawk...
Dear world, please synthesize this game:
Open world, the player has 2 sliders: Frequency and Bandwidth of their vision.
Frequency slider:
-------
I presume this would be the center frequency.
RF = See through concrete, low spatial resolution
Microwave = Sees through clothing, paper, plastic but not metals
IR = Heat trails, hidden energy sources, etc
Visible = Baseline, medium spatial resolution
UV = biological residue
X-ray = through thin walls, flesh, blocked by lead/steel, highest spatial resolution
γ-ray = through everything except lead/concrete. Grainy. Probably good for finding nukes and nuke contamination. Poor spatial resolution because of diffraction effects start to kick in.
Bandwidth slider:
-------
Player can widen the band of their vision -> allow more photons -> bright / low-noise and fast refresh. But the trade off, as in real life, would be that materials blend and you can't tell them apart. Wide band for scouting.
Narrow band for detailed work, high spectral resolution (not spatial) but lower refresh rate and dimmer light to work with. You can tell materials apart very easily in narrow band.
Tools:
-------
Tools they can have would be hyperspectral imager of various capabilities as they level up. Various kinds of jammers for specific frequencies, RF transceivers of tremendous variety, emitter sources for shining light on objects, shields and filters to escape from enemy detection, etc.
This would be just insane magical experience and simultaneously educational. It'd emulate real physics.