I'm not going to post a screenshot of the PNVS yet as it's still quite primitive. I'm just putting in the building blocks of setting up the camera, rotation constraints etc.
Currently I'm taking a camera view from the nose of the aircraft and blending it as a layer under the IHADSS. The camera is not stabilised for head roll which I'm guessing the real PNVS system is.
First impressions of flying with the PNVS in this early state is that its bloody frighting. My eyes were not happy with it. A slight ghosting effect caused by subtle differences of the distance between your head position and the nose camera and rotational delay of the PNVS unit is something that will either take some getting used to, or will have to be thrown out as just too unpleasant for gaming. Bordering on the f*cking horrible actually, no wonder crews get headaches and this is on a monitor never mind an eyepiece. I'm getting headaches too.
The way to do this is good old fashion game conceit and match it up with the main camera perfectly aligned with no lag otherwise nobody is going to want to play night missions. It's not a problem you get with night vision goggles since your POV is the same, in many ways that's easier to implement.
The camera position is now locked to your viewpoint much how goggles would be and adjusted the fov to match. Ignore the masked area for now, it's all going to be changed. The PNVS images needs to be larger than the IHADSS image so it fits inside the circular mask. Heat maps are not being rendered yet, and the PNVS material does not have the night vision shader applied yet.
What it does show is the sense of having the ability to 'see through' your aircraft, like having x-ray vision. As it is now, I can perform decent landings at night without going cross-eyed.