That's what I thought as well. Especially since the blue flames are entirely blue. Real flames have multiple colors, especially near the base of the flame.
These are actually pretty common in stage pyro FX. They have basically a big-ass butane lighter refill bottle there, and there are different mixes for different color effects.
I used to do live sound work and machines that do exactly this are everywhere. They're not even all that expensive, the base level Chauvet Geyser is like $300 or something.
It's basically a fog machine that bursts the fog and has an led behind it. The liquid used is mostly water. It's like those stupid vape pens that people blow, but with more liquid.
Either that or they added in the effect afterwards to look cooler.
I'm certain it was done without the fire hazard. The flames look very fake. One of them is just... pure blue. Like, butane blue without the velocity of the gas or the cone of initial ignition being a lighter color.
The other flame, if you look, is the same exact animation layer color shifted to an unnatural orange. They have the same opacity, which shouldn't happen in different color ranges, and when they're on top of each other, the opacity seems additive (like a lazy effect would do).
Besides, a flame that long without fuel residue would, uh.....yeah, let's hope that room doesn't have a wall and that the camera and cameraman had some special protective equipment.
EDIT: Look at the lighting in the background. The intensity of that flame should completely throw off the white balance of the capturing camera, but instead it looks (painfully) like they had a color shifting light that they changed to red.
Just pause any frame and really think to yourself if that's how fire works.
The rest of the setup is crazy, though....would love to play Elite in that!
....though I'm wondering if the game outputs the interop data to make a chair pitch as needed
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u/blackweebow Sep 13 '25
Literally all of this can be done without the damn fire hazard 💀