PC The Lighting Is Vomit Inducing

It's more of environmental lighting, as in it darkens when you enter a room with no lights/windows and gradually lightens up when you leave there and go past windows, or if it's raining outside then it'll darken near windows. I'm not sure if they're doing eye adaptation. It may jump around everywhere atm but that's all being working on, it does provide some really nice environments and nicely-done dark areas, just need some polishing yet.

Do increase the opacity to help with that. That is also a known issue by the way, we're redoing the UI as a whole :)

View attachment 28173 That's what I have mine set to.


Jugg, this happens in rooms where an entire wall is missing to the outside. Like, I can fly an F-35 through the open/destroyed area, but since I stepped on a shadow I get a black screen. We're dealing with it but it seems to be hit-and-miss. One room upstairs with no exterior wall is pitch black, while the basement has no lighting issues despite being underground. I play stealth characters so I am mostly at home in it, but it is something we'll be glad to have fixed one day.

 
I'm not going to use such a dramatic expression as 'vomit inducing.'  But the lighting is making certain aspects of the game a bit more frustrating to deal with.

I also have one situation where the I crafted my first lever action rifle and when I fire it, there is a puff of smoke from the report that obscures vision, even moreso at night, and even worse during Horde Night.   Was this intended?   Does it relate to the lighting issue in some way?  Dynamic lighting sounds like it could have multiple situational meanings, and im wondering how else this affects gameplay.

 
I have not made a lever-action yet. It seems odd that there would be a puff of smoke because we developed smokeless powder in the 1800's. I own two lever-action rifles, both are old, one dating to 1907, and neither smokes. My black-powder .50 cal? That is another story! I might be one of those gun-toting mad-men you hear about. Still, modern rifles should not produce smoke plumes.

 
Yeah, although I'm kinda iffy (im both for and against certain immersions) I wonder if its my helmet light mod that makes the issue possible.

The light from that mod tends to get messy particularly with my reflex sight.

 
Nothing like experiencing a sunrise at bedrock at the bottom of a mine.
This may be due to your reflections quality. I noticed that I was seeing the sky reflected in the floor in my underground base until I turned the reflections quality down to high. On ultra and ultra+ I got the entire world reflecting inside the base, despite being underground and being built out of steel. I have an RTX 3080 Ti so I turned everything up to the max except bloom (too bright) and motion blur (Unity MB takes a big fps hit at times) which were off. The bonus is that I stay pegged out around 144fps now.

 
Jugginator said:
It's more of environmental lighting, as in it darkens when you enter a room with no lights/windows and gradually lightens up when you leave there and go past windows, or if it's raining outside then it'll darken near windows. I'm not sure if they're doing eye adaptation. It may jump around everywhere atm but that's all being working on, it does provide some really nice environments and nicely-done dark areas, just need some polishing yet.

Do increase the opacity to help with that. That is also a known issue by the way, we're redoing the UI as a whole :)

View attachment 28173 That's what I have mine set to.

View attachment 28175


Thanks friend.  Would be nice to have it 100% non-transparent, my eyesight is god awful lol.

 
Thanks friend.  Would be nice to have it 100% non-transparent, my eyesight is god awful lol.


You're welcome Laim, glad it helped you out a bit. I concur, my eyesight isn't terrible but not the greatest and I'd like a bit more of a happy medium + less transparent at 100% too. Certainly something to consider whenever the UI gets overhauled.

 
Anyone is welcome to play around with the quick xml mod below. Let us know if you find values that actually work well (mine did not), without totally disabling the new feature.

worldglobal.xml

Code:
<?xml version="1.0" encoding="utf-8"?>
<configs>
	<!-- first digit controls interior brightness, default value = .2, .4 -->
	<set xpath="/worldglobal/environment/property[@name='ambientInsideSkyScale']/@value">.5, .4</set>
	<!-- controls transition speed of interior brightness, lower=slower, higher=faster, default value = .3 -->
	<set xpath="/worldglobal/environment/property[@name='ambientInsideSpeed']/@value">.6</set>
</configs>
 
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What I dislike about the way the lighting effect works is that it's very clearly just darkening my screen, not producing a localized dark area. Lights themselves, get darker when the dynamic lighting kicks in.
 

 
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