Why are the lights in the game pretty bad.

Batman

Refugee
I'm trying to land my bat-ship on the bat-landing pad and the spot lights do not render until I'm real close. If I leave my 8x8 bat-mobile headlights on I can see the lighting very far away. I think lighting needs to be optimized for justice. I also don't recommend a ride in my bat-copter...it makes the game look bad... as bad rendering makes the game look like a ps2 and a ps3 expressing 2010 to me.
 
It's a Voxel game. A lot of distant drawing can be very expensive. I feel like we could see some good improvement on this in the future, but it will require some optimization to the mechanics and occlusion.
 
I'll tell you what I'm going to do. I'm going to stick 10 bat-mobiles pointing spearhead at my base. It will be shinning my bat-light upon the bat-lair upon a marvelous way. The lighting creates the forged steel blocks to look immaculate. There should at least be one light called the spot light to imitate the headlights of a vehicle. My bat-cave is at 20fps and outside of it 60fps. Optimization would be great in a decade to be successful. Perhaps load in cheap data trees and texture that looks high graphic and upon being close to destroy it transforms to be destroyable to take off the load. I take loads off every day. Cheap ones be it so.
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It's a Voxel game. A lot of distant drawing can be very expensive. I feel like we could see some good improvement on this in the future, but it will require some optimization to the mechanics and occlusion.
"Walkthroughable" textures that are eye candy that become solid and destructible as you close in very close without a transformation glitch. I don't know what you call this but I call it justice for 7D2D.
 
The biggest problem with lights is that they are used often in POI. And when lights cross, it creates a performance problem. That is why POI designers will spend time adjusting lights a lot so they aren't crossing very much. At least, if they care about performance.

So what does that mean for something like spotlights? Unless all spotlights in POI are turned off, showing the lights at a long distance can cause performance problems when it crosses the path of other lights. Vehicle lights are off except on player vehicles, which are limited, which make it safer to have the lights be seen at a greater distance since there aren't a lot of player vehicles in most games, especially compared to POI lights.

Now, can that be improved? Probably. They could increase distances a little or they could make player created spotlights use a different block that has a greater distance so it doesn't impact POI spotlights. I'm sure other options also exist.

I wouldn't mind seeing certain lights on my bar from a distance, especially if I do landing lights. At the same time, some of those construction lights can be seen for many kilometers and should be reduced.
 
I wouldn't mind seeing certain lights on my bar from a distance, especially if I do landing lights. At the same time, some of those construction lights can be seen for many kilometers and should be reduced.
The "long distance terrain updating" -feature can be toggled on for land claimed areas. (can't remember what the default is, but it's a setting. maybe). Having lights follow that setting would be nice - if they don't already.
 
On the legacy version and on PC back then, I believe it was the field of view that I used to turn up past 3/4 of the bar. It allowed me to see the layout of roads and so on, and at night I could see lights from far away without being able to see buildings until I got closer, and then they would render in.
 
The "long distance terrain updating" -feature can be toggled on for land claimed areas. (can't remember what the default is, but it's a setting. maybe). Having lights follow that setting would be nice - if they don't already.
Do you mean the mesh? That doesn't affect the visibility of the light coming from lights.

As a side note, I was playing the game with someone and they were riding their minibike down the road towards me. Apparently minibikes spawn in before players, so I saw just the minibike driving down the road for a few seconds before the player. It seems they have added ghost riders to the game. 😁
 
Do you mean the mesh?
Well, it is A mesh, much like any 3d object anywhere. But yeah, that might be the correct jargon.

That doesn't affect lights.
Which is why I might suggest adding that as an effect. Like I did.

Having the mesh Not update while showing your new lights at your base might end up showing you floating lights, or hide you lights within the POI you already demoed. Having lights show up against your mesh updates might work, somewhat. At least it might look less silly.
 
Do you mean the mesh? That doesn't affect the visibility of the light coming from lights.

Oh yeh, the mesh. I'm speaking from a position of ignorance, but I doubt it will emit light because I'll bet there really isn't a block there to emit light until you get close.
 
but I doubt it will emit light because I'll bet there really isn't a block there to emit light until you get close.
But could the game spawn in a pixie there, in a tin can to point at the direction of the spotlight; if it wanted to? I bet could, of course the question is how easy will it be to burn a GPU by doing that too much.
 
Oh yeh, the mesh. I'm speaking from a position of ignorance, but I doubt it will emit light because I'll bet there really isn't a block there to emit light until you get close.
I'd agree, but I've seen certain green and red lights from close to 2km away, which would suggest they may have an imposter that produces light since regular blocks shouldn't even be loaded that far away. That was back in early 1.x, I think, when I saw it last, so maybe that's changed. I haven't really paid attention.
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But could the game spawn in a pixie there, in a tin can to point at the direction of the spotlight; if it wanted to? I bet could, of course the question is how easy will it be to burn a GPU by doing that too much.
A pixie in a tin can? Lol!
 
The biggest problem with lights is that they are used often in POI. And when lights cross, it creates a performance problem. That is why POI designers will spend time adjusting lights a lot so they aren't crossing very much. At least, if they care about performance.

So what does that mean for something like spotlights? Unless all spotlights in POI are turned off, showing the lights at a long distance can cause performance problems when it crosses the path of other lights. Vehicle lights are off except on player vehicles, which are limited, which make it safer to have the lights be seen at a greater distance since there aren't a lot of player vehicles in most games, especially compared to POI lights.

Now, can that be improved? Probably. They could increase distances a little or they could make player created spotlights use a different block that has a greater distance so it doesn't impact POI spotlights. I'm sure other options also exist.

I wouldn't mind seeing certain lights on my bar from a distance, especially if I do landing lights. At the same time, some of those construction lights can be seen for many kilometers and should be reduced.
I never knew this. It's kinda romantic. "When two lights cross, it creates problems". Yeah it makes sense. Landing lights are always too late. When You see them your face to face with the landing pad. But I'm never too late. I have repair kits and truck lights left on so that the landing pad may be brilliant. I call that justice.
 
The "long distance terrain updating" -feature can be toggled on for land claimed areas. (can't remember what the default is, but it's a setting. maybe). Having lights follow that setting would be nice - if they don't already.
I can be in the burnt forest and see my truck lights on at the base. Renders very far away. I like that. I don't like the ground looking like Minecraft when I travel in the gyrocopter. It's depraving. I took a new player to a biome and regretted it. He got to see the ugly and the bad. Should of taken him in the truck. Did not want him to see the ps2 in the game. He wanted to see the layout so I showed him the naked lands (gyrocopter at a height). I feel a deep regret. That's not the new player experience. I am ashamed. That's not justice.
 
I can be in the burnt forest and see my truck lights on at the base. Renders very far away. I like that. I don't like the ground looking like Minecraft when I travel in the gyrocopter. It's depraving. I took a new player to a biome and regretted it. He got to see the ugly and the bad. Should of taken him in the truck. Did not want him to see the ps2 in the game. He wanted to see the layout so I showed him the naked lands (gyrocopter at a height). I feel a deep regret. That's not the new player experience. I am ashamed. That's not justice.

Well Bats it's voxel so.... if the graphical look got cranked up too much PC would sweat and lot and possibly melt into a pile of slag. Imagine a skyscraper tumbling down with some of the graphics of a triple A title.

Of course being Batman you may have a liquid cooled supercomputer so this may not be an issue for you.
 
des spot lumineux existe dans le jeu mais ne produise pas de lumiere, ce serait bien de les rendre fonctionelle et craftable, de plus pouvoir placer des bougie sur les murs serais une chose tres utile
 
There are spotlights in the game but they don't produce light. It would be nice to make them functional and craftable. Also, being able to place candles on the walls would be very useful.
Um.... Spotlights can be crafted and turned on once you add power to them. And candles can be placed on walls.
 
And candles can be placed on walls.
You have to be careful with candles and torches.

In one of the versions of the game, I decided to make a path to the base. I put candles along the edges of the road and covered them with bulletproof glass from above. It was the stupidest idea I had in this game. The screamers came one after another, I didn't have time to kill them.

There may be fewer problems now, since there is a timeout between appearances, but caution does not hurt.
 
You have to be careful with candles and torches.

In one of the versions of the game, I decided to make a path to the base. I put candles along the edges of the road and covered them with bulletproof glass from above. It was the stupidest idea I had in this game. The screamers came one after another, I didn't have time to kill them.

There may be fewer problems now, since there is a timeout between appearances, but caution does not hurt.

If you want to be safe use lanterns, (one of them is extremely bright) and jack-o-lanterns. The jack-o-lanterns give out a surprisingly nice light.
 
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