Jane Turner
Volunteer Moderator
It is - I went there in Jan 2015 and thought I earned a horizons visit
Whether it's realistic depends on what tech can do in the 34th century. We can do a primitive version of this with telescope optics and night vision goggles today using decades old technology of photo multipliers that amplify existing light in real time making objects appear as if we were using telescope/eyeball that has a much larger diameter objective mirror/lens than the one actually being used. Think of it like adaptive night vision goggles but for the whole canopy window and it starts to seem a bit more feasible.
The lighting system is as far as I'm concerned the weakest element by far in the game. It's just awful.
I wouldn’t say it’s awful, the “sun up” lighting isn’t too bad IMHO, but it is terribly inconsistent especially in what are supposed to be “dark” places, and I feel like that really needs to be addressed.
The problem is that it's being implemented in a really horrible way. I think what might even be happening is that what's in the skybox (i.e. milky way and nebulae) are illuminating the dark areas on planets, but because the sky is also being artificially brightened when you enter the dark side or even just approach the terminator the additional brightness is being doubly amplified and just ends up being too much. It's not just "light amplification in the canopy", the light itself is being amplified to the point that sometimes it's completely impossible to find anything that is actually in black shadow (which is what pretty much everything should be on the dark side of an airless planet).
This was a planet I landed on a while back that was really bad. The sun is not up at all. Both the planetary surface and the moon in the background should be in total darkness but there was so much light from the milky way in the skybox (which shouldn't be anywhere near this bright) that it made this weirdly illuminated scene. It simply should not be like this at all.
I think they either have to fix this or at least give us a slider in the graphics settings to limit it. I shouldn't have to go to the edge of the galaxy or way above/below the galactic plane to find a place that's actually *dark*.
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Another thing on that skybox illumination - it doesn't cast any shadows, which makes things look even more crappy. The ship in the screenshot above doesn't have a shadow at all, neither does the ship or any of the rocks in the image below (they're solely illuminated by the milky way). If the sun's up though, there are shadows.
The lighting system is as far as I'm concerned the weakest element by far in the game. It's just awful.
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That's exactly what dark-adapted light amplification is, and how it would work.
And of course this casts no shadow since this is AMBIENT light (ie, homogeneous non directional light), not light from a single source.
Of course it's the skybox illuminating the dark side. That's exactly what dark-adapted light amplification is, and how it would work. Just like the blue sky reflecting off a calm lake looks blue. And of course this casts no shadow since this is AMBIENT light (ie, homogeneous non directional light), not light from a single source. Knowing physics is key to understanding this I suppose. It's intuitively obvious to me and I didn't think it needed explaining.
The darkside skybox lighting is not ambient light - it's light from sources in the sky.
That's a really unique sight. Where did you find it?Can't say it really bothers me but I suppose there are some oddities re: lighting and shadows and stuff. For example, errr, what is the shadow on the rings in this image?
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These are the same thing. The light reflecting off the planet is the light from the sky box which is coming from a 180 degree solid angle of the sky. And then reflected back up from a 180 degree solid angle from the ground in all directions. Ambient light the sum of all photons coming from directions regardless the source (emission/reflection). Hence ambient = skybox + reflection.
Beta 2.3 has done........something, maybe increased LOD over distance? it helps, but it has a few bugs. Good news though?
No, they're not the same thing. What is being simulated in the game is light that isn't from the primary star - i.e. light from the milky way and nebulae. Those are still distinct light sources. It isn't coming from a 180 degree solid angle in the sky, it's coming from specific parts of that 180 degree solid angle. And the brightness varies accordingly - if only part of the milky way is up then the skybox lighting is dimmer and less brown, if the core of the milky way is up then it's much stronger (comparable to sunlight) and very strongly brown tinted. And it doesn't even do that correctly because I've seen this effect while looking into the darkside regions of a planet from altitude, while the sun is still several degrees above the local horizon. The only time I've found anything close to darkness was when the milky way was below the horizon on the dark side of a planet that was far above the galactic plane (so there wasn't much visible in the sky at all there).
Light reflecting from flat ground isn't going be illuminating anything, it's going to go straight back into the sky. Nearby mountains might be illuminated by ambient light reflecting from the ground, but that's only going to happen if the ground is lit and the mountain isn't (e.g. because the sun is low and that part of the mountain is in shadow, but there's illuminated ground around it). And since these are worlds without atmosphere there's no gas to diffuse or scatter or soften that light either.
In game terms, all they're doing is artificially raising the ambient (as in the CGI term) light levels and making it the colour of whatever is in the skybox - that just increases the darkness uniformly. It's nothing like what realistic low-light illumination would be like at all.
The whole sky is filled with stars. Not just the galactic core. So yes the light is coming from a 180 deg solid angle. In order to cast a shadow there would need to be a well defined source. The galaxy is referred to as an extended object. This is not a defined source like a light bulb, this is a nebulous encompassing object emitting anisotropic but still omnidirectional radiation.
Of course this could be MORE realistic. But the basic idea that the dark side could be illuminated by the existing sky and result in different color based on that sky with no discernable shadow being cast is basically correct.
Yes, but the light from the galactic core and disc far outweighs the light from other stars in the sky - at least according to the game. The core/disc is still a relatively localised light source, so it should be casting a shadow (albeit a soft one given it's an area). The core/disc isn't a point source of course, but it's still light coming from a specific direction that is outweighing the much dimmer light coming from the other stars in the sky.
Well there's no real "colour" there anyway. Sure, the core should be filled with more red giants than younger blue stars (dunno if the game simulates this though), but realistically the illumination shouldn't be be brown like it is in the game. And nebulae shouldn't be bright and visible when up close to them either.