A lot of hype, but the new lighting…

Feels cheap, like an overall filter applied to the whole image, Instagram like filter. It looks better in some situations, worst in others. I’ve played with all the settings, yup it is a “one size fits all” approach aka cheap. But, it was free, isn’t it? Dear FD, I’d rather pay than have this kind of visual updates. Yup, that’s how much I like this game, still. But you can’t ride on hope forever…
And still no multiple light sources? (from multiple stars I mean, at least 2 will suffice for me at least) The starlight is still shining through bulkheads when I'm facing away?
Hmm…

Am I unreasonable, absurd, too picky? Is this too much quality to ask for from FD?
 
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I'm no expert but I get the impression that multiple light sources is an order of magnitude more compute-intensive than a single source. I suspect that's why we still don't have it.

Has to be said though, it would be nice if it could perform some sort of "is this hardware up to it" check and switch it on/off as appropriate.
 
Of course it will take effort and time, I am very aware. But if there is a will, there is a way. And I am afraid that FD will never implement something like this.
 
I like the new lighting system in general but it sure produces some weird things. Earth-like worlds look like icy planets now, they are just so bright, almost white. Space stations are almost like beacons on their own, they blind you as you arrive to them. I feel that the brightness* is a bit overdone in places. I'm sure they will tone it down a bit in the future. The biggest problem is not having multiple light sources. A planet's dark side will be pitch black even if a secondary star is right above it. It's just unrealistic.

*Edit: It may not be brightness but dynamic range, or something like that.
 
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As for me previous version was dark as a duck. Imho, looking at almost black screen is not much fun. Rising gamma did not help a lot, I used reshade with fakeHDR. Current lighting is just fine for the addressed things.
 
Space is bright you know. If you are close to star then you know how sunny summer day is. If you are very far away then you can finally enjoy some true goth darkness.
 
Space is bright you know. If you are close to star then you know how sunny summer day is. If you are very far away then you can finally enjoy some true goth darkness.

If a secondary star is so close overhead that you can barely see past it, if it is a white giant... then you can still be in darkness, as the game only renders light from the primary. This is the issue, not that its dark where theres no light.
 
It seems like a dead end change. It is too bright in places I can not turn down my brightness enough without making my instrument text unreadable.
 
This is why I bothered writing about this. I am one voice. More voices... lead to change, for the better.

Absolutely agree, if we don't remind them about what we want chances are low that it will be implemented. Just wanted to say that we also believed the orrey map will never make it into the game and yet here it is. I hope the same will be true about multiple light sources.

IIRC multiple light sources is something they talked about and want to implement but I can't remember where. I believe it was in one of the threads about Beyond.

On topic:

Overall the new lighting system is a huge improvement in my opinoin but it seems a tad too much under certain circumstances.
 
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Feels cheap, like an overall filter applied to the whole image, Instagram like filter. It looks better in some situations, worst in others. I’ve played with all the settings, yup it is a “one size fits all” approach aka cheap. But, it was free, isn’t it? Dear FD, I’d rather pay than have this kind of visual updates. Yup, that’s how much I like this game, still. But you can’t ride on hope forever…
And still no multiple light sources? The starlight is still shining through bulkheads when I'm facing away?
Hmm…

Am I unreasonable, absurd, too picky? Is this too much quality to ask for from FD?

I feel the same. There are places where it looks awesome, and in other places it looks completely misplaced and wrong like a third party tool like Reshade, which is completely unsensitive for the environment and just applies post process light and colour.

Most brutal for me, to an extend that I find it outright ugly and misplaced, is the fact that local stars now tint the skybox. The Milky Way looks like a red haze around an orange star. It also looks like an orange smudge when in Earth orbit..
Local starlight CAN'T tint the Milky Way in the backdrop if we're not in a bubble of gas or dust scattering the light enough. It's wrong and completely breaks with the realistic approach on the galaxy simulation. I hate it.
I'll create a thread about that in a few days.
 
Overall the new lighting system is a huge improvement in my opinoin but it seems a tad too much under certain circumstances.

I like the new lighting system in some places, absolutely hate it in other places. Thankfully I was able to compensate for a lot of what I don't like by tweaking the game's gamma and my own monitor settings. I'm hoping the "tad too much" situations will be ironed out in future patches, along with the pure wonky stuff like the headlights on my Dolpin shining up through the floor (even worse than before)....

And then there's that "we said we fixed it but we really didn't" Elephant Butt Leather, but I'll spare you all that rant :p
 
It is good to know I'm not the only one having issues with the current looks. I have to admit (again) that it looks definitely way better in a lot of environments. I'm one of those who loves pitch black darkness. But arriving in systems with 2 or 3 main stars close together leaves me with a sour taste (on my eyes).
 
I like the new lighting system in general but it sure produces some weird things. Earth-like worlds look like icy planets now, they are just so bright, almost white. Space stations are almost like beacons on their own, they blind you as you arrive to them. I feel that the brightness* is a bit overdone in places. I'm sure they will tone it down a bit in the future. The biggest problem is not having multiple light sources. A planet's dark side will be pitch black even if a secondary star is right above it. It's just unrealistic.

*Edit: It may not be brightness but dynamic range, or something like that.

I just tagged over 150 ELWs. Didn't see even one that looked an ice world. Either your monitor brightness is too high, or maybe you were looking at an ELW with significant cloud cover and glaciation. Some of them at the low end of the temp range are pretty darn icy.

As for the lighting itself, I was deeply skeptical before the beta, but they've really dialed it in. The stars and dark side of planets (with one light source) look very very good. Finally feel like I'm in space!!
 
This is why I bothered writing about this. I am one voice. More voices... lead to change, for the better.

There were several 10+ pages threads in the beta forum highlighting the problems with the new lighting system.

Nothing changed, yet.

Best would probably be to start a megathread with pictures that show where the new lighting system has problems. Something like we did for the "beige planets".

I would prefer to have the old lighting system back.
 
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Most brutal for me, to an extend that I find it outright ugly and misplaced, is the fact that local stars now tint the skybox. The Milky Way looks like a red haze around an orange star. It also looks like an orange smudge when in Earth orbit..
Local starlight CAN'T tint the Milky Way in the backdrop if we're not in a bubble of gas or dust scattering the light enough. It's wrong and completely breaks with the realistic approach on the galaxy simulation. I hate it.

Exactly. Even my HUD coulour seems to change on every jump. This feels like a very cheap and lazy implementation, not worth the grand introduction made by Sandro when it was first shown.
 
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