Speaking of, has the tinted skybox been officially reported as a bug?
Yes: https://forums.frontier.co.uk/showthread.php/453284-Starlight-tints-background-skybox
Speaking of, has the tinted skybox been officially reported as a bug?
Oh look, it's Mr. "i'm not good at social stuff so i don't need to explain my reasoning". And no, that's still not sarcasm. Keep trying.I'm sure FDEV is gonna drop their current workload and remove the tint on the skybox in the next couple of days. My immersion is ruined, this is completely unplayable.
There are absolutely no other priorities right now than modifying a graphics subsystem that is so broken, everyone is complaining about it. Nobody likes the new lighting system.
Screw balancing the meta or fixing the NPC AI, we need properly colored skyboxes *shakes fist*
Edit: I'm willing to bet we'll get space legs before they fix the tint.
Yeah, i know right? Especially the first one.Dude those screen shots look awesome, I have no idea what you're banging on about
Oh look, it's Mr. "i'm not good at social stuff so i don't need to explain my reasoning". And no, that's still not sarcasm. Keep trying.
As i've pointed out to you already, graphic artists aren't overly involved in fixing AI or the BGS. They do art. They do lighting. "Fixing" the skybox would be easy as implementing a toggle for it.
You can even try it yourself! Enter the galaxymap. Exit the galaxymap. Watch how the screen looks without the tint. Watch the screen getting tinted:
But hey, don't let facts get in the way of your lies.
Apparently it's fine though and doesn't need to be changed, according to people who want more atmosphere (in space, get it?). I think they like the expressionist color scheme.Can't really look at your screenshots without getting nauseated due to the diarrhea color scheme.
Yeah, sorry for springing at you like that. I just kind of doubt implementing a simple toggle would have a noticable drain on resources. It's not like AI and meta-issue are recent problems.Not sure what lies you're talking about tho, Graphics engines tweaks are not made by the art team, but by the engineering team. At most the art team provides direction to the engineering team.
This seems like an engineering bug related to how the scene lighting affects the skybox (it shouldn't affect it much tbh). All an artist could do to fix this is annoy the crap out of the programmers.
Apparently it's fine though and doesn't need to be changed, according to people who want more atmosphere (in space, get it?). I think they like the expressionist color scheme.
Yeah, sorry for springing at you like that. I just kind of doubt implementing a simple toggle would have a noticable drain on resources. It's not like AI and meta-issue are recent problems.
Apparently i'm not, because a surprising(?) number of people seem to share my opinion, and as far as i can tell for a good reason, seeing how broken the lighting system is right now.
Seeing how wearing colored glasses has the same effect you probably have a very low bar for what you consider "great". It might have been a good addition if it wasn't implemented so shoddily.
Oh, that isn't the case? Please correct me then - what part of the game am i allowed to critize then? Apparently not graphics.
I don't see the point as long we can't seperately define UI colors. I like me enemies red and my allies green.I was talking about the default orange UI color scheme, but thanks for playing - I only used it in my previous screenshots to exemplify.
Graphics look perfectly fine to me without the tint, and overall lighting system isn't impacted by removing per-star colors as far as i can tell (which is probably the whole point of having a system that applies colors on top of global lighting). Again, i see no reason why this shouldn't be possible to implement or be an undue drain on resources, seeing how the system bugged anyway and needs to be fixed (as demonstrated by above screenshots).I'm also fairly certain that technically speaking, the changes would be a lot more involved than "adding a toggle". Even if you turn off the post-processing bit, they still made significant changes to the overall lighting system which would probably look even worse without the post-processing. All this would require supervision and implementation by at least 2 people if not more (1 artist / 1 engineer combo). Seems like a perfectly applied couple of resources.
Can't really look at your screenshots without getting nauseated due to the diarrhea color scheme.
Not sure what lies you're talking about tho, Graphics engines tweaks are not made by the art team, but by the engineering team. At most the art team provides direction to the engineering team.
This seems like an engineering bug related to how the scene lighting affects the skybox (it shouldn't affect it much tbh). All an artist could do to fix this is annoy the crap out of the programmers.
I don't see the point as long we can't seperately define UI colors. I like me enemies red and my allies green.
Graphics look perfectly fine to me without the tint, and overall lighting system isn't impacted by removing per-star colors as far as i can tell (which is probably the whole point of having a system that applies colors on top of global lighting). Again, i see no reason why this shouldn't be possible to implement or be an undue drain on resources, seeing how the system bugged anyway and needs to be fixed (as demonstrated by above screenshots).
Usually I'd expect the programming team to provide tools for the art team to use, or as you say, at least work very closely together to establish the values. Also, it warrants repeating: these effects are being applied post rasterization as far as I can tell - so you either color everything including the skybox/HUD or you don't. It's not a bug, but a design decision.
Wouldn't that kind of defeat the point of post-processing though? The new effects go on top of what's already in the game. Look at the screenshots i posted. In addition we're not talking about rolling back all changes. Just the color grading. It would probably be enough to lock it at a default value. Again, as far as i can tell the impact of making these optional would be minimal.Not all the graphics changes were made in post-processing. Even if you disabled the new post-processing effects, you'd be dealing with a rendered image that was made to be post-processed.
Not all the graphics changes were made in post-processing. Even if you disabled the new post-processing effects, you'd be dealing with a rendered image that was made to be post-processed.
Not all the graphics changes were made in post-processing. Even if you disabled the new post-processing effects, you'd be dealing with a rendered image that was made to be post-processed.
Maybe, but not to the extent that it would drastically break the aesthetics as far as I can tell. To me, it feels more like an extra tool that they've added rather than something absolutely integral.
As I said, I'm pretty confident that the ability to reduce or disable the effect would have been added as part of the development process. It's difficult to know for sure, not being a fly on the wall.
Absolutely true. And most of em were a huge improvement.
But they have little relevance, if any, to a discussion specifically about the tinting of the skybox from the local star color do they? Because that effect is ALL misapplied postprocessing.
ETA: and "an image designed to be post-processed" is flipping the workflow on its head. You don't render an image with post in mind. That's just not how it's done. If the post-process results in you having to go bavk and tweak something further up the render pipeline for the post-processed image to look right then you've done your post-processing wrong. And can turn in your image-geeks union card at the door.