Blocky lights, how to fix or is it a bug/error?

I have these blocky shines around some lights, look at image below. It looks sort of pixelation with a blur. I have tried fiddling with graphical settings, but even when everything is maxed out, and even with supersampling 4x or with Nvidia DSR 4x going from native res 1920x1080 to a DSR of 3840x2160, those blocky lights are still there still there.

What cause this, is it a bug, or some setting I need to tweak? Or is this just the way it looks in ED?

Click the image to see the full picture.

 
I've noticed this before and I think it's just the way the glow... is. One would have thought any glow would be circular in appearance, but for sure reducing any power hungry graphical options don't seem to change anything with this glow. I'm running in my monitors native 2k 1440p resolution with everything on its highest setting (Ultra or High or which ever is the highest for each), changing any of these settings make little difference but... turning off the "Bloom" setting (is it?) does help but then as a consequence the enviroments don't look nearly half as good. Sorry I can't help further but one doesn't really notice these square rectangular glows in time.
 

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It looks like the 'square bloom' is caused by the light source being a diamond shape (when looked at from this angel). Only a point light or circular source would result in a circular glow.
 
I think those might be related to the Bloom Setting being enabled, but I'm not sure that alone causes those visible and clearly rectangular effects from the Ship's light sources.
Setting BLOOM off removed the glow effect around ship lights completely.
 
It looks like the 'square bloom' is caused by the light source being a diamond shape (when looked at from this angel). Only a point light or circular source would result in a circular glow.

You may be right actually, I'll have to take a bit more notice next time I'm playing, but mainly most lights are square in nature which is perhaps why we notice this glow.
 
Its low(medium in game) quality post processing effects for Bloom. It makes high contrast and light sources appear to have a glowing effect. Its probably locked to medium quality as a higher post processing quality would drastically reduce framerate.
 
Its low(medium in game) quality post processing effects for Bloom. It makes high contrast and light sources appear to have a glowing effect. Its probably locked to medium quality as a higher post processing quality would drastically reduce framerate.

Or maybe it's just a blurry sprite? I made such a sprite in two minutes in inkscape, and pasted it in to the picture. It almost looks like it. Using such a sprite would be really cost-effective, both production wise and performance wise. I am not saying it IS a sprite, but it could be...



H36PjjK.png
 
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Its low(medium in game) quality post processing effects for Bloom. It makes high contrast and light sources appear to have a glowing effect. Its probably locked to medium quality as a higher post processing quality would drastically reduce framerate.
If that is the case thats beyond stupid sins its a PC game you should be able to turn options on that would melt your machine
 
If that is the case thats beyond stupid sins its a PC game you should be able to turn options on that would melt your machine

Not necessarily stupid, but perhaps a bit sad if it is true. If ED will be available to both xbone and ps4 then instead of creating several different builds (one for pc and one for each of the two consoles) FD may go for the lowest denominator which is, of course, one of the two consoles. Creating just one build which caters to the worst performance machine is much much more cost effective. This has been done many times before, most recently by CD Red Project with their Witcher 3 whose PC Ultra graphics is a looong shot from their 2013 gameplay video. My 3 year old high end gaming rig runs Withcer 3 at a steady 50-60 fps with all settings to Ultra (except Nvidia hairworks which is turned off), but it's only possible because the game has had massive downgrades to graphics such that the worst performing machine could run it acceptable on medium/high setting. CDRP could have chosen to make also a separate build for PC, but for obvious reasons working on two builds instead of one is very costly.
 
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