Starlight tints background skybox - Lighting issues

I don't know if anybody in this thread is interested in getting back on topic, but I'm jumping back in just long enough to mention that something is

REALLY SCREWED UP

with this lighting system. Go find a system with just a neutron star (I can't remember if the NS in the bubble has other stars in the system), and look both at the galaxy and your own ship from the external camera when you first jump in. It's a cold, very noticeable blue light (which oddly turns the galaxy green). Now fly a few thousand LS away from that NS. Not only will the skybox look like pre-3.3, but your ship will look like it's being illuminated by a white light source instead of a blue light source. In other words, I'm beginning to question if Frontier is even using colored light sources, or if they are just filtering the final image via post-processing. If the NS was truly emitting blue light, then my ship would reflect that blue light regardless of distance from the star. The light would grow dimmer, but it would not shift to white of similar intensity, unless Frontier is trying to simulate some weird optical nerve phenomena that I'm unfamiliar with...

Can't afford a blue bulb, just put on the blue-lens sunglasses instead!

Yes, that’s exactly what’s going on Old Duck – and this is why it indiscriminately tints the entire screen (including HUD) and why people see the effect fade in when they exit the galaxy map etc. Attempts to explain or justify it in any other way are merely a distraction. I develop GLSL based software, so I know a post-processing shader when I see one. :)

http://alaingalvan.tumblr.com/post/79864187609/glsl-color-correction-shaders

https://forums.frontier.co.uk/showt...hting-issues?p=7263883&viewfull=1#post7263883

They’ve undoubtedly made other tweaks to the lighting system (volumetric effects etc), but the source of the controversy is the post-rasterization colour grading filter (applied after the scene is rendered as an image).

As such, it’s not a bug per se, but a deliberate design decision. Unfortunately, there’s no fix that I can see beyond reducing the filter or disabling it altogether. Since some people love it, the only fair option is to provide a toggle or a % setting for users to tweak to taste.



 
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Subjectively bad for you given your personal aesthetic preferences. I like it gives different systems a different feel.

A toggle in options would make sense if enough people are bothered.

Yep, that seems like a perfectly sane and fair approach. It's difficult to gauge the consensus, or what % of the player base dislike the filters, but there seems to be enough dissenting voices to justify it.
 
As such, it’s not a bug per se, but a deliberate design decision. Unfortunately, there’s no fix that I can see beyond reducing the filter or disabling it altogether. Since some people love it, the only fair option is to provide a toggle or a % setting for users to tweak to taste.

I’m betting it was less of a design decision and more of a design limitation. Probably for performance reasons, as applying the filter “properly” by selective layering of the output render costs cycles to accomplish, whereas simply throwing a filter over the single final output image is much cheaper to do cycle wise. Same reason why we didn’t get multiple light sources for 3.3, it’s not that they can’t do it, it’s that they can’t do it within acceptable performance metrics. It’s also why ship lights can’t be brighter.

Will we ever see either multiple light sources or a more realistic color gradient implemented? That likely depends on future optimizations freeing up computing overhead, or on a more long term road hardware advances. So probably no time soon, if ever. Space Engine can do it because it’s not a game but a focused simulation of space, it doesn’t have AI or player routines or background sim or spaceships to juggle with it’s processing power, so it can get away with a more robust and thorough lighting engine than Elite can pull off.

That make me sad though, because I’d rather see the better lighting engine in Elite. :(
 
Yep, that seems like a perfectly sane and fair approach. It's difficult to gauge the consensus, or what % of the player base dislike the filters, but there seems to be enough dissenting voices to justify it.

However, this only works if nothing else were changed. This is an assumption based on ignorance. If other things WERE changed AS WELL AS the final colour grading pass, then switching off the colour grading pass will STILL change the look of the game.

It's impossible to gauge what FD did. Yet people still insist absolutely that they do know.

IF they give a switch to turn off the final colour grading pass and nothing else, will anyone agree to never complain about the graphics after that change, at the very least until the next graphics update?

Remember, too, if they do future tweaks, they would have to test every scenario twice: once for "with colour grading" and once for "No colour grading pass".

So simple change. But burning down your house is a simple change. Being homeless is its own challenge...
 
and this is why it indiscriminately tints the entire screen

The monitor also indiscriminately tins the entire screen. So does your hobbit hole's lamp. Do you colour grade your monitor properly so that you can get a consistent colour match? No? That indiscriminately tints the entire screen.

Moreover, as said time and time again to you, the screen tint is entirely realistic. White balance is a thing, no matter how many links to shader language tutorials you post. And that causes entire screen tint. Try it. Set the white balance to the wrong setting. Take a picture. See the tint. INDISRIMINATELY.

Because the light does tint everything with its colour. Indiscriminately. Makng this realistic.

Moreover, it isnt indiscriminate. Go to a Gtype system with only one star and no nebulae. No tint.

There's discrimination. Not indiscriminate.
 
I’m betting it was less of a design decision and more of a design limitation. Probably for performance reasons, as applying the filter “properly” by selective layering of the output render costs cycles to accomplish, whereas simply throwing a filter over the single final output image is much cheaper to do cycle wise. Same reason why we didn’t get multiple light sources for 3.3, it’s not that they can’t do it, it’s that they can’t do it within acceptable performance metrics. It’s also why ship lights can’t be brighter.

Will we ever see either multiple light sources or a more realistic color gradient implemented? That likely depends on future optimizations freeing up computing overhead, or on a more long term road hardware advances. So probably no time soon, if ever. Space Engine can do it because it’s not a game but a focused simulation of space, it doesn’t have AI or player routines or background sim or spaceships to juggle with it’s processing power, so it can get away with a more robust and thorough lighting engine than Elite can pull off.

That make me sad though, because I’d rather see the better lighting engine in Elite. :(

Yes, you're 100% correct Mengy - efficiency is the main benefit of these shaders, and you can do some fairly dynamic and sophisticated things with them. I understand their thinking - it's a cheap way of adding variety and ambience, but misguided in my personal view, given the nature of the game and the fact that the UI elements are rendered as part of the scene.
 
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and the fact that the UI elements are rendered as part of the scene.

See, that's a point. Even though I have full colour vision, and even if I were not liable to have the rendered HUD hidden by the view outside the cockpit, solely for the colour blind, SOME colour options for the HUD elements would be easier to place up and make optional for the users.

Think on tis, though. Star citizen ALSO tries to make "headcanon realistic" UIs too. They too are not coloured, not for the colourblind, anyway, no real world fighter HUD does: they don't hire colourblind pilots.

So a consequence of wanting "realistic looking UI elements" is being told what colour those UI elements are going to be. At least looks like it.
 
The monitor also indiscriminately tins the entire screen. So does your hobbit hole's lamp. Do you colour grade your monitor properly so that you can get a consistent colour match? No? That indiscriminately tints the entire screen.

Moreover, as said time and time again to you, the screen tint is entirely realistic. White balance is a thing, no matter how many links to shader language tutorials you post. And that causes entire screen tint. Try it. Set the white balance to the wrong setting. Take a picture. See the tint. INDISRIMINATELY.

Because the light does tint everything with its colour. Indiscriminately. Makng this realistic.

Moreover, it isnt indiscriminate. Go to a Gtype system with only one star and no nebulae. No tint.

There's discrimination. Not indiscriminate.

The filters are variable and dynamic (reducing as you move away from the star, changing between systems etc), but it can’t distinguish between HUD, skybox and so on. That’s what I mean by indiscriminate. This is because it's being applied at a later stage of the rendering pipeline, after the 3D scene has been rendered as a flat image. All it has is pixel data and the variables that you feed it from the game (distance from star etc). It only acts on pixel data, like any other image processing app.
 
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Yes, you're 100% correct Mengy - efficiency is the main benefit of these shaders, and you can do some fairly dynamic and sophisticated things with them. I understand their thinking - it's a cheap way of adding variety and ambience, but misguided in my personal view, given the nature of the game and the fact that the UI elements are rendered as part of the scene.

Agreed 100%.
 
The filters are variable and dynamic

So not indiscriminate. No more than ANY OTHER REAL LIFE LIGHT SOURCE IS. Get further away from the orange light from the street into the warm white light of your house light and the tint changes.

Colour perception is inherently weaker than monochromatic. A trichromat can only accept one third of the photons that a monochromat can. So when the light tinting the scene is fainter, the monochromatic rods see the signal beter than the colour cones do. So the picture looks less coloured.

Look at the green green grass of home at night. Even under a fairly bright moon, the grass ain't green. All that happened was the light from the sun got a lot weaker. Same as if you went further away from it.
 
Look at the green green grass of home at night. Even under a fairly bright moon, the grass ain't green. All that happened was the light from the sun got a lot weaker. Same as if you went further away from it.

The grass is still green, it's just not illuminated as brightly. That's lower intensity light, not light coloring, which is what this discussion is about.

Elite does this well, just look at a gas giant orbiting an M star 10,000ls out. It will be very dark compared to what it looks like in the system map.
 
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Yep, that seems like a perfectly sane and fair approach. It's difficult to gauge the consensus, or what % of the player base dislike the filters, but there seems to be enough dissenting voices to justify it.

They could poll players via game registration e-mails like they did with ship transfers. Weeds out the fakes and gives a very accurate picture.
 
They could poll players via game registration e-mails like they did with ship transfers. Weeds out the fakes and gives a very accurate picture.

To what end?

If 5% of players find the new lighting unacceptable, is that sufficiet grounds for a patch?

I mean 5% isn't a lot but it is an estimated 5,000-odd players who aren't happy with the game they've paid for.
 
rhiz said:
The filters are variable and dynamic

So not indiscriminate. No more than ANY OTHER REAL LIFE LIGHT SOURCE IS. Get further away from the orange light from the street into the warm white light of your house light and the tint changes.

Colour perception is inherently weaker than monochromatic. A trichromat can only accept one third of the photons that a monochromat can. So when the light tinting the scene is fainter, the monochromatic rods see the signal beter than the colour cones do. So the picture looks less coloured.

Look at the green green grass of home at night. Even under a fairly bright moon, the grass ain't green. All that happened was the light from the sun got a lot weaker. Same as if you went further away from it.

The actual point of my post resides behind the comma:

rhiz said:
but it can’t distinguish between HUD, skybox and so on.

I'm sorry Sterling MH, but I can't help you any more than I have.
 
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To what end?

If 5% of players find the new lighting unacceptable, is that sufficiet grounds for a patch?

I mean 5% isn't a lot but it is an estimated 5,000-odd players who aren't happy with the game they've paid for.

I don't think 5% is enough really, and I doubt 5% is accurate anyway probably a lot lower.

The whole idea behind a poll (and a possible toggle not a patch) would be to work from decent information.
 
I'm sorry Sterling MH, but I can't help you any more than I have.

Well you've only helped me counter your claims. Your assertions keep pretending "my point is ACTUALLY this...." when this is just a fake. The "actual point" perenially changes and only ever exists in that one claim what your "actual point" is.

The real point is that you used "indiscriminate" as an attempt to poison the well. There is no lighting system that does not for the whole field of view change the white balance. Not a single real world case. Yet you demand to use it because it SOUNDS like it's bad.

There's nothing to say that not applying the final correction will make anyone happy nor bring back the previous colour.

Nothing you say changes that. And that remains no matter how much you try to scream "EXTREME!!!!" or "INDISCRIMONATE!!!".

It is neither. You just don't like it so you use words that paint it in a bad light. Don't like it all you like. Make up whaa your "actual point" is as much as you wish. the colour grading is not as you paint it a hack job ruination. And removing it does not guarantee the old look.
 
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