Starlight tints background skybox - Lighting issues

John Sheridan

J
Has anyone actually stated that it is, though? Or do you keep spouting that just to bump this thread? Point is that the current lighting system is inconsistent and bugged in multiple ways, and those screenshot illustrate some of those issues.

I quit playing because of the lighting system due to the fact that It makes the game unplayable for me. There, someone has stated it :)
 
Last edited by a moderator:
So has it been confirmed or denied whether this is intended or not. If Frontier has not said anything on the matter, why not? I have seen three major posts on the matter. They obviously reply to some bugs and complaints, why not something like this?

I'm confident that it's a deliberate design decision, and they'd argue that the benefits of the filters outweigh the downsides. They have every right to develop the game according to their own vision (game development is a creative endeavour after all), but I’m hoping that the mixed reactions here will prompt them to provide more control to the user.
 
Last edited:
No. Nothing so far.


I also noticed something else today.

This is about 3000Ls out:


This is about 700Ls out:


Same system, Orange M class.
Further away from the star the Milky Way is actually dimmer and the closer I get, the more the whole background lights up. Oo
It should be exactly the other way around if at all a difference. I mean, if I am in an area with a lot of light pollution I don't see any stars in the night sky. In vacuum there is close to zero light pollution and nothing that overshines as long as the light source is in my back and nothing reflects the light, so there should be no difference at all actually.
But well, let's shrug that one fact away and only think about light and dark surroundings, any light source should be brighter if I am surrounded by darkness.

its not hard to figure out why this happens.

they use the main stars hue and brightness to control the colorizer post effect.
if you are further away from the star, the brightness will fade away, and as such the post effect will apply more "black"

same effect when you jump to a very dim star - the post effect will apply a dark color with the scene, resulting in those barely visible HUD screenshots earlier.
 
Only if it was refelcted or refracted. Obvious biologically damage of your eye aside due to the direct procimity to a star, there is nothing that would focus the light of said into other areas of your eye - that's what your lense does (usually, that is). For the light to "blend" or "spill over" you need something that reflects said light.

Edit: adding this separator cause you can't use QUOTE blocks properly.
---------------------------------------------


Different light sources emit a different raw amount of photons / second / meter^2. Even a 10000W floodlight emits way less photons/s/m2 than standing still next to a Sun-like star. Your eyes would probably melt inside their sockets if you tried to actually process the raw amount of photons the sun would be sending your way whilst inside the corona.

But let's say you had magical non-melty eyes, the amount of photons hitting your rods would overwhelm your eyesight as the iris wouldn't be able to close itself nearly enough to see anything (imagine staring at the sun without sunglasses, now multiply that by quite a few orders of magnitude). You would literally just see "white".[/QUOTE]
 
Fully agree with Valorians starting post and have to add an important note:
The whole shadow drawing is wrong and disturbs the game feeling. I can live with the wrong acceleration model in space (permanent power force for flying in vacuum is silly - but it's a game), but the shadows are really disturbing, because total WRONG (in vacuum you just can see the no-light/light border, no “grayscale”)!
Have read some postings about lighting and shadowing, but could not find the basic answer, WHY the shadowing was done in such a wrong way…
 
It's a new year, I am looking forward to heading out into the black with Distant Worlds 2, hoping that there will be a patch that will make this journey more enjoyable for me by adressing the evil tinting issue. That would be SO lovely.
 
Looking at those direct comparisons makes it look really bad. I mean damn shaders ruining everything. I hope to see more real scales of star animation and textures, not this 10m wide bubbling ball that does not resemble anything close to a star.
 
To my own regret, I see a wall too. A HUD is a pain.


I feel like a donkey twisting a collar in front of which is tied a carrot on a stick, especially in neutron star systems - the milky way seems immersed in the deep and blue ... sea.
but since FDev does not respond to such topics, apparently, expect changes this season is meaningless


Realism versus tropical colors.... let me think.... everyone loves tropical birds and fish, they look so beautiful on the screens. Anyone can buy it. That's a powerful word..marketing!


If you see a wall in deep space right in front of your nose, you have to pretend it doesn't exist as much as it used to. You can do this) ironically
 
To my own regret, I see a wall too. A HUD is a pain.


I feel like a donkey twisting a collar in front of which is tied a carrot on a stick, especially in neutron star systems - the milky way seems immersed in the deep and blue ... sea.
but since FDev does not respond to such topics, apparently, expect changes this season is meaningless


Realism versus tropical colors.... let me think.... everyone loves tropical birds and fish, they look so beautiful on the screens. Anyone can buy it. That's a powerful word..marketing!


If you see a wall in deep space right in front of your nose, you have to pretend it doesn't exist as much as it used to. You can do this) ironically

If it's just a shader doing it, we might be able to fight it. I already updated dust fix mod to have ultra immersion mode, I guess this can be added to it too.
 
Last edited:
I'm dropping back into this thread having experienced the new lighting system for many hours now, and while I still agree with the OP about the background tint, there are other aspects of the new lighting that I find very appealing. In other words, if I ever suggested completely removing the new system and going back to the old, I recant.
 
I'm dropping back into this thread having experienced the new lighting system for many hours now, and while I still agree with the OP about the background tint, there are other aspects of the new lighting that I find very appealing. In other words, if I ever suggested completely removing the new system and going back to the old, I recant.

IIRC you never did.
 
I'm dropping back into this thread having experienced the new lighting system for many hours now, and while I still agree with the OP about the background tint, there are other aspects of the new lighting that I find very appealing. In other words, if I ever suggested completely removing the new system and going back to the old, I recant.

Yeah, it's really just the tinting of the background by the local star which I totally despise.
I'm a bit torn when it comes to the lighting changes in general. While I find it too colourful and overly enthusiastic with lighting up the scene, I really like it in some places.
 
As far as i can tell nobody ever suggested that the system be completely rolled back or removed - only that making user-configurable, toning down the full screen tinting and/or being able to disable it completely would be a good idea.
 
Yeah, it's really just the tinting of the background by the local star which I totally despise.
I'm a bit torn when it comes to the lighting changes in general. While I find it too colourful and overly enthusiastic with lighting up the scene, I really like it in some places.
I agree - I'd be happy to leave the majority of tinting in place, if they could just remove the tinting of the galaxy background.

If they restored the galaxy backdrop's ability to act as a light source (albeit with much lower intensity than was implemented previously), it would solve 2 problems:

1. As a light source, it should be unaffected by local light tinting.
2. As a light source, it should provide an ambient glow to the dark side of planet surfaces, increasing with intensity the closer you get to the core.
 
>Yeah, it's really just the tinting of the background by the local star which I totally despise.

This. Also the fade in/out with bright objects isn't working well for me, compared to other HDR/gradient tone-mapping style effects I have seen this done a lot better. I can't find a gamma setting which doesn't either wash out backgrounds or leaves me looking at dark stars :(
 
>Yeah, it's really just the tinting of the background by the local star which I totally despise.

This. Also the fade in/out with bright objects isn't working well for me, compared to other HDR/gradient tone-mapping style effects I have seen this done a lot better. I can't find a gamma setting which doesn't either wash out backgrounds or leaves me looking at dark stars :(

I think I see what you did there. Arrest that man I say and feed him LSD!
 
As far as i can tell nobody ever suggested that the system be completely rolled back or removed - only that making user-configurable, toning down the full screen tinting and/or being able to disable it completely would be a good idea.

Just for the record...I suggested it. I'ld be happier with the old lighting system. The new one looks like unicorn poo smeared all over everything...
 
Just for the record...I suggested it. I'ld be happier with the old lighting system. The new one looks like unicorn poo smeared all over everything...

You mean... like this:
46536857972_50dba7d0ba_o.png

Cotton candy Wonderland... Where you expect CMDR Willy Wonka to appear anytime to shoot you with his chocolate sugar guns modded for extra sweetness.
That's actually also where it crosses a line for me and my eyelid starts to twitch.
I mean, yeah, looks... shiny and all.. but this isn't No Man's Sky!
 
Back
Top Bottom