Starlight tints background skybox - Lighting issues

Yeah, I mixed up the two settings.

However, turning off the prototype light balance while leaving the tone maping seems to get rid of the filter without harming brightness. Still need to test these settings more on planets though.

Regardless, even if it goes back to the old lighting system entirely, acceptable results on planets should be possible by toning down the IBL.

Thanks for this. Would you mind giving a basic step guide on the IBL thing, cos as things stand I'm seriously thinking of throwing the switch and going back to old lighting. The new lighting is horrible in VR (sorry FD, just being frank and honest, but still love you :)).
 
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Thanks for this. Would you mind giving a basic step guide on the IBL thing, cos as things stand I'm seriously thinking of throwing the switch and going back to old lighting. The new lighting is horrible in VR (sorry FD, just being frank and honest, but still love you :)).

Basically, Image Based Lighting uses an irradiance map to illuminate areas indirectly. In the old lighting system the sky box illuminated the ground...which is good, but I think they over did the magnitude.

Hypothetically, there should be a balance between the IBL 'Power', 'Saturation', and 'Scale' settings that should appropriately subdue the irradiance without making the rest of the game look like butt.

I'm messing with settings as we speak.
 
Basically, Image Based Lighting uses an irradiance map to illuminate areas indirectly. In the old lighting system the sky box illuminated the ground...which is good, but I think they over did the magnitude.

Hypothetically, there should be a balance between the IBL 'Power', 'Saturation', and 'Scale' settings that should appropriately subdue the irradiance without making the rest of the game look like butt.

I'm messing with settings as we speak.

Sounds perfect if you mean that the current planet surfaces are so bright you need sun glasses :) I couldn't work out a way to dial it down through the config settings, but seems I should be looking elsewhere. Once you're done fiddling could you post back here. I'll buy the bacon sandwhich :)
 
Tried a few permutations of settings, including just setting the IBL to 'false'. Virtually no effect.

Either the IBL is depreciated, or I've been making incorrect assumptions about how recent versions have illuminated planets. I have some of my videos from the original Horizons beta and 2.0, which had a lighting system I still find ideal. Open areas under a starry sky were bright enough to drive by, but canyons and the like were essentially pitch black. This is what it should look like, not the brightly illuminated stuff of more recent versions, nor the inexplicable darkness of some areas we have in 3.3.

Edit: I know this is a long shot, but does anyone have an unedited GraphicsConfig.xml from the 2.0 version of the game?
 
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I'd love to see this issue killed. it's a bug. And if it's being kept in I'd love a toggle.

TL;DR the whole thread.

In my theory the color tinting is caused by the dynamic absorption and refraction film on the cockpit windows that let's a human pilot gaze at stars when only few LS away while enabling the view on the background with sufficient detail and contrast. These nano particles in that film cause a bending and refraction of local light soruces alongside the other light rays going through. ;D

However - as soon as the cockpit windows are broken the galaxy should look different, i give you that ;)
 
Anybody else think that the increased brightness in the new Lighting system makes the antialiasing look terrible, e.g. when approaching a station? This is on Ultra settings with SMAA.

I always thought the AA in ED has it's problems but with the darker settings of the old lighting systems somehow managed to hide it a bit better.
 
Anybody else think that the increased brightness in the new Lighting system makes the antialiasing look terrible, e.g. when approaching a station? This is on Ultra settings with SMAA.

I've noticed this too. I feel like this after image filter being applied is also reducing resolution somehow. At least it seems like it is, maybe some kind of blurring effect?
 
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TL;DR the whole thread.

In my theory the color tinting is caused by the dynamic absorption and refraction film on the cockpit windows that let's a human pilot gaze at stars when only few LS away while enabling the view on the background with sufficient detail and contrast. These nano particles in that film cause a bending and refraction of local light soruces alongside the other light rays going through. ;D

However - as soon as the cockpit windows are broken the galaxy should look different, i give you that ;)

And the external camera? ;)
 
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TL;DR the whole thread.

In my theory the color tinting is caused by the dynamic absorption and refraction film on the cockpit windows that let's a human pilot gaze at stars when only few LS away while enabling the view on the background with sufficient detail and contrast. These nano particles in that film cause a bending and refraction of local light soruces alongside the other light rays going through. ;D

However - as soon as the cockpit windows are broken the galaxy should look different, i give you that ;)

Weeell... Of course I could roleplay it all away, which makes me ignore some things in the game that just won't fit in, but not all of them, and certainly not this issue. That special space feeling that makes me play for hours while I don't even do much but enjoying space (and no, I am talking about the game, not about cookies) is a big part of what's special about Elite. And this tinting thing really pulls me out of it. Roleplaying override has a limit.
 
Main game directory -> GraphicsConfig.xml -> 'HDR_NodeReference' section -> 'ToneMapType' 'PrototypeLightingBalancesEnabled' = 0

This works somehow, but ...

It also removes nightvision !

o7

Edit: Wrong, my bad. I had an input hickup ...
 
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I finally saw what the fuss about this and I whole-heartedly agree with the OP, this thing is utter garbage, mud smeared milky way is just an abomination, how did they even managed to screw one of the most enjoyable aspect of the game (beautiful, realistic depiction of space)???
 
I take it the 'ToneMapType' line has to be removed or skipped, right? And with the next update I guess it will be overwritten again.

Leave 'ToneMapType' alone, unless you want a linear tone map, which is not the way the game is supposed to (or has ever deliberately) look.
 
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This just sealed it for me. Uninstalled. See y'all in a year - hopefully things will be better then. Can't say I've not had my money's worth, though, so no hard feelings.
 
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