I think every other orb on the other side will help with the pattern pearl look. Also make the orbs dimmer and smaller. The street light should light up the road not the sky because they have light covers over them. Thank you
Fixing this in a realistic fashion is certainly doable, even without existing map data that would directly translate to street light positions. Itâs just a matter of these poor devs at Asobo already stretched thin enough as it is trying to recreate the whole planet.
Masking out the lights using the nighttime satellite data is a great idea. I was thinking the Blackshark AI fix for this would be to actually compute the road density in a square area, the building density in that area, and then use that as a baseline for how rural or urban a location is. If itâs super dense, you could start laying strings of pearls on the roads, but as it tapers out to a mile by mile farm grid, maybe just one light at highway intersections.
This reminds me of the lightning. They realized they could add street lights based on the road data, and lightning based on some atmospheric variable, and then they just blew it up everywhere without taking a step back to see if it was actually a good idea. Maybe itâs because theyâve got a feature list a million miles long that theyâre trying to plow through with insufficient staff, so everything gets a minimal, rough shod treatment.
The lighting in the Halloween challenge is really jarring actually. I felt like I was in the lamp section at the hardware store.
Iâm flying in rural Indiana at night. Every Interstate, highway, and country road has street lights. Thatâs absolutely not the case. Even Interstates in rural areas ONLY have street lights at entrance/exit ramps. There are no streetlights at all on long stretches between ramps, and no lighting of any other road except when in a town.
Please fix this. It looks ridiculous and God-awful.
For the love of God, even if Asobo doesnât want to go through the trouble of trying to update lighting again can we at LEAST please just have an option in settings where we can use âlegacy lightingâ that was present before the patch to the lighting? Please?
Bump! I fly mostly in âruralâ areas (not too much around major airports) and it looks WILDLY unrealistic. The only lights on even the interstate highways outside cities should be vehicles and MAYBE exit ramps.
I think, in relation to street lights on rural roads (outside settlements), Asobo tried to make a mix effect between Street Lamps and vehicle lights:
- in rural arees, it is strange to see continously street lamps, exepct for highways in Belgium.
- on the other side, modelling moving cars for night light would be very frame intense / expensive, because you see more cars by light (at night), than visible by day. And in an moving airplane, farer vehicle lights are less in moving than foreground cars close and down your plane⊠so the trick is to show static lights, represneting cars, for far distances, where yourself wont see the very slow moving, as your eyes are more moving between instrument check and outside panning. I think this is a good compromise for frame/calculate saving effects and perceptionâŠ
my suggestion for Asobo would be:
- calculate aprox cars for each country ( List of countries by vehicles per capita - Wikipedia)
- take a worldwide raster of population density ( World Population Density Interactive Map (luminocity3d.org))
- blur this raster of density to 3x
- calculate a raster worldwide (e.g. 20kmx20km) and calculate the car density for each cell, based on population density and cars per country
- calculate the amount of cars on these roads, with a classification like:
- main roads and highways have 3x to normal roads
- roads inside of urban area have 2x to other roads
- at least 1 car for each cel 20kmx20km, if any road exists withinâŠ
- depending on blur density, the amount of cars increases
- depending on this, create the static vehicle lightsnumber randomly in distance each to another for these roads
The values above are mostly not optimal and some adjust in a trial and error manner are surely necessary
Just wanted to throw out the idea that perhaps light pollution data can be used to âpaintâ areas that should have no street lights on rural roads. I used
https://www.lightpollutionmap.info/
to find my current house in a Bortle class 2 area. Perhaps anything class 3 and lower could have street lamps disabled? Thatâd be roughly accurate to my experience in real life.
Wow! I just checked out that website and that would a fantastic way to easily map where there should be no street lights!
And as you said, it wouldnât be perfect. Unlit roads around urban areas would still be lit in the sim. But removing street lights from class 3 and lower would make most roads that shouldnât be lit, not lit!
It would be a vast improvement over the current situation!
Especially in very remote areas, Such as the Dalton highway in Alaska USA and the Dempster highway in Yukon Canada. Both of which are currently lit up like Christmas trees
I only saw this after my previous post, and itâs even better!
There are several great ways to implement more accurate street lighting in this thread, but this one is my favourite by far!
Especially because if Asobo/Microsoft already have the rights to use this data, there shouldnât be any additional expense to any aquire data(which Iâm sure will factor into their decision). It should be quite easy to implement too!