No bright lights. So the lighting isn’t embedded in this object at least, meaning the light sources are somewhere else in the world, and if had to guess since its almost always a POI of some kind, and its someone’s attempt to make these things visible, except they did a terrible job of that.
Let’s see if we can find some more examples.
Himeji castle is an interesting one. It doesn’t appear anywhere near as bright as the image in the post above:
Has there been some general lighting fix for some sceneries since SU2/SU3 that may have corrected some of these. They should work on the light spill or glow from point light sources next, as it could look a lot better if they were dots rather than smudges.
Another example of one that has been perhaps mostly toned down.
If these haven’t been fixed, do some users have some additional post processing that is causing the this? The Capitol building above does have a uniform light source, but not the excessive glow as in the linked thread.
The fort to the west does still have a very strong orange glow to it though.
But what you will observe is that that light sources have been added to these objects after they are placed. It is not part of the model. Here I have dropped another copy of the hotel right in front of it, and it has next to no lights sources that are part of it.
This is either a manual process of adding these light sources, and they added either the wrong type or the wrong brightness, or an automated process gone rogue.
I then went back to LOWS, and found something else interesting. The lighting looks so much better when you set the weather to either rain or snow.
These last two images look really good, and are on par with what I have seen at this location in X-Plane 12, except there you don’t need rain or snow to do it.
I’m wondering if there is some weird atmospheric effect going on when there shouldn’t be that is causing this excessive glow in some scenarios.
This can be confirmed by disabling any given POIs that are part of World/City Updates found in My Library. Visit them at night when they’re disabled and you’ll see this lighting issue is resolved. The downside, of course, is that the POI is no longer a detailed handcrafted model, which then shifts the eyesore from nighttime to daytime flying.
The curious thing is the POI itself doesn’t seem to have those lights attached. Someone has taken the physical model, added a bunch of lights to it, and packaged that up as the POI we can add or remove.
As an aside, after some spending some time bouncing around, and playing around with cloud densities to see how it affects these added lights, when I went back to the map screen this is what I saw.
This circle of cloud now follows me around the map.
Interesting. It’s also worth calling out that all the POI packages within World/City Updates pre-2024 all have the 2020 tag on them even though the rest of the Update (the handcrafted airports, TIN, etc) do not.
FYI - when using the SDK scenery editor object list via the developer mode, you will find a lot of light emitting objects called “B_white”, “B_gold” etc.
They seem to be the source of excessive lights hovering over the POIs around the globe.
I haven’t found a way to pinpoint these objects somewhere or deactivate them for the time being. Maybe someone could help to come to a workaround until MS/Asobo have fixed the problem?
Yes, and they don’t have a physical presence, just a light emitter, so ones like the gold one are perfect for simulating a fire object that doesn’t emit light itself. I believe the ones they are actually using are under the FX section, rather than Scenery. I use them once for a jungle fire scenery.