In the current simulator, cockpit lighting and reflections—especially on windshields—are calculated using simplified shader effects that often produce unrealistic visuals. Surfaces such as interior walls, upholstery, dashboard, and flooring lack accurate light interaction. Light appears to behave unnaturally, sometimes reflecting through solid geometry, or causing glass to look like an empty, translucent void with fake dirt overlays rather than a physical material.
I propose implementing true ray tracing (RT) techniques throughout the cockpit—not only on canopy glass, but across all interior surfaces. This would include both reflection and refraction for transparent materials, and physically-based lighting interactions for opaque ones. Glass would behave like real glass, with defined optical properties and proper light scattering.
With modern RT technology becoming widely available / for several generations / now on many various GPU families, users should have the option to enable advanced cockpit rendering—even at the cost of some performance. The payoff would be dramatically improved immersion and realism!
Feature Suggestions:
- Add a graphics setting toggle for “True RT Cockpit Lighting”
- Apply ray-traced reflections to dashboards, walls, carpeting, seats, and all internal materials
- Simulate refractive properties for transparent surfaces (glass, gauges)
- Ensure physical occlusion and accurate light bouncing (no reflections through solid fuselage)
- Optional slider for RT intensity and quality
Why It Matters:
- Unprecedented immersion for users, especially in VR
- Physically plausible light behavior, removing visual inconsistencies
- Elevates the cockpit from flat shader-based visuals to a tactile, realistic space
- Glass feels like real material, not a translucent placeholder