Night lighting issues still present - The community solutions

But, if I’m using live weather, that’s not an option.

That recommendation is to basically make it foggy at all altitudes so that I don’t see space radiating light on the horizon.

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Fair enough, just trying to help :slight_smile:

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For sure, I think this is something that should be addressed by the devs.

This game does pitch-black flight very well, though. It’s a shame that you need to be in a cloud or fog to be able to absorb it.

@FidgetyWindow65 is just realised they also changed the lighting of buildings to the worse, very toned down so from a distance you have no idea of buildings even being there, AND they changed it so especially skayscrapers get this uniformly lighting pattern that repeats it self over and over.


Some ppl man.

@AlexE75 has posted a series of screenshots exhibiting the latest WU3 outline/edge bug around objects lying in front of clouds and I find there is some very interesting visual info about the night lighting issues we’re discussing here*.

Some comments:

  • It seems to me the halo around light bulb is displaying better than the last time I visited this topic.

  • Light intensity attenuation with ambient lighting is really credible, but I believe lights are still too large at night. This is even more disturbing in VR than in 3D.

  • Light size still doesn’t decrease with distance and it is making them a nuisance in VR where the most distant ones are creating a soup of light.

I believe if there would be only 1 thing to change first is light size with distance. And this is where these screenshots are really interesting to me because the reflection distortion along the longitudinal axis of the aircraft is showing exactly what would the green lights look like if their size would decrease by distance, vs the white lights on the edges which are not.

I don’t know for you but to me, the varying green light size is much more realistic (and they’ll solve the light soup problem).

*I’m reproducing some of the screenshots here in order to make it easier to follow through but the original link to the topic is found below and worth looking out: you can cycle an entire day time span and see how this affects runway lighting rendering.

Glowing Aircraft - Ugly bright outline on airplanes against clouds - #46 by AlexE75


Yeah… Funny thing is after WU3, fired up MSFS again and found out the light bulb size has decreased… So I thought “Wow finally they’ve listened to us and reduced the bulb size!!”. Then I switched to daytime to check out the clouds etc and went “Wait a minute… how come the detail’s low??”.

Turns out for whatever reason, WU3 reset my graphic settings to low, and turned off antialiasing lol… I restored my usual graphic settings, turned AA back on to TAA, then switched back to night flying to check out the lights… Found out right away nothing really changed. What a bummer


PSA: Blurry lights on ultra-wide/4k resolutions - #36 by Jummivana

This is a good starting point in my opinion!

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It’s weird that people there seems to see sharper / better night lighting on 1920 monitor, while I use 1920 and my light bulbs are squarish…

If we can get the approach lighting to be realistic and the taxiways at airports correct, then we are talking a true flight sim.

I recently upgraded to a 4K monitor from a 1440p.
The lights look blurrier than ever, one would expect more crisp details. :frowning:

I don’t get why people see burries.

I have an QHD Monitor at 2560X1440 and all my lighting is crips.
i9 9900K
Gigabyte video card GTX 1070 8GB Vram
32GB Corsair 3200Mhz

Because you didn’t follow the link I’ve posted a few posts above, which further links to:
Blurry lights on ultra-wide/4k resolutions - #33 by vrouleau

I am currently using the following as a crutch until night lighting gets significantly improved.
My resolution (native): 1920 x 1080
Set render scaling to 150
Set AA to FXAA
Both land/terrain and objects LOD set to max (200)
Buildings set to Ultra
Other settings either ultra, or high.
Lens correction OFF
Light blur OFF

I get smaller light orbs as a result, which is nicer than the bloated orbs that I got when using TAA.
Super sampling helps to some extent with smoothing up the jagged edges since I’ve lowered the AA.
I got FPS hit for sure, but at least my night lighting looks better now for the time being.

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1920 x 1080 monitor, GTX-1080ti graphics card, I-9 CPU - 32 gb ram, M.2 hard drives - most settings on High or Ultra, no light or scenery mods enabled - But these lights are just FUZZY and OVERSIZED. Why?
Can someone please make a patch to reduce the size of night lighting by 50%? It must look better if smaller… this is silly - see pic.

Yes, someone can and I believe it is Asobo.

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Haha! Good answer! What does seem strange is that I’ve seen on the board here that not everyone has this issue… I’ve seen pictures posted here where the night lighting looks quite good and normal sized, with sharp clear detail…surely a video bug?

It might help if you find these screenshots and post the links because there are a few in this topic.

I didn’t bother with night lighting since weeks and I’ve been quite silent about this in this topic for quite some time. But a few days ago I was playing with the settings and while I adjusted the time of day, I can to realize it is still not solved, but they did a few changes nonetheless (not for the better in my opinion).

Nevertheless, my tests in doing so (and the series of screenshots I’ve re-posted here a few posts above, with the reflection on the tail of the C172) are really showing they are basing their light build rendering on the following technique:

  • a core opaque bulb with a halo
  • some lights are rendering smaller than others (the core is smaller)
  • the brighter the ambient light, the smaller the halo (simple pixel shader blending of pixels, not much logic there, just a pure visual processing)

It is clear to me this technique only advantage is there is no extra computation: you project the light coordinates in the 2D plane, and you pixel shade a core with a halo.

In my opinion this is still wrong for all the wrong reasons already documented in this topic: they don’t change size with distance thus the farther the light, the higher the perceived intensity but also, and especially in VR, the farther the light the fuzzier it is.

I’m still convinced the best technique would better be:

  • a core opaque bulb with a halo.
  • the closer the light, the bigger the halo (brighter and fuzzy - glint effect)
  • the farther the light, the smaller the halo (dimmer and sharp - in the distance effect)
  • ambient lighting could still affect halo size if up close (appears less bright and sharper/smaller)
  • ambient lighting might not need to affect intensity if distant, otherwise just dim the intensity of the light pixels.

Compared to the actual technique I don’t believe it is much work on the pixel shader nor much change:

  • modulate blending of the halo by both depth and ambient light to make the halo disappear by distance and/or ambient light,
  • modulate intensity by ambient light alone.

NB: with carefully chosen light bulb core texture opaque values, and halo alpha values, you might be able to do both of the above in 1 single mul per pixel in my opinion.


Wow, you know your stuff… it’s above my head . Surely it could not be too much work to (as a start) just make the light sources smaller… or create a tool in the Sim with some sliders to adjust size, sharpness and halo for example.

It seems such a long way off.

In the meantime, try unchecking “lens correction” if you haven’t done so… This will make the night lights less fuzzy.

And try using anti-aliasing method other than TAA (choose no AA, FXAA, or DLAA). I found TAA bloated night lights on my system.

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