That’s exactly what many was wondering when those gorgeous & sharp lights went from being visible for long distances like in that video, to be reduced to a fraction of the distance and be replaced with he sepia mask after very short distances as just a kilometre or two.
Screenshots from the much cherished early alpha build (before that big change that removed the lamp visibility and replaced it with Sepia mask) showed quite a few rural roads being lit, and with tons of lamps visible at the same time, they were bound to look uniform in places. same as now since they haven’t implemented a solution for that yet.
Not knowing what the devs thoughts were, one can only guess/assume they might’ve listened to all the voices (same as now) saying everything is so bright and rural roads should have no lamps, with no suggestions on how it could be done, and lacking examples of how it actually works/looks like IRL flying at night at various altitudes & scenes.
Those voices surely got their wishes fulfilled when the lamp distance got cut down to almost nothing compared to IRL. And that effectively hid all those rural roads, the somewhat uniform appearance and so on.
The version after this big change (sepia/short lamps)got more and more polished up until release version, looking natural and balanced up close & down low. And this is great for all those just playing around at low level.
But everything just a bit higher just looked nasty to those knowing what it actually looks like flying at night.
I really hope for the sake of all types of users they will implement two choices of night tech, legacy for everybody who got used to the sepia version, and modern for those wanting a more realistic approach like we had early alpha.
That way the realism development wouldn’t be held back/downgraded by those only caring about eye candy down low, avoiding another big change like what happened to the early alpha, once again.