Thanks corrected to QHD
Well there you go… Turns out not only this thread.
If issues not fixed but engagement dried up, could be a variety of reasons… But for devs, this should be a wake up call that the community might start to disengage from your product.
Take our issue for example… 648 voted at the time I write this, underlying the importance the community feel for this issue to be fixed… But the status is “backlog”! We don’t even know when we can expect the next improvement(s) to night lighting, and what sort of improvement will it be!
In the meantime, me personally my engagement to MSFS decreases (as might the others here also, and in other threads) due to discouragement, boredom, less hopeful, couldn’t be bothered etc. Plus something extremely powerful stole my attention away… DCS Apache! (also their marvellous clouds).
have asobo/msfs ever talked about the night lighting being too bright? i flew in to a desert at night yesterday and it was glowing yellow.
the entire world is too lit up at night and you can see the glow of cities for 100s of miles out on a clear day. they need to reduce the glow and fix the individual lighting better.
any idea if this is being looked at?
Until they put some sort of Gamma slider in here, my fix is to use the Nvidia control panel to adjust gamma, you can adjust with the sim open by alt=tabbing. Set a test at night, adjust until it seems right, and when your done flying just turn it back to system settings or whatever in the Nvidia control panel.
Or any other monitor/TV/system tool you have to adjust the gamma. It’s a terrible oversight, any game that involves dark areas / night play should have an in game adjustment to adjust your gamma settings. That’s just basic common sense.
Can we manually make the night lighting more realistic using developer mode? Or could anyone produce a mod for nighttime lighting?
Amazing
Would you be able to do an intire country?
This topic is getting really old now since we started it back in October …Unfortunately we haven’t seen any groundbreaking results after two major updates. We started very actively and had our hopes high that once we presented our major concerns over night lighting issues we would start seeing results over time but it got stuck and went into their backlog.
It is known that they have greater issues to deal with now and night lighting is an area which needs to be addressed as a whole…
I am still keeping my hopes high but sometimes I am afraid that at some point we will get used to the fact that this is what we’re gonna have from now on and all these great ideas that we introduced in this topic will just be archived…
I hope that I will be proved wrong.
Just my thoughts over time…
Even though with the current issues (post 1.14.5.0 upgrade performance degradation and LOD loss) this issue seems less urgent, I think we should still keep pressing for a fix as the night lighting is still a long way from where it should be.
I would love to be proven wrong, but honestly I wouldn’t hold my breath to wait for a notable improvement(s) in night lighting to be honest.
But no way we’ll “get used” to this… As we can see, we continuously get users who finally try night flying and they go “what the hell is this??” then off they go to our thread or the “night light blurry” thread.
Night lighting IMO is one of the biggest handicap in MSFS. There are mods to edit trees draw distance etc, but up 'till now, seems that no mod maker can tinker around the night light bulbs so we can’t even have a temporary band-aid solution to this issue.
What also annoys me is that even though we know what night lighting looks like in the current version, they are still showing the jaw dropping pre-release night lighting in the MSFS website (media tab)!
Looks like we are expecting a “long range quality fix” in SU-6…
Not sure what “long range quality” mean.
Visuals at a distance?
Sorry should’ve made it a bit clearer… I mean by “long range fix”, do they want to address / remove the sepia (the one that takes over night bulbs once scenery is far enough)? Or they want to address the oversized / too bright / blurry light bulbs (at far away distance)?
Or will they address all of them? I mean the light bulbs issue affects not only long range, but also medium range, and arguably short range… But then again, what is “short, medium, far” range according to them? night lights 2 miles away considered short, medium or long range by devs?
Night light bulbs are just one of the issue. Building lights from house windows etc also form variety and liveliness or night lights. At the moment, buildings about 1 mile away (CMIIW) already goes down to the lesser LOD and no window lights emanating from it, making everything dark and only street light visible.
Go a bit further away and the tree draw distance stops! So there is no vegetations that can block some lamps.
Really hope Asobo can give us more details about their upcoming night lighting plan in SU-6.
I hope they address the blurry runway lights that are experienced on ultra wide screens when on the approach…
@tiberius62 I wanted to try out but I haven’t downloaded base scenery in this region of the world. Nevertheless, here is the same spot in XP11:
I really hope night lighting gets more attention.
they have nailed the daytime visuals of the sim but the night lighting is severely lacking.
I have seen some great suggestions here and hope to see them implemented in the next update.
I’ve noticed one more thing that in my opinion will greatly enhance the night light realism in MSFS (I hope devs take notice on this - if they haven’t thought about this of course…)
Since I test night flight primarily in Melbourne, Aust, which is a “grid city” similar to Chicago i suppose… The main sticking point that makes city night lights look weird, TRON-like grid unrealistic, is the “string of pearls” effect of distant light bulb for roads that are perpendicular to my point of view.
Now this is different from the rural area roads “string of pearls” issue that has been partially addressed by randomising the lights… These are actual city roads that definitely have street lights IRL.
However IRL, depending on the vertical angle of view between the observer and said street lights, the lights that goes more perpendicular (left to right) viewed from the observer’s point of view, should be randomised more, the further the HORIZONTAL distance from observer to the said road.
For example… you are flying 2k feet in large suburban/city area… and you are approaching “Smith Street” relatively perpendicular at night… From your point of view, the light orbs illuminating Smith Street should be more randomised the further you are from Smith Street. This is because IRL, it is reasonable to expect there would be trees, buildings etc blocking the street lights from Smith Street from reaching the observer (you).
The closer you are to Smith Street, the lights will have to be less randomised, until the point where you are almost flying on top of the street, and you can look further down and see almost all the street lights.
If Asobo can implement this, I believe night lighting in the city will be improved even more…
See the example in the link of the city of Chicago… the “continuous string of street lights” visible are primarily seen in roads that goes closer to further, from the observer… lights from street that goes from left-right are randomised the further they are from the observer.
Also check out the below picture link to see what happens if the street lights are viewed in such an angle that they are all about 45 degree angle to the observer… The further they are, the more “randomised” they are.
What do you guys think?
I think the reason is after so much imput from the community regarding night lighting months ago, we saw the devs acknowlege that night lighting indeed needed improving, this was even mentioned on the dev videos on twitch. The expectation was really postitive. We then knew night lighting was now a focus. People waited with expectation. We saw some fixes, then some more… then… we see sim U6 being the long range lighting fix.
I assume people just waited for fixes and improvements after seeing that the devs had acknowleged the night lighting needed improving and expected the raised issues to be fixed. But months later a couple of the main issues that were raised up by the community were sadly never addressed, including the one of the main issues raised “Sepai mask effect over cities at night from high alt”. Don’t get me wrong, i appreciate the work the devs are doing, i just think fixing/improving the sepia mask issues and yellow cloud bleed at night would improve the sim immersion even further.
more white than yellow cloud bleed in a real photo example
Did you reported to Zendesk? if not, you need to report it.