@Grinde81 thank you once more for sharing these great comparison shots.
I’m really wondering whether Asobo developers are really testing VR at night with a G2. What I mean is that if they are trying with a Vive, or an old “low res” HMD, sure they’ll blame the HMD panels. But using an Index, a G2, or a Q2, there is no way during QA testing, because lights are creating so much a soup of fuzzy blobs, no one can feel the urge to remove the headset and wear glasses.
Otherwise, maybe there is another explanation: if someone is young and has never had the experience of having bad vision to the point of needing corrections, maybe they can’t relate the bad visual experience to what you see when you need glasses and they find this normal. But this would be IMHO not showing much of common sense and therefore shouldn’t be the case.
Nevertheless, it seems to me, like I’ve written somewhere in this topic, they are using the semi transparent gradual halo as a mean to reduce the perceived light bulb size. In lowering drawn light intensity, this is lowering halo size (more pixels discarded at the periphery) and this is reducing perceived light size.
To me this is plain wrong, because no matter the size, light bulbs are always fuzzy and no matter the intensity, the core won’t change below a minimum size which is the size of the opaque disk in the middle.
Instead, I believe a better approach is to effectively reduce light bulb size by distance, and when closer to a certain distance let appearing some more of the halo around to emulate the perceived intensity diffracting/hallowing around because of the moist in the atmosphere (I don’t have the proper English words to describe this).
The former method (actual) is simpler to code in the pixel shader because you’re just varying an alpha blending value per light. The latter might be slightly more complex because you’re varying both size (always) and alpha (up close) but I doubt it is that much complex in practice anyhow, especially given XP11 is doing this and displaying thousands of lights, including every single star in the sky, and every single moving car head and tail lights, at 60fps in 4K…