@mbraortns
Are these Xbox S screenshots? If they are, they are showing the same flaws that are actively discussed since Oct. 2020 unfortunately. Without any anterior comparison it is most likely harder to see these though.
There are some good examples in the dedicated topic, with lots of screenshots, technical data, analysis you might like to read. Since it is long topic spanning a long time, I’ve tried to mark some key “chapters” in order to help navigating:
Light bulbs and generally points of light look fuzzy and huge. There is no sense of depth and distance. They also aren’t crisp and piercing, with a small halo around them as they were in the early builds. The draw distance still isn’t as it was, but it is much better in the latest patch. Also there is no randomness and light trails look extremely artificial, with the early builds there was a lot of randomness and it looked much more organic. Also if you look at the distant beach on the upper rig…
@CptLucky8 is right. Same lamp texture since release.
Oversized at release, still oversized.
Here’s the release build early september, compared to Update 5 & Update 7. The biggest difference is the brightness falloff, “old” lamps also fading into invisibility with unchanged size after a very short distance.
[image]
Before update 5, lamps disappeared after just a fraction of what the distance in real life. But they where still the same size bulbs.
I can see this is confusing for many, so try this one then and you might understand.
With the extremely short lamp visibility range of release build, you never encountered scaling problems as these since lamps disappeared.
There’s no part of the sim I’ve tested since december last year, as night lighting (it’s where I have the most knowhow), so I can guarantee you the actual size of bulbs have remain unchanged since release. But the extended range after update 5 will fool many into thinking th…
I had a look and your lights do look weird indeed, especially in the corners, making me think of lens-distortions like spherical aberration / coma.
I’m currently running with post processing Sharpening and Film Grain disabled in MSFS (UserCfg.opt) so this might give me less squarish lamps?
(I have no before/after shots of this, as I changed those values some while ago to lessen cloud pixelation.)
So I had a look at the Lens Correction option in graphics, and noticed I definitely get better l…
Concerning night sceneries as seen from high altitudes, especially for big cities, I made some tests over Paris using approximatly 40x40km of baked night textures generated by an algorithm I developed (that uses OSM data).
Not a big impact on performances.
Original :
[night1_bf]
After adding baked texture generated using an algorithm :
[night1_aft]
Original :
[night2_bf]
After adding baked texture generated using an algorithm :
[night2_aft]
Original :
[night17_bf]
After adding b…
The release-light tech was very nice, if you only fly below 3000-4000 ft and haven’t really done any amount of night flying IRL to understand what’s painfully obvious and missing. Pretty much all screenshots praising the release-tech is taken at really low altitudes focusing on close features.
It was definately beautiful , but hardly realistic other than within a kilometer or two at very low altitudes.
(Lamps disappearing after 1-2 km, while IRL visible for +30 km. Ambient “sepia-glow” illumin…
Here’s another comparison of the different night tech versions we’ve seen so far…
Early Alpha
Release Build
Update 5
Update 7 - World Update US (November 2020, nothing significant have been done after this)
Once again you can see the highly unrealistic “Power outage look” of the release build with lamps disappearing at extremely short distance.
& why the early alpha was superior imho, with higher lamp amounts, “glow” around clusters of bright lamps, and more saturation.
Release and curren…
The biggest issue I have currently with night lighting is that it’s all so darn blurry
Look at the bottom left corner, it’s sharp and looks quite nice.
But the runway is bluured, all the other lights in the distance is blurred as well.
To the point it looks like some amateur went with a photoshop blur tool over an image.
[unknown]
I am running the sim on high-end with an ultrawide
Native Resolution = 3840x1600 (Alienware 3821DW)
Render scaled to 4992x2080 to get rid of some b…
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