Reviving the night lighting subject

Hello,

I wonder why the following topic has been closed :

As for now, even the bug list report marked this issue as partially fixed. Then, the point that has been fixed is 1 point among many discussed in this thread as ariport light sources, sepia mask at altitudes, more accurate colors, bloom etc.

Yes the brightness of airport lights at distance has been improved but there are still very important points which are killing flying at night with this sim for many of us like the sepia mask or the lack of airplane light sources or airports lighting.

Closing this thread when all those points are still not fixed may show a lack of consideration and levity to the community when we just want the sim to at least look like FS2020 on some points and why not even much better.

I hope you will take this into consideration as for many of us, even if that can be considered as details, it really kills simming when so many visual things in FS2024 are amazing and such simple, clear and obvious points are being there since too long time.

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The guy who made the post did many comparaison images with clear descriptions and the post got more and more of these observations in order to better see and understand the issues and we are not even sure that these will be taken into consideration since it’s still issues but now marked as fixed.

To be honest, this way of treating the issues doesn’t seem really relevant but even if it’s our due, at least let us know that these issues are still being worked on since they are described very well in this post.

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i agree, i prefer one thread summarizing all the issues regarding night lighting than doing multiple threads. Also, the thread had multiple explanations with examples, that was really perfect but unfortunately all the efforts of the author and the users that participated in the thread were not taken in consideration

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Really wondered why they closed the topic whilst only few issues raised has been fixed.
Flying on 2020 again at night, and while the awful sepia mask is present, it is tone down : this might be a temporary fix in 2024, but the dev are not willing to do anything for the moment.

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Thought this thread was going to be about the distant nocturnal thunderstorms that we were hoping to get in 2020. Might want to update the thread title :wink:

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To be fair, having multiple issues/bugs in a report and discussing about one of those problems are all getting mixed (like a Discord wall of text where nothing is really making sense)

Not to mention that reporting such issues to the devteam will have bug reports being more complicated and/or risk getting minimized out of context or a totaly different problem.

There is a difference between splitting topics and close the ones that are fixed and just closing the thread without ANY additional information or creating separate threads for the remaining items.

It’s just unprofessional to close the most voted thread because of some intransparent policy with no moderation beforehand that would indicate that the thread should be split up.
If you (community managers/moderators) are the one closing a thread, you are responsible to create one (or multiple) for the remaining items for people to discuss and vote for. You are the one to make sure the remaining items are still on the development snapshot list with a vote count that is reflecting the community sentiment.

As it is right now, there are no more bugs and no more votes on that topic. That’s it, it’s just “partially fixed” in green.

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I just did a night flight and imo, it is too bright and washed out

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As mentioned before, you really shouldn’t include more then one issue per topic, because it complicates things more then needed.

Night lighting is kind off a wide range off issues, including cockpit lighting that looks like volumetric lighting is enabled on every button which should be a seperate bug or alpha channels on lights that have a too hard edge.

Voting is flawed anyway, because any issue should be resolved. Votes shouldn’t mean important enough to be fixed.

There is no way multiple issues in one topic could be more complicated than one for one and this is even more relevant in this case since the closed topic author made the effort to list and describe all the points.

As you said and as it is done with topics, it’s under the wide night lighting subject, then it’s simple, you check every topic and list every points that are presented as issues and pretty sure the devs have their own bug/issue list in which you add the ones listed from every topic of this “night lighting” field.

Whether there are one or multiple issues per topic, you can talk about the cockpit lighting issue in one topic and talk about 5 issues in another topic, in the end, there will be 6 issues in the devs list to treat.

Now ok, one issue, one topic, then what, for every topic that had more than one issue we just take the 1st one to fix and forget all the others? We redo one topic for each point again when it was already well described with many people participating to it and we hope it gets the attention it had? Why complicating the tasks when it’s simple.

So, by that logic you can also make one topic for aircraft or scenery?

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okey so for example if there are many issues for the boeing 747-8, are we going to make one thread per issue ? doing one thread with all the issues is more efficient.

As per this topic:
[READ FIRST] About the Bug Reports category

…Please post one bug per topic…

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Comparing to real life, here are some comparison shots, why current night build is completely off, pale brown color balance, illuminating of areas with no proximity to lamps, huge groundsplashes hitting roofs of buildings even though lamps below roof level giving the impression of light splashes on top of a 2d texture, lack of color / brightness variations :

(Note, screenshots taken right before taxi lights got reduced, so that part of the night scene should now look better)

(use arrow keys to toggle between images, as they are matched in location / focal length)



…

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Here’s the issue with your screenshot. A camera will never capture properly how it really looks. I agree the sepia filter is a big strong but the major issue is that dynamic range of a nightscape is really hard to capture in a SDR format. you have to often crush black a little. Now the sky portion is pretty good, it has a good radiant accounting for the light pollution but the light are too orange. it needs to be more white.

What is this capture on PC with HDR or SDR ?

OK. I loaded Dubai and the sepia filter and orange light was over the top. I tried CYVR just to compare and It’s less strong but still too sepia. It is a step back to 2020 imo.

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The sepia mask just needs to be pushed out to a greater radius…they did this in 2020 so not sure why it is so close in 2024 as the individual lights are visible in the distance so no need for the illumination mask. Hope they find a better solution to the lighting. Seb did mention using baked textures for distant lighting as a solution but I have a feeling it will be a long time before we see that…

Yeah night lighting is pretty bad currently. I agree with the above. Needs to be darker, less lit & washed out

I wouldn’t say that’s an issue with the images, It’s captured at slog3, which can capture +14 stops of dynamic range, nothing is clipped in the darks, it’s simply not illuminated IRL, therefore dark, highlighting how flawed the current sepia mask approach is by illuminating all kinds of terrain that irl would be dark and featureless.
The reason I compared with these IRL shots is that the equipment and settings are the closest matches to reality I’ve seen, when it comes to matching what our eyes actually see from the flight deck at night.

It needs to go, no more sepia, take it out, let us complain about how far away cities are not illuminated and from there re assess how to improve it.

The sepia mask is the most lazy, unaesthetical and non immersive night implementation ever saw in any flight sim.

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There must surely be a better way to simulate a million lights than either adding a million light sources or draw an orange polygon. They are just not yet using AI to create a texture, on the fly, which would look precisely like the million lights illuminating a city, even very far away, but only be as large as needed to draw it.

1 Like