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Different illumination levels in right and left eye


Ruda_Malpa

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I observed an issue with different lighting in left and right eye. Depending on position of my head, stronger lighting is sometimes (not all the time) applied to one eye. Depending on an angle, it could be left or right eye with stronger illumination. As a result, some objects seems to be 'blinking' when I fly at night.

It seems that it is occurring in MT version of executable. I could not reproduce this issue with ST.

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Exactly the same thing happens to me here, I just saw this post. It is easily reproduced in the preset mission of the F16 "Nightly Silence", as soon as you start if you look only with the right eye, closing the left, the barracks that is on the left, and at the same time you move your head, no changes of lights are observed. The opposite happens if you turn your head and look, this time with your left eye, at the same barracks.

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I see the same with an Oculus Q2, MT and OpenXR. 

I used to see something like this when I enabled frustum culling before with the 
 

options.graphics.stereo_mode_use_shared_parser = true

in your autoexec.cfg (within ...\Saved Games\DCS\Config\).

Looks as if ED had enabled it by default. 
 


Edited by SPAS79
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On 4/12/2023 at 9:07 AM, SPAS79 said:

I see the same with an Oculus Q2, MT and OpenXR. 

I used to see something like this when I enabled frustum culling before with the 
 

options.graphics.stereo_mode_use_shared_parser = true

in your autoexec.cfg (within ...\Saved Games\DCS\Config\).

Looks as if ED had enabled it by default. 
 

 

Looks like it's disabled in Config\graphics.lua

--in stereo and hmd mode you can try to use single parser for both eyes , by default is false , comment to enable it or set to true
stereo_mode_use_shared_parser = false

 

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+1 for this, pretty jarring

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  • ED Team

I will ask the team if there are any differences between eyes. 

Please note we would not recommend using 

options.graphics.stereo_mode_use_shared_parser it was never completely finished and is obsolete. 

thanks

 

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Still seeing this in the latest open beta - at night on the Syria map, buildings in the cities had different levels of lighting in different eyes (I. E. Shut left eye, building is lit from the right and a particular level of brightness, shut right eye and it's a different lighting direction and brightness on the same building). With both eyes open it's a weird glimmer on all the buildings due to the mismatch. I've never used the shared parser setting. 

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28 minutes ago, backspace340 said:

Still seeing this in the latest open beta - at night on the Syria map, buildings in the cities had different levels of lighting in different eyes (I. E. Shut left eye, building is lit from the right and a particular level of brightness, shut right eye and it's a different lighting direction and brightness on the same building). With both eyes open it's a weird glimmer on all the buildings due to the mismatch. I've never used the shared parser setting. 

+1. 

This is still not fixed in the lastest open beta.

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