Jump to content

Recommended Posts

Posted

With DCS lighting tech getting more sophisticated each year, this longstanding issue is getting ridiculous.
I made my first post about it 10 years ago. Since then there have been dozens of posts, a lot of them in the bug section, because people rightfully felt that the current implementation is just "broken"...
Since it's still not fixed i'll treat it as a "missing feature" and -again- do a wishlist post instead...

Proper visibility for nav lights and beacons is way more important than sophisticatedly computed penumbrae while basic sprite lights don't even come with a performance hit: Flight sims in the 2000s could already render nav lights and beacons to realistic distances. It's just sprites!
Tactical night flying is borderline impossible without modern jets' HMCS and buddy tracks.

  • Aircaft beacon lights and landing lights should be visible at 25 - 50km
  • Nav lights (green/red) should be visible (and distinguishable) several kilometers at least.
  • Brightness settings should be respected, so that dimmed lights are less visible (obviously).
  • Tanker aircraft should be lit realistically during AAR
  • Weather and atmospheric properties would ideally be taken into account, however since opting to use external lights generally comes with the explicit intention to actually be seen, this is not even that important and could be crudely approximated
  • There should be AI logic and ME options to control lights on AI units.
  • Light status should be taken into account for AI spotting capabilities

All this does not require new lighting tech or complex retooling. The engine can already render sprites at sufficient distances and do so without a hit on performance.
With the upcoming PTO and CW Germany those improvements are needed even more. How would you even do a rejoin at night without all the modern gizmos if your external lights cannot be seen after a few hundred feet?

If you like the proposed improvements, please rate this thread 5 stars: ⭐⭐⭐⭐🌟

Thanks!

  • Like 21

My improved* wishlist after a decade with DCS ⭐⭐⭐⭐🌟

*now with 17% more wishes compared to the original

  • 4 weeks later...
Posted

Also would like to add that when in VR, anything greater than 1.5nm away, they glow super bright and big like UFO lights or something.

  • Like 1
  • 5 months later...
Posted

 

On 2/24/2025 at 2:20 PM, Rolln said:

Also would like to add that when in VR, anything greater than 1.5nm away, they glow super bright and big like UFO lights or something.

These excessive light orb blooms have been a problem forever.   However, It does not seem to be an impossible problems to solve, because the F18 had huge light orb blooms for years until they fixed them about a year or two ago.   The carrier landing approach lights also had excessive light bloom which made the meatball unreadable. I think they made the IFOLS overlay to address the fact that the light orbs made reading the lights impossible.   Regardless, they fixed the carrier lights for a short time and they became much more realistic, and completely usable.  Unfortunately, they broke the IFOLS lighting again, so it's back to being a completely unreadable bloomy orbs that obscure the landing area once you're initially turning into the groove.   

The problem with the light-orb bloom effect is that the size of the orb remains the same absolute size on the screen, regardless of how far away you are from the light source...it does not scale down relative to the apparent size of plane/ship.   Currently the worst offender is the CH-47.  When you are 7 or 8 miles away, the red flashing beacon lights look light a 2000lb GBU flash-bang grenade.  The nav lights create a orb/bloom capable of hiding multiple Ch-47s behind it.  I'm not saying that the fix should be to properly scale the hazy light-orb with distance...the real answer is to get rid of the light-orb bloom completely.   It's not realistic for most atmospheric conditions, and even when the human eye would see a hazy light blooming around a nav light (for example in foggy conditions), their luminosity would be attenuated by the the fog as distance increases. As far as blooms around the IFOLS lighting, perhaps if the ship is in a marine fog layer, maybe I could imagine the light blooming as badly as they do right now in clear atmospheric conditions in-game. But I don't think that's enough of a reason to keep the light bloom effect, when it makes absolutely everything else very unrealistic.  

It's horrible.  Is this only a problem with VR?  

  • Like 1
  • 5 weeks later...
Posted

I'm not sure if this would make the developers better understand what the light orb/bloom problem is, but attached is a perfect example of how unrealistic it shows up in game.  While this screenshot is of the VR mirror from my flat screen, the blooms actually looks a bit bigger in VR since the pixels are physically closer to your eye.  But by showing what it shows up in flat screen, it should demonstrate that this is not a problem that only exists in VR (as some have mentioned in other threads on this topic).     

I included a zoomed in version that show these lights are coming from the island lighting on the carrier.  I'm not sure how bright these are in real life, but even if they are extremely bright marker lights, luminosity should be rendered via brightness of the pixels.  Right now I'm starting to wonder if maybe devs chose to express luminosity in clear atmosphere via the size of blooms.  This isn't what happens in real life.  Somebody perceiving a distant small bright light (in clear weather) would see a bright point source, not a huge bloom.   The only way you would perceive a bloom is if you had certain eye conditions, like if you have cataracts or extreme amounts of astigmatism.   Or if the light was so extremely bright that it lit up the inside of your eyeball and you start to see the light reflecting off of the inside walls of your eyes.   That only happens looking at the sun or if somebody shines a flashlight directly into your eye at close range.  

 

Screen_250905_164545.jpg

Screen_250905_164545.jpg

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...