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Sepia nightlighting is back?

Featured Replies

Hi All,

Apologies if this has been discussed already since the SU7 release, but I’ve noticed that the nightlighting seems to have reverted to more/brighter sepia at a distance than we had in SU6.

In SU6 the sepia was toned down and the individual ground lights were visible out towards the horizon, even from about FL300 — It was glorious!

While flying yesterday (down the Gulf towards Dubai) all I saw was very bright sepia lighting on either side of me and no individual lights, exactly how it looked pre-SU6. Really awful.

I checked the release notes again and for SU7 they explicitly mentioned that the sepia had been made less prominent in this release (which I thought was already done for SU6).

Did they revert a code change or something?

  • Commercial Member
29 minutes ago, Redge said:

Hi All,

Apologies if this has been discussed already since the SU7 release, but I’ve noticed that the nightlighting seems to have reverted to more/brighter sepia at a distance than we had in SU6.

In SU6 the sepia was toned down and the individual ground lights were visible out towards the horizon, even from about FL300 — It was glorious!

While flying yesterday (down the Gulf towards Dubai) all I saw was very bright sepia lighting on either side of me and no individual lights, exactly how it looked pre-SU6. Really awful.

I checked the release notes again and for SU7 they explicitly mentioned that the sepia had been made less prominent in this release (which I thought was already done for SU6).

Did they revert a code change or something?

The sepia has been improved greatly since the last release, but I think there's an issue with places like Dubai with the desert being lit up, ground illumination, there was a big topic on it at the original forums. For most areas its improved, but like I said I think deserts are still getting the ugly look. 

3 hours ago, Ridvan Celik said:

The sepia has been improved greatly since the last release, but I think there's an issue with places like Dubai with the desert being lit up, ground illumination, there was a big topic on it at the original forums. For most areas its improved, but like I said I think deserts are still getting the ugly look. 

I was in Quebec Canada last night and had the ugly sepia lighting.

Edited by KERNEL32

It never went away, nor was it supposed to.  They pushed out the the distance that it renders to I think 100km.  The issue prior was that it was showing up right beneath your aircraft in many cases especially at high altitudes.  I think it is at a very good distance now for proper blending but the higher you go the more you will notice it.  I think there is a bug around the Dubai desert areas...

Eric

i9-12900k, RTX 5070ti OC, 32GB ddr5 5600 RAM, 2TB 980 Pro SSD, Titan 240RX AIO, Samsung CRG90 49", Win 11

It hasn't changed a lot to my eyes, and looks awful at high altitude, just sharp roads fading into an orange blur, even with higher LODs.  It's so bad at night I won't fly at night (at altitude anyway).

But apparently this is all subjective and I'm in a minority for thinking it looks crummy, so not sure it will ever change. 

I'm pretty happy with the night lighting.. sepia included for distant cities' glow.

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I just TO out of CYVR before pre-dawn and it was fabulous I thought.

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I've always thought taking off at night was beautiful, but above FL100 you start getting blurry distant cities.  And I'm not talking slightly distorted like they would look at night, but like a blurry soup. 

However nearly everyone seems to love it, so it must be me.. 

1 hour ago, Langeveldt said:

However nearly everyone seems to love it, so it must be me.. 

You're not alone!

1400+ messages and 760+ votes do agree with you, and it is best summed up in this post in my opinion:
https://forums.flightsimulator.com/t/night-lighting-issues-still-present-the-community-solutions/310086/1328

For those wondering what it looked like during the alpha, and how it has been looking ever since release, see pictures here...
https://forums.flightsimulator.com/t/bug-logged-color-artifacts-and-rough-gradient-clouds-like-oil-painting/427680/143

 

3 hours ago, RXP said:

You're not alone!

1400+ messages and 760+ votes do agree with you, and it is best summed up in this post in my opinion:
https://forums.flightsimulator.com/t/night-lighting-issues-still-present-the-community-solutions/310086/1328

For those wondering what it looked like during the alpha, and how it has been looking ever since release, see pictures here...
https://forums.flightsimulator.com/t/bug-logged-color-artifacts-and-rough-gradient-clouds-like-oil-painting/427680/143

 

Missing those from the alpha as always history repeats itself,  that the loudest vocal minority word not alloweds it up for the rest of us 😭

Edited by awf

 

André
 

The lights in the Alpha look very monochromatic to me .. the entire city should not appear to be one color scheme of lights. So again this appears to be a very subjective issue. I very much liked the color selection for when the sim was released.. Then people started to complain about sephia and then the night lighting went to word not allowed for a few releases. Right now its acceptable and im willing to live with it out of fear that Asobo screwing with it will have some unpleasant side effects..

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It's a sad statement that we'd settle for 'pretty good' rather than pushing for 'excellent' for fear of Asobo messing it up and leaving us with rubbish.

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@Maxis the main point of the topic and the screenshot comparison is not much color though, but all the rest (color is easy). It looks like during alpha night lighting had all the properties most discussed and mostly agreed on the topic (see copy of the fs2020 forum message below):

 

  • Quote

     

    • Night light orbs too big, fuzzy, doesn’t decrease with distance. Users prefer smaller and sharper “point lights” light orbs that gets smaller with distance (THIS IS THE PRIMARY POINT).
       
    • Need more light sources other than street lights. Buildings on lower LODs need to have illuminated windows or some sort to create more randomness at distances.
       
    • Need more variety in light colours, brightness, and placement (to avoid night lights from looking to uniform)
       
    • Sepia looks weird as, makes the ground glow. Need to find better alternative (note pre-computed night texture by Grinde81 to be considered)
       
    • Night lights continued on in an unrealistic way, after buildings and vegetation no longer drawn. This creates effect like “tron grid”. Distant “left-right” string of lights after buildings/vegetation no longer drawn, must be randomised.
       
    • Night lights on rural area needs to be more randomised and spaced out (if impossible to identify and remove individually per area).

     

     

Edited by RXP

1 hour ago, odourboy said:

It's a sad statement that we'd settle for 'pretty good' rather than pushing for 'excellent' for fear of Asobo messing it up and leaving us with rubbish.

I think the issue is more so that we cannot agree on what is best. It's clear that there will always be people that will dislike anything, at a certain point it's up to the developer to step back and say "Does this meet the vision I had in my mind?" rather than listen to the limitless critiques of a user base.

P3Dv4 + XP11

MFS

  • Commercial Member

Yes, alpha or pre alpha was the best, its not like that still... But it is much much better than the mess it was before the latest update... before that I didn't even fly at night. 

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