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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0011528||Arma 3||Visual-Vehicles||public||2013-07-14 01:33||2013-07-14 11:01|
|Assigned To|| |
|Platform||PC||OS||Windows 7||OS Version||64 bit|
|Product Version||0.72.107.486|| |
|Target Version||Fixed in Version|| |
27 vote(s) 93,10%
2 vote(s) 6,90%
|Summary||0011528: Vehicle headlight illumination distances and intensity falloff made worse from ALPHA to BETA|
Back in ALPHA, the vehicle headlights illuminated a greater distance forward and the light didn't suddenly vanish at a certain distance and you could actually illuminate the road ahead, instead in BETA you now see a wall of light met by complete darkness one meter further up. As a simulation enthusiast this kind of bothers me, as it isn't just unrealistic but also because it was fine in the past and actually worked very well. Why take a step backwards?
ARMA games have always simulated low light environments very well with the adaptive bit-depth simulation (you can't hack the night away completely with a gamma adjust) and having almost none-existent light fall-off radiuses with vehicle lights, this is a major setback in my opinion.
|Steps To Reproduce||Take a car, drive it at night and put your lights on. Kick up the gamma until you see the headlights further away, you'll see that the headlights suddenly fall-off at a certain distance instead of slowly fading away over distance (like it should do AND DID in the past). |
|Additional Information||See the differences here http://imgur.com/nsv7pIx [^]|
|Tags||No tags attached.|
|Game Version||Arma 3 Beta Dev|