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"Eye Adaption" or whatever its called when you walk into a room and it dims. Can you disable this?


Bolshie Colt

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Depending on where you stand in a room it goes from being really bright to really dark and i find it incredibly distracting.
 

It doesnt feel natural at all.
 

Jesus its 7:30am, theres windows all around but because im in the centre of a room far enough away from the windows, the whole world goes dark like its night time. This is actually ridiculous.
 

Is there a mod to disable this?

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Turning off shadows completely stops the game from going from light to dark depending on where you stand indoors.

Next problem; Without shadows enabled everything looks saturated and overly bright. Why is this so hard.

 

Still does it but is just less noticable when everything is so saturated.

 

Is there a mod to adjust saturation levels? Google guide me.

Standing in a bedroom at midday about 3 meters from a window and the whole world dims. this looks so terrible whose idea was this -.-

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It's a work in progress. Hopefully they will be able to overcome the limitations of the tech so that it is eliminated. They know about it. The way it is currently working is not some bright idea that someone had and intentionally implemented.  Sometimes there are limitations and tech difficulties associated with having a fully destructible voxel world and trying to implement interior lighting vs exterior lighting and as of now this is one of them. I know that it is something they plan to work on but it is not really a game breaking issue so it is on the pile.

 

Welcome to indev...

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No doubt, 7DTD has a lot going on, and it is a benchmark in the genre for many incredible reasons. Im glad this issue is on the radar.

 

Be nice to be able to disable this feature though until it is fully functional however.

 

And while it may not "break" the game, I cannot stand my screen constantly fluctuating in brightness as im walking around a house during the middle of the day. 

 

It doesnt cripple the entire game, but I cant stand walking around indoors. The Fun Pimps are great and they'll get it sorted eventually but if there isnt a short term fix to wind back the extreme contrasts, I'll probably sit the game aside for another few months.

 

But I always come back eventually to see what theyre up to.

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1 minute ago, Jugginator said:

But yeah, turning shadows off will get rid of it.

I tried this, and turning off shadows will lessen the effect. The problem I had next is the saturation on some objects is insane without the shadows to cool them down a bit.

 

I know, i just cant be pleased, im sorry TFP 😭

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Honestly, it doesn’t seem like a technical issue to me.  The effect itself is fine.  Your pupils constrict to let in less light when it’s bright, e.g. outside sunlight; and dilate to let in more light when it’s dark, e.g. inside artificial light.  Plenty of games have this effect.  The problem is that they got it backwards.  They’re simulating your pupils constricting inside and dilating outside, so dark gets darker and bright gets brighter.

 

This doesn’t seem like a deep dive into the rendering code issue.  This seems like a fix-the-sign-error issue.

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12 hours ago, Bolshie Colt said:

Thats done it, shadows off, reflections on low, ended up throwing both of those commands through (hope that doesnt come back to bite me later on)

 

The degree to which the screen brightens and darkens is much less extreme now.

 

Thankyou.

Awesome! I am glad you found a combination that works for you, enjoy :)

 

To clarify, I'm 99% sure it's gfx pp ae 0  and those kind of settings don't stick, once you leave that game it'll reset.

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42 minutes ago, Jugginator said:

To clarify, I'm 99% sure it's gfx pp ae 0  and those kind of settings don't stick, once you leave that game it'll reset.

 

Ahhh, well, thats a damn shame.

 

6 hours ago, SylenThunder said:

Have you got your brightness cranked up?  I don't get this on the default values.

 

Yeah, i tried turning brightness to 0 which made the saturation on some textures look natural and turned the rest of the world into the Shadow Realm.

 

But then brightness and saturation are two different things, be nice to have a slider for both in-game.

 

7 hours ago, Crater Creator said:

Honestly, it doesn’t seem like a technical issue to me.  The effect itself is fine.  Your pupils constrict to let in less light when it’s bright, e.g. outside sunlight; and dilate to let in more light when it’s dark, e.g. inside artificial light.  Plenty of games have this effect.  The problem is that they got it backwards.  They’re simulating your pupils constricting inside and dilating outside, so dark gets darker and bright gets brighter.

 

This doesn’t seem like a deep dive into the rendering code issue.  This seems like a fix-the-sign-error issue.

 

Yeah its a really cool effect theyre going for and its going to be great once it works.

 

Its gonna be hard to really get it nailed down though. If you stand in a dark corner of a room, the bright spaces will still be bright. But with the current model, you go stand in a dark corner and the entire world dims? It just doesnt work like that.

 

Like Roland pointed out though, trying to wrangle realistic lighting patterns in a fully destructible voxel world is no walk in the park, i dont have the slightest idea how it all works at the development/programming level.

 

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I'm also not a big fan of this, it goes from bright outside to so dark I need night vision goggles indoors on a sunny day inside a poi, just by walking a few steps into the average poi. It honestly hurts my eyes when it does it, as its such a sudden and such a big lighting switch.

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56 minutes ago, Bolshie Colt said:

Edit: Fiddled around with those values in the worldglobal file, didnt seem to change the lighting dimming and brightening in any way.

Everything works there and is configure. (I set some param for myself).

But i will repeat again - if you completely disable the dimming in an enclosed space, it will be too light and unnaturally.

Perhaps you are just looking for a result in the wrong situation. First find the border, then set the transition speed to 1, to clearly see the changes.

 

for example i set:

 ambientInsideSpeed = 0.2 for slow transition

ambientInsideThreshold = 0.1  so that it works so that there are fewer transitions back and forth.

ambientInsideEquatorScale=0.6 to reduce the difference in lighting

 

about other parameters I came to the conclusion that they are suitable and do not require changes.

 

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On 12/3/2020 at 11:22 PM, n2n1 said:

 

ambientInsideEquatorScale=0.6 to reduce the difference in lighting

 

 

Ahhhhh, there we go, this is the line that needs to be changed to adjust the lighting difference. This is super good.

 

So im running it a bit different to the example you mentioned.

 

ambientInsideSpeed = 0.2 0.9 for a much faster transition

ambientInsideThreshold = 0.1  so that it works so that there are fewer transitions back and forth. (this value works for me)

ambientInsideEquatorScale= 0.6 0.8 to reduce the difference in lighting even further.

 

Many Thanks n2n1!!!!

 

Its personal preference all of this but I'm much happier with a quicker light transition speed and it being less severe. Ive added 2 photos below inside the same POI at the same time of day in more or less the same spot. Both images are once the full dimming effect has been applied.

 

Both of these screenshots are at around 1:30pm in game time. Maybe you prefer the darker screenshot but it looks way too dark for mdidle of the day interior for me.

 

 

20201205234023_1.jpg

20201205234224_1.jpg

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