StrangeLoopGames / EcoIssues

131 stars 21 forks source link

Global Illumination and lights. #14766

Closed elfl0rd closed 2 years ago

elfl0rd commented 4 years ago

0.9 with new setings is not fixed this old issue... Just look GI - off ceiling light and street light - too less light. 20200215212830_1

GI - on ceiling light ok, all other lamps - bad. 20200215212839_1

Also ceiling light have light source at center of model, i think its wrong.

SlayksWood commented 4 years ago

From #15466

Version [0.9.0 staging-1489] Street Lamp and Electric Wall Lamp Both lamps generate way too low light is almost inexistent,moon generated allot more light then them

SlayksWood commented 4 years ago

Version: 0.9.0 staging-1554 Steps to reproduce:

  1. Be indoor
  2. Put some braziers and/or fireplaces in the room
  3. Wait until nighttime
  4. Switch between GI off and low,medium,high,ultra

GPU: RTX 2070 Super

GI off: GI_OFF GI low: GI_LOW GI medium: GI_MEDIUM GI high: GI_HIGH GI ultra: GI_ULTRA

My other settings: Graphics Settings

keegan-o commented 4 years ago

Somehow, all the links to meshes on the GI objects in the prefabs got broken.... like all of them.

keegan-o commented 4 years ago

I went through and committed some kind of GI cube to all light emitting objects, but unfortunately some will probably end up being too small to work properly-- I have been editing them and the materials they use as I go and most are fixed again. I'm going to show phlo how to do this so he can give proper attention to the lighting objects; he is going to be adding new ones soon as well.

Phlo123 commented 4 years ago

I've modified all GI objects, added new materials and meshes for existing lights to better reflect their size and light intensity. All GI materials have their light type (electrics or fire) as well as intensity in their name.

beastyn commented 4 years ago

I still don't see light from the sources with GI Low and Medium. I'm not sure if this is about GI itself or whatever. But it still incomplete anyway. Push it for later releases (for @keegan-o to review). No GI bandicam 2020-09-02 12-54-58-919

Low GI bandicam 2020-09-02 12-55-10-894 Medium GI bandicam 2020-09-02 12-55-19-976

ThePiachu commented 4 years ago

Adding to this - with Global Illumination the lights don't add much brightness to the game. Without Global Illumination, they help a bit, but not as much as I would expect something like a Street Lamp or Steel Ceiling Light in a closed room to add. I want to be able to put in 2-3 of those in my factory and for it to be as bright as daylight, rather than just machines getting some shine to them

image

keegan-o commented 4 years ago

Basically the problem here is that altering the GI settings to be performant or different in any way means that the amount of light different GI objects emits changes-- currently, it means some settings work and others do not. This is a big extensibility/flexibility issue with the SEGI GI system we're using, annoying enough that we're going to focus on removing that system from being required for the lights to look ok with it turned on. We will likely just disable the functionality that disables the regular lights when you turn GI on, and go from there. That way at least everything that is supposed to will always emit light and we can figure out a simpler way for the GI system to also grant a bonus to the look, probably by making everything have a nested prefab GI light object rather than tons of different settings for every GI object.

keegan-o commented 3 years ago

I did find a quick fix that seemed to re-enable light from GI sources on medium and low settings which I commited to develop/staging/release, so that is a good bit of duct tape on this for now. Long term I'm going to be removing SEGI GI from lighting objects, and refining the actual lights on them to be lower range but higher intensity, with effects added here and there like volumetric beams. I've done this so far for the two street lights.

keegan-o commented 3 years ago

Further refinements will likely not come in Bettong sprint, adding push candidate.