Discussion about lighting bug, continued

*Note - this is not a bug report, the bug has already been reported. This is a conversation trying to delve deeper into possible factors that cause the bug to occur, both to help players avoid it and to potentially help narrow down for the devs what is actually happening.

@v1rtualvoid a chance for us to continue our earlier conversation. I’ve also linked the original thread here, so all the info can be accessible in one place.

If anyone else has anything to add on this issue, please chime in.

I tested out my theory that maybe the metal armour was part of the problem - put the fighter back in his original Black Hand chestpiece - as can be seen from the screenshot, that made no difference. I’ve still got no idea why this didn’t appear to be happening when I first placed him in this spot.

So we’ve eliminated the angle of the sun as a factor. We’ve both had the small spot of light version where a light source seems to reflect like a ball off a part of the character’s armour (and changes by adjusting the angle). And we’ve also both got some version of the bigger glare (though I’ve not had anything as bad as in your initial picture).

In the interest of being open, and honest in my emoji response, I fully empathise with your issue.

I am no expert as to the reasons behind the lighting issues you, myself, and potentially 1000’s of other players are experiencing, but if I may make a suggestion..? I use Radium Torches with slightly darker dyes in them to offer a reduced light with, so far, no eye hurting glare.

I know you will, but try and stay positive.

No worries (and you know I’m not bothered by your emojis :wink: ). I could easily move the thrall from that spot (what you can’t see in this screenshot, but could probably deduce, is that there’s a torch on the wall behind him), at this stage I’ve mostly been leaving him there so I can test out different possible factors that might be contributing to the effect, in the hope of narrowing down some factor. However, I’m starting to come to the conclusion that the problem is simply the way the new lighting works, and not much more narrowing down to be achieved. I’ll keep trying for another couple of days, see if anyone else has any suggestions of possible factors, and then I’ll probably bundle up whatever I can and send in a final bug report to the devs and leave it in their hands.

(I’ll try admining in a radium torch and some dyes, though, just to see what impact different light sources might have on the same effect - might provide some interesting results :slight_smile: )

I don’t think this is so much a bug, as a settings issue of the textures. - Nothing on our end.

I noticed CE:E has the same “light bleed” issue as Dune Awakening, where Lighting’s “glow effect” goes through solid walls.

Yeah, I mean CE has always had light bleed through walls, but this is the first time I’ve seen light bleed through a thralls head :rofl: .

And it’s not just about light bleed, if you check out the original screenshot v1rtualvoid provided in the first thread we were discussing this (linked from my post above), you’ll see something that does not appear to be light bleed at all, but rather something more extreme.

I do think you are right, however, that it is a problem for the devs and seeming more and more like something we probably cannot affect ourselves.

Looks like a shading issue. Heads mostly use their own shaders, likely UE5 as well. I am aware of “dark face” problems like here:

weird-lighting-issue-on-model-live-link-face-blendshapes-v0-9xlsuvpbcjs71

But this one certainly looks “enlightened”.

I am going to attempt to rebuild today, and carefully place my lighting to see if I can resolve this issue with indoor lighting. Another thing I will test before the rebuild is removing my helmet to see if that resolves the issue, then it may be linked to certain lighting of items / objects.

Offf… That is BAD! I do not think I have seen anything quite that bad myself, though when the sun is at a certain angle I have been quite blinded by it’s reflection off of the water. I have chalked that up to me being rather sensitive to light, but my word I am beginning to rethink the issue. :rofl:

So before doing a complete tear down and re-placement of lighting and walls, etc.. I took a simpler route and took the helmet off this seemed to have fixed it even though well in game with the helmet on, I was getting that horrible reflection but it was not lasting as long and at as many angles so they may have already made some adjustments to it slightly? Removing the helmet did stop the horrific reflective light, so something to do with the item as its self regarding my issue anyhow but ultimately you shouldn’t have to remove an item to get away from a bug, its still something to do with the lighting, just really bad reflective lighting when wearing this helmet in the picture below.

That’s interesting - and goes back towards that previous theory of metal armour playing into the problem. When I had the previous campfire problem (similar to the small ball of light you showed in a screenshot over your helmet in the previous thread), that was light seemingly reflecting from a shoulder strap on a metal chestpiece (my character is still wandering around in a light turban, because I can’t be bothered to craft armour…, so I don’t have a metal helmet right now). Old ‘Sun for a face’ isn’t wearing ahelmet at all, which is why I wondered if it might have been to do with his metal chestpiece, but replacing that with leather changed nothing, so it seems more it’s just somehow ‘wrapping’ the light from behind him onto his face.

Overall, I think it’s just all about the devs needing to sort out how the game is handling lighting - as you say, we shouldn’t have to remove items just to evade a bug. But at least you’ve narrowed down why you were gettting the extreme glare you had, so can avoid it (even if it requires doing things you shouldn’t have to). And I can always just move the thrall to a different position, and that’ll probably fix his face…

Even at night, approaching my base it sometimes glows but nothing like the helmet. Overall yes the lighting needs work and the servers need even more work. I do believe overall its material of the item, and the indoor lighting sources like flame.

I cannot say much more about this issue, but hopefully it is resolved as well server issues.

I hope he doesn’t hear that. :weary_cat:

Looks like your thrall has discovered nuclear power!
All jokes aside, I did pass all the feedback I could find about lighting over to the rest of the team for further investigation.
I personally got blinded by my sword a couple of times in game :smiling_face_with_tear:

Thanks for passing it over - I was still at the stage of gathering any scraps of info that I could before reporting (v1rtualvoid had already reported the initial findings). I still plan to try out Harperson’s suggestion regarding radium torches with darker dyes (and various other light sources), just to see if I can learn anything of use.
All in all, it’s an interesting process trying to learn about these things from the user end. I’m sure the team is still learning things about the lighting from their end as well - it certainly seems UE5 lighting is a complicated beast :slight_smile:

Just to add further details to the thread for completeness -
I’ve now tried Harperson’s suggestion with radium torch (and dyes) and can confirm it is better than with a standard torch. Undyed radium still flares his face out, but not as badly. With darker coloured dyes (ie ‘dark blue’, ‘dark red’ etc.) there is little or no over-flare (though it is hard to tell how much light it would provide generally at that point - my base was still lit up because it was day time), with ‘normal’ coloured dyes, there is a little flare, but not to the point of obscuring the face.

Undyed radium:

Radium with ‘Dark Cyan’ dye:

Radium with ‘dark purple’ dye:

Radium with normal ‘purple’ dye:

Lighting issue fixed from most recent update. Also PINGs are so much better! @DanQuixote are your issues fixed as well?

After latest update, ‘Old Face Like the Sun’ is still glowing just as bright as before. - but I can just move him from that spot (and soon will, since the thrall I was levelling before him has nearly hit 20). I haven’t gone back through any other experiements, but I imagine my results will be pretty much unchanged. Not a problem, I wasn’t expecting them to have solved it yet anyway.

Glad to hear that your main issue seems to be fixed - that major glare was much worse than anything I got anyway. (Also good news about the pings :slight_smile: )

Sorry to hear some things are unresolved for you, I am grateful this update fixed the lighting issues for me as I thought there would be no end to it, and as an active item it sucked constant glares throughout gameplay. Either way, I hope things do get figured out more, and your issues resolve! Thanks for all of your help!