is in new UE5 engine graphic setting for all sources of light work similiar like in UE4?
Best example is be inside building durning sandstorm, before if we have lights, there was bright, now light are barely light points and all around is dark.
Same if you move close to lightnen building, from away it look bright but when you near it light darkened.
I will be gratefull if there are some settings option to improve that like before.
i hate this “shit” too… it makes for me no sense too… i have already seen this here in the forum… nobody cares about this… its for me the badest thing in conan i ever seen… far away.. looks great very bright… then you have in the night 10meter no torch and you have a pitch in your base… i dont undestand this system
I wish most of the lights had 3 settings for falloff.
In the case of the tripod brasier, it went from full quasar to ineffective. Most of the hanging brasiers barely hit the floor in UE5. The torches are too saturated.
The light adaption is at times too strong. Outside at night, torches look like staring at the sun. Inside, it’s dark. Inside, the lighting is just one melded blob with no definition. Notwithstanding, in a dust storm, inside, visibility is nill.
Funcom can adjust the lighting collision boxes of surfaces (shadow mesh or internal thickness) so that the occlusion calculation identifies the wall as a solid barrier.
I can say one thing: whereas I used to be able to light the room with just a couple of light sources, they’re so dim now that I have to hang six of them just to see anything—and even then, there’s barely enough light.
But increasing the number of objects tanks the frame rate. Is it really impossible to implement proper lighting?
The truth is that before the update, the interior of my castle was fairly well-lit—nothing special, but you could see everything clearly.
Now it’s pretty dark in some places.
Of course, I could place dozens of torches, lamps, and braziers everywhere, but I really don’t want to do anything that will just put a strain on the server.