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Lights not rendering when using eye zoom or scopes to look them in the distance
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If there's a light source far away during the night, and you zoom in (be it via eye zoom or scope) it stops rendering. The same applies to stars, some of them disappear!


Operating System
Windows 7 x64
Operating System Version
Ultimate x64
Steps To Reproduce

Have a light source in the distance (200-500m).
Zoome in with eye or scope.

Additional Information

Running the game at highest settings.

Event Timeline

Bab.D created this task.May 17 2019, 4:12 AM
mov3ax added a subscriber: mov3ax.May 18 2019, 1:23 PM
Bab.D added a comment.Jul 10 2019, 4:07 AM

Possible solution from user u/VexedSpectrum:

I mean I can't technically fix it, because it's an issue that's native in the renderer and not script, but I believe I know the root cause.

That is that the further you go in distance, the objects low quality LODS kick in, and you start seeing light bleeding out from a building that is completely shut. But, when you MMB zoom, it uses a higher quality LOD and the light disappears.

and also there's another issue with their Occulsion Culling technology, which when you look away from a light source that should have no light leaking out in a building from the outside, it will appear. (It doesn't render in the building)

But if you look straight at the building, the light source won't appear for you. (If that makes sense)

Beavis added a subscriber: Beavis.Dec 20 2019, 2:38 PM

Still happening as far as I know. This video was recorded during 1.05, to my knowledge there has been no change with 1.06.

Still no change, not even acknowledged. This video was recorded from the roof of a large tenement building in Portland, Deer Island map. The light below is from a fireplace l it myself before climbing the building. It is inside a normal house with the light coming out of the windows and doors, not a sealed space.

Distant lighting works differently to nearby lighting. I think that distant lighting is essentially ‘faked’ in order for us to see it... Using eye-zoom messes that up.