Build: v1.5 3376 Mode: Survival Single Player SEED-ID: 527656 If applicable: MODIFIED PLAYFIELDS: N/A Reproducibility: Always Severity: Trivial Type: Rendering Summary: BA/CV armor locker does not reflect flashlight at screen edge Description: This applies to the BA/CV armor locker. When looking at it with a suit flashlight, the glass of the locker reflects the light back. However, when the approximate center-point of the glass goes off screen, the rest of the glass stops reflecting the light. Of course this is not true light reflection. It seems to be a light-emitting texture that is enabled when the model is in view while the flashlight is on. This has the added oddity that the apparent light reflection is unchanged regardless of how much light is landing on the locker. It is just as bright as when at the edge of the screen as it is in the center of the screen, even though there is much less light from the flashlight at the edge. Steps to Reproduce: - Place a BA/CV armor locker in a dark room. Darker the better. - Carry a flashlight. (I used a light armor suit's flashlight.) - Walk up to a large block armor locker so that the player is close and the armor locker is centered on the screen. - Note that the armor locker's glass matches the ambient light. - Turn on the flashlight. - Note that the armor locker's glass reflects the flashlight's light. - Slowly turn to the side until the armor locker's glass goes off the screen. Left or right will exhibit the bugged behavior. Up or down will not exhibit the bugged behavior. - Note that the glass has two odd behaviors: 1. The brightness of the glass does not change even though the amount of light landing on it from the flashlight becomes less as it reaches the edge of the screen. (This part is true even for up/down turning.) 2. The brightness of the glass will suddenly drop back to normal ambient light levels before going completely off screen. Expected Behavior: At the very least, the brightness of the BA/CV armor locker's glass should not suddenly change before going off screen. Even better, the brightness of the glass should decrease as it goes further from the center of the screen. Screenshots, Crash Logs, any other Relevant Information or Download links:
I suspect there is a clipping feature of video rendering for reflections, applied for performance reasons. Like when the player is in a sun playfield and rotates the view point from the sun towards away from it, there is a clipping in the effect of the light emission aura effect of the sun. Could be wrong though.
Hmm, this reminds me that sometimes video drivers will so such things for performance reasons independently of the game engine. In case it is relevant, my video card is a Radeon RX590 running driver version 20.2.2.
Depends more on your Graphic settings within the Game - reflections wise you have to set the Screen/space occlusion to Max...beware the impact on performance though.
Wrong I think. Occlusion mapping is for geometry. Not reflections.Reflection can be on or off only.And Sky Reflection have 3 levels.
Here are my graphics settings. Clipped outside of the window are: Texture Resolution: Max Character Texture Resolution: Max Antialiasing: High
I noticed the same on my PC, on which I have a GTX-1070 and I play on Linux with Proton. To notice you have to leave the armor locker partly 10% in the view of the player. My Video settings bellow :
Problem reproduces with Sky Reflections Quality at Off, Low, Medium, and High. I closed and restarted the game between settings, just in case. This did bring to light (ha ha) a new behavior. When loading into the game with a flashlight in hand and already on, I could not reproduce the issue. Switching to an empty hand (slot 0) and back caused the behavior to reproduce. No change in position needed. During this testing I tried other variables that had no effect on the behavior. Flashlight sources (handheld, different armors), BA or CV, plantside or orbit; none had an effect.
This seems like the same issue, so I am adding it to this thread instead of creating a new one. In a sun orbit playfield, the sun itself exhibits a similar behavior. Looking at the sun creates a bright ambient light around it. As soon as the sun's body is off screen, the light suddenly turns off. Since the light effect is so pronounced and extends beyond the object body (unlike the Armor Locker), this behavior is noticeable when going in the up/down directions. It is simply that the object must be further from the edge of the screen. While I am not positive, I suspect that this distance is a square around the center of the screen with edge length equal to screen width. A similar solution should also work here. Simply have the effect fade away on a logarithmic scale the further the effect is from the center of the screen.
I believe the main issue - if it is an issue at all - is how much detail can mid and low end PC's take and what impact has it on the overall Performance. The more particle and detail in this Objects the heavier the load on Graphic Cards and CPU gets. I currently have a Core i7 4790k 4.00Ghz and a Radeon RX 5500XT. I have already to turn down many Graphic Settings to be able to get a fluid game performance. And my PC gets loud because of in high speed running ventilators within gaming sessions and increasing its overall Temperature. So...
I agree with both gentlemen. For the heat issue try using a utility like MSI After burner or EVGA Precision https://www.msi.com/page/afterburner https://www.evga.com/precisionx1/ With those you can set the Max GPU power to % lower of the default and save heat emission through lower power consumption. For example in my PC R7 3700 with GTX-1070, 70% output is an example that will keep your FPS closer to 60 depending on the configuration and video settings in game. With your GPU should be similar but you need to do some testing with the "Power limit" (MSI AB designation). I am not talking about touching clocks of GPU core or VRAM, not even voltage. Just to how much power in Watts the card consumes to give you a desired result. It is simple and effective. There is compromise but results in stable FPS if you match monitor max refresh rate game max FPS and video settings details in game. Final result like I mentioned, lower heat emission and of course lower electrical power draw from the wall but FPS you want.
Can you clarify what you feel the main issue is? I get the impression that you propose either turning up graphics settings or upgrading to newer hardware to resolve the issue. If that is what you mean, can you recommend specific changes? Which settings should be changed? What hardware should be used? Thanks for your input!