Space Engineers Feedback

19
Votes
Fix dynamic camera exposure
Currently whenever you enter a dark area exposure gose dow(or alt least it looks like that) meaning that everything is getting even darker. Biologically exactely the oppsite should happen. The result of this is extreamly offoputting lighting. For example when i dig a cave and enter it everything gets extreamly dark (basically black) when i then look out of the cave even the outside is all dark but it is supposed to be day. Ituitivaley i would expect a bright gloom when looking ot of the cave but what i get is complete darkness. Then when i leave the cave everlything suddenly gets brighter again and i can even see inside the cave now despite the fact that no more light is entering it than before.


CodingRays shared this idea 14/09/17 20:53
Oddish 15/09/17 13:58 flag comment
What really annoys me about this "feature" is that you can't make rooms with dim lighting because Whenever there's no light or only just a bit the screen will turn pitch black. I also tried making a room pitch black but whenever I walked too close to a door the immersion was broken since the room was suddenly fully lit up by the light outside the door. Long story short you cannot set a specific lighting or mood in this game because the lighting is so inconsistent. Why do I even have all these sliders whenever I configure the lights when I can't even use their full potential? At least give it a button in the graphics menu...
LvlLord 17/09/17 22:05 flag comment
Totally agree. When I have my headlight on, the whole scene (not only the area in the light) seems to be brighter. When I switch off my headlight everything is gettings darker. I expect it is getting darker, but after a short while your eyes will have accomolated and it should get brighter again.
pingger 10/10/17 21:55 flag comment
It HAS a button in the options. Graphics>Ambient Occlusion Turn it off and you have lighting as you expect it. (mostly, at least it does no longer change so weirdly, but instead is fixed)
DevonV 05/11/17 19:36 flag comment
Ambient occlusion is a rendering technique which changes how vertices are shaded to emulate some properties of light. There is no camera exposure or eye adaptation in SE. What you are seeing is the ambient light adjusting to the current environment. You go somewhere dark, it adjusts to be dark. You go out in the sun, it gets bright again. Actually calculating the lighting for the whole sandbox would kill SE, so they just fudge it for now.