The problem with GT's lighting engine

  • Thread starter Thread starter Conquerer
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I can't stand bumper-cam or onboard,
neither of them give you perfect vision on where the front corners are.
Hood/ Roof view for me always.

With enough practise and experience it is possible to drive with onboard cam having the same feeling as roof cam. I.e. lap times are the same. But mostly, usually, for novice players - roof cam is ofcourse better.
 
Night driving is awful! Specialy when you're headlight are hiting the barriers, the contrast ist so that you can't see the entry of the corner, is really awful and yes, in goodwood some parts of
The track are to dark!
 
And then you go to Matterhorn and burn your eyes out. :lol:

But isn't that what happens when you are high in the mountains? Or on any sunny day?

I'm looking at my helmets on the shelf and they all have tinted visors. My clear visors are sitting in the rain gear bag.

And to be fair, it doesn't "burn my eyes out" because it looks fine on my TV. Everyone's TV is set differently (which is why FPS games have that lighting adjustment thing at the beginning). I agree that the lighting model has produced a result that is more like the lighting in a studio rather than the lights of outdoors, but this is something that lighting coders all over are trying to nail down.
 
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On a calibrated display, you shouldn't have to touch the EV setting at all, but then, with the PS3's limited display options, poor quality control and gamma/black level being inconsistent across the board, a calibrated display is basically useless.
 

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