Thorsten wrote in Mon Jan 18, 2016 2:25 pm:Unless it works over multiplayer, its pointless for me.
That goes a long way to show how different users are... different.
....
Please don't see this as a criticism in any way - you're entitled to value whatever features you like - but just as a quest for comprehension: Why is this so much more important than getting the rest of the scene right?
I know that the lack of emissive lights is not an easy problem to solve. AIUI it's either per vertex which doesn't scale to more than a couple of lights, or deferred lighting. NVidia recently published information about a new scheme that they're supporting as an extension that might work well but it's too early to tell and I rather suspect it'll be for high end hardware anyway.
What I suspect Stuart means is when taxiing, or using helicopters (search and rescue), helicopter landing etc. If you're doing a group flight then not being able to see each other or the taxiiways when you taxi in dusk is an issue. Not being able to see the ground as you come into land is quite important.
I know that some of these issues are solved nicely for the ownship by the ALS secondary lighting but in a multiplayer environment it doesn't work. Quite often Stuart will be taking screenshots or filming another player (using the selectable thing in the model view) - and the lack of lighting in this case is less than ideal.
I used to always use Rembrandt, but now I find that the overall in cockpit realism is higher with ALS and with the ALS secondary lighting it's pretty much equal. Outside it does look good to see everyone's lights.
--Richard