I wonder if they will fix the bug where signs that are placed at an angle actually produce more light then signs placed in horizontal-vertical positions. Try this in a dark room with the long 4 meter signs and you'll see the difference in how much light is being produced/emitted. It seems to emit or reflect differently based on angle of sign.
I wonder if the performance issues with lots of lights are not a significant factor when Lumen is enabled (either Lumen already expects more computational resources so the performance concerns aren't as relevant, or Lumen eliminates the problem), but they want to preserve the experience for people whose computers can't do Lumen (IIRC, signs do not cast reflective light without Lumen enabled)
I don't understand why you cant just have smaller lights that light up the same amount? Then we wouldn't actually have more lights, it would just look more like what we want
Snutt’s professor created Megalights so clearly Snutt is the expert. That’s what I heard… let’s goooooooo
Fair enough and understandable, but either way, we're forced to use Screens as lights, so what's the difference between actual lights and the screens?
For me, signs stops illuminate stuff if the sign face is not in view, but that might be a settings issue..
@@Sephyricon I keep my settings low, so I don't get the full effect of the lighting, but it does help while I'm near it.
I wonder if they will fix the bug where signs that are placed at an angle actually produce more light then signs placed in horizontal-vertical positions. Try this in a dark room with the long 4 meter signs and you'll see the difference in how much light is being produced/emitted. It seems to emit or reflect differently based on angle of sign.
Screens don't cast "real" lighting and the associated dynamic shadows. They are super cheap to render.
I wonder if the performance issues with lots of lights are not a significant factor when Lumen is enabled (either Lumen already expects more computational resources so the performance concerns aren't as relevant, or Lumen eliminates the problem), but they want to preserve the experience for people whose computers can't do Lumen
(IIRC, signs do not cast reflective light without Lumen enabled)
Then why not make the current lights, light up even bigger area, bigger angle on the cone, so I need fewer lights?
UE Changes really fast. Targeting stability and coming up with a method like having larger lights seems pretty practical and clever.
Is UE 5.5 megalights system coming to Satisfactory? No more light expense ops never mind your discussing it now haha
He says megalights is not production ready so they are not able to test or implement it into satisfactory @3:55
Maybe way-down the line, like late next year
I don't understand why you cant just have smaller lights that light up the same amount? Then we wouldn't actually have more lights, it would just look more like what we want
doesnt matter, its the fact that smaller size encourage larger amounts is their point