Horseshoe Curve Lighting Has Gone Nuclear?

Discussion in 'TSW General Discussion' started by chieflongshin, Oct 14, 2022.

  1. chieflongshin

    chieflongshin Well-Known Member

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    there’s a lot more range in the tsw3 on this one but it’s the blown out highlights that ruin it a bit
     
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  2. Princess Entrapta

    Princess Entrapta Well-Known Member

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    Well, if you insist, you're crazy ;)

    But seriously though, the ballast looks more like snow in the TSW3 example, and shadows are practically invisible..
     
  3. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Great screenshots chieflongshin but...


    How do I recreate them? Which routes? (I can guess, but let's make it easy) - Is this a scenario? if so which one, is it a service? if so which one and what date / weather etc settings?

    I need exact repro steps so I can get our team to reproduce what you're seeing and then we can take it from there.

    Thanks!
    Matt.
     
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  4. Princess Entrapta

    Princess Entrapta Well-Known Member

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    Get on it, Chief!
     
  5. chieflongshin

    chieflongshin Well-Known Member

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    Matt

    Just from a consistency perspective i've used

    HLL Bargteide return and then used the 8 cam
    Sandpatch was Clear cut as scenario opened
    DCZ was Traffic Jam.

    Clinchfield - The set up - TSW2 Up top, 3 below. To be fair in this example TSW3 the image isnt as warm and looks more natural and when there is a mix of high and low range here balances ok Screenshot 2022-10-18 202834.jpeg
     
  6. chieflongshin

    chieflongshin Well-Known Member

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    Peninsula Corridor dirty dirty drive - This appears to be the other way around where to my eyes TSW2 looks a lot better.

    TSW2 - In this example there is a good detail in the shadows on the left demonstrated by the detail in the sky, mid range there is some detail but we don't quite get all the way to the right of the histogram and see true white though you can see red blue and green channels are totally blown out.
    Screenshot (346).png
    upload_2022-10-18_20-37-37.png

    TSW3 - This one, we have lost all detail in the sky and there is now less detail in the shadows, the right of the histogram being lower and the left side all three blown out before true white.
    Screenshot (347).png upload_2022-10-18_20-38-29.png

    (Incidentally I can see how much detail I've lost in TSW3 in the grass to retain a decent framerate)
     
    Last edited: Oct 18, 2022
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  7. chieflongshin

    chieflongshin Well-Known Member

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    Final one, still dirty dirty drive on peninsula

    TSW2 - Detail in the sky and the oncoming train lights don't look too bad. Similarly well spread histogram
    Screenshot (345).png
    upload_2022-10-18_20-45-11.png

    TSW3 -
    Brighter image overall, all sky detail gone.

    Screenshot (344).png
    upload_2022-10-18_20-46-50.png

    TrainSim-Matt
    I hope this helps seeing the histograms. I'm not sure what's at play but if I look at it through a photographers lens, to me it seems like some of the routes have ended up a stop or two more exposed. You can see in many of the shots you're losing shadow and low range detail yet the high end its being ramped up. I think it seems like it shifting the whole exposure up a step or two rather than balancing it out.

    Just as an example if you overlay both TSW2 and 3 you can see when you layer mask how dark the sky was to how it is now. The sign is a standout for me too with a marked difference between the two shots.

    Screenshot (345).jpg
    I guess this is what is contributing to some of the queries on the forum about bloom SOS is particularly harsh in its visuals but I've left this as I don't know if the builds are the same.
    Kr.
     
    Last edited: Oct 18, 2022
  8. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Yep can definitely see issues there - am chasing a lead atm and have been able to reproduce the hamburg one on my dev build - it's just clouds, turn the clouds to 0 and it looks exactly like tsw2, turn them to 0.63 (which is what that scenario does) and they washed out to heck.

    As far as the grass - not sure, i'll check with Adam to see if it's something they've done in their recent pass perhaps but again, we've not made any conscious reductions for FPS on legacy routes, we've really not touched them other than where Adam's team have been doing their fine work.

    Matt.
     
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  9. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Thanks a lot for doing these shots and comparisons btw - this an awesome effort and really helps!
     
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  10. chieflongshin

    chieflongshin Well-Known Member

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    More than welcome Matt. I have to balance my grumbles occasionally with some constructive help ;)

    Just checked the grass and it's ultra on both versions.
     
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  11. SonicScott91

    SonicScott91 Well-Known Member

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    I just want to point out that you're using ini edits on those Clinchfield shots. They're not accurate to TSW2 with the proper settings. The first Peninsula Corridor shot also looks like it's using ini edits too.
     
  12. Callum B.

    Callum B. Well-Known Member

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    It looks to me like a Tonemapper filter is being used? Also, TSW2 is being run in DX12 mode, not that that should change the appearance but it means perhaps it's not as thoroughly "vanilla" as originally thought. Definitely double check your Engine.ini chieflongshin!!

    Cheers
     
    Last edited: Oct 18, 2022
  13. SonicScott91

    SonicScott91 Well-Known Member

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    Yeah, the sky and slightly off colouring on the ground gave it away. I remember it from trying LondonMidland's ini file a while back but found it made the game look worse so went back to default.
     
  14. chieflongshin

    chieflongshin Well-Known Member

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    I just have and I might have to eat a bit of humble pie here. I did a fresh installation of TSW2 today but It seems like it's pulled some stuff over. I still think TSW3 has some bits blown out on which we can see in the histograms but yes TSW2 shots were a bit off. Amends below. The tone mapper I don't believe would impact exposure hopefully.

    Thank you Callum, Sonic, Apologies Matt. I have wiped the ini file now.

    Screenshot 2022-10-18 211253.jpg
     
    Last edited: Oct 18, 2022
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  15. chieflongshin

    chieflongshin Well-Known Member

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    Just as a sense check, this is TSW2 with no edits following my bumble and you can see in the main the histogram, exposure chart is nigh on the same. The only difference the ini edit had made was pulling the RGB channels slightly wider apart. It still seems to show slightly better than 3 in terms of a balance across the spectrum

    upload_2022-10-18_21-53-53.png
     
  16. Princess Entrapta

    Princess Entrapta Well-Known Member

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    the TSW3 pic here almost looks like the light's passing through fog.


    Here's one for you, this shot is very close to one that made it into the loading screens a while back. I don't imagine you could reproduce that same framing perfectly in TSW3 could you? That was a fantastic shot. curious to see it matched in TSW3
     
    Last edited: Oct 19, 2022
  17. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Ok so Ed Fisk was helping me last night looking into this and we've come to the conclusion there's no difference... but... before you go "but matt, the facts, they're right there.. come on now..." let me explain something you may well have forgotten (because both of us had too).

    In TOD3 the clouds are included in the calculation for the environment light stuff (i'm not going to get into technical terms, i'll only get it wrong!) - so if you imagine a poitn in the sky (let's call it "the sun") and you cast a ray from "the sun" to the ground and see what the brightness is like from the sun you can then calculate the ambient fill of light from it. Now if a cloud happens to be in the way, that light level changes.

    This leads to those sudden changes in brightness while you're driving every few minutes - but also means that when you first start the level you may have the clouds in the way or not - leading to different results.

    We literally fired the level up numerous times on both TSW3 and TSW2 and got every change under the sun (hehe see what I did there) including something reminiscent of the darker lighting on TSW3 and of the nuclear lighting on TSW2.

    Setting clouds to zero removes this problem (same as it always has)OR setting them to 1. Partial clouds has always caused this problem - I must admit I thought it had been fixed a long time ago but it seems not.

    The second issue is a long standing TOD3 issue present on both TSW2 and TSW3 which is that clouds up to about 3/4 full actually brighten the world rather than darkening it, after 3/4 it then darkens again a bit.

    Couple both those points together and you get quite unpredictable lighting - but - it's the same between TSW2 and TSW3, as far as I can tell nothing has regressed here, but the variability of it makes it not-obvious to compare.

    Try it again and see.

    Matt.
     
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  18. londonmidland

    londonmidland Well-Known Member

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    THIS is what I was trying to get at. It’s quite noticeable when dynamic weather is enabled.

    Full sun - fine
    Partial cloud - weirdly over brightens and washes everything out
    Full cloud - fine - although I feel there still needs to be some shadows casted. Especially under bridges etc.
     
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  19. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Not disagreeing, but what i'm saying is - the complaint is that it's got worse, but it hasn't, it's the same.

    Now, whether "the same" is what you'd like it to be or not, is a separate discussion - and i'm not diminishing that I just wanted at this point to clarify and directly respond to the complaint that TSW3 broke things, because it hasn't.

    Matt.
     
  20. Crosstie

    Crosstie Well-Known Member

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    Yes, I have to agree with MP. The lighting on the TSW2 routes in TSW3, is, at the very least, unchanged. Actually, the lighting on SPG, which was already very good, might be even better in TSW3 ( optical illusion? ). Certainly the lighting on CJP, along with the new sky and clouds, is excellent day and night. Even the headlights on the Gevo and, especially, the SD40-2 are working like they should.

    As I said elsewhere, Cajon Pass has, in my eyes, somehow, 5 years on, recaptured the style, class and quality of Sand Patch.
     
    Last edited: Oct 19, 2022
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  21. Princess Entrapta

    Princess Entrapta Well-Known Member

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    I can definitely see how this can interact with dynamic weather to give results where it's potentially showing up a lot more, where the clouds would be consistently absent in TSW2 if they weren't there to begin with.
     
  22. chieflongshin

    chieflongshin Well-Known Member

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    Cajon scenes with clouds are epic in the morning and evening!.

    Regarding the cloud issue you've spotted Matt, is that something which can be resolved or is that a software limitation?
     
  23. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Should be resolvable, Ed fixed it on tod3a that was used on Dresden riesa but I can't just use that tod on routes as it also requires the full night lighting pass to be done turning a 2 minute job into a couple of weeks:)

    I'll see if we can just take the cloud brightnrss change and the fix for the bonkers pitch darkness at some odd time in the wee hours though.

    As always no promises :)
     
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  24. w2sjw

    w2sjw Active Member

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