Space Engineers

Space Engineers

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ImIronWolf Jun 29, 2015 @ 4:07am
DX11 way too dark
Hey guys.

yes.. I know space dark etc. But the light levels in DX11 make it near impossible to actually see what you are doing when building stuff.

Any chance you guys at Keen could give us a lot more options for graphics so we can turn off and tune more things to our own liking? Having everything fixed the way it is and limited options at this point in the game's development needs addressing, even though you are doing great work week by week. Just, please, more options in the menus now would be a good step forward. :)
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Showing 1-11 of 11 comments
maninredagain Jun 29, 2015 @ 4:11am 
You could build some lights or as you say you can't see while building you could turn on your helmets light and should be able to see quite well with that (at least I have no problems).
Or use the graphics option "DX9".
Last edited by maninredagain; Jun 29, 2015 @ 4:11am
petepi Jun 29, 2015 @ 4:28am 
Originally posted by maninredagain:
You could build some lights or as you say you can't see while building you could turn on your helmets light and should be able to see quite well with that (at least I have no problems).
Or use the graphics option "DX9".

exactly, if u think that DX11 in SE is not done yet and u can't play with it as it is now, switch back to DX9 and wait for updates

u can allso try u're screen settings if u thinks it's too dark.
ImIronWolf Jun 29, 2015 @ 4:56am 
I am aware I can build lights guys. ;)

But when you are mid build you don't want to be building lights in places lights are not meant to go when the design is done. And helemt lights are... well very short range. I tend to fly away from the ship/station I am building to get a long range view of it a lot and see how it is coming along. And the shadow side of the ship is... well, just a pure black shape. Meaning I have no idea how it looks from a distance.

And of course I swapped back to DX9 for now. But I am giving feedback to the developers here in the hopes they add more options to allow us to adjust the severity of the shadows and levels of ambient light. Just going back to DX9 and saying nothing means no feedback for them. :)
petepi Jun 29, 2015 @ 5:02am 
u can allways stack up reactor, gyroscope, remote control and spootlight to have (sort of) spootlight ship that can have longer range then helmet lights
ImIronWolf Jun 29, 2015 @ 5:09am 
Yeah maybe as a short term sollution that would work. Though it does tend to slow everything down then having to muck around with that kind of stuff to get round an issue that we should be able to configure in a more comprehensive options menu.

I will stick to DX9 for now when building, and flip over to 11 when I want things to look shiny and pretty. Just, if the dev team plan on keeping the settings in 11 fixed this way then it is kind of a waste tbh.

Having mucked a round a little with Medieval Engineers I am seeing a pattern with Keen where they make design choices that get in the way of actually being able to play the game. I know it is Early Access and such but some things seem fixed entirely in the root of the game's functionality. Thankfully I know they ar every open to feedback. Heck, I think of all the Early Access devs they do things right, and only on a par with guys like Klei who did Don't Starve. :)
petepi Jun 29, 2015 @ 5:39am 
well, i like when games have things like this one, they need more creativity then.
Old-gamer Jun 29, 2015 @ 5:52am 
I know how you feel about having user controls over lighting and many games (set in dark places) have had that control for years. DX11 has it's benefits though which is why I'm on it vs DX9 and one of them is reduced lag/stuttering in movement. Anything that helps movement performance in a heavily built world of this game gets a nod from me.

One of the other things that I stumbled upon (and it is a bug) is the lighting effects of spotlights. I imported an all black Urananite asteroid based on the "Bioresearch" asteroid model. It has lots of tunnels inside it. Placing a green spotlight pointing upward into certain exterior areas of that asteroid provides a beautiful erie green effect to some of the nearby inside caverns.

Just hang in there, work around the new DX11 issues and celebrate some of the bugs as well. :)
9K Jun 29, 2015 @ 12:55pm 
I think the term we're all searching for here is "ambient light". The DX9 renderer has it and the DX11 does not (not to any perceivable degree anyway). No real space does not have ambient light, but it's a little annoying to not see what you're doing so I'll take this realism hit. Add a toggle in the DX11 graphics options for people who don't want it.
STORM Jun 29, 2015 @ 1:05pm 
I reverted back to DX9 due to how black the environment is with DX11. Even after playing carefully (and painfully--launch, change settings, exit, reload world) with the DX11 settings and my local DX11 card control panel. Nothing worked well.

And I also like the DX9 look better.
^èa†èr^ Jun 29, 2015 @ 2:20pm 
lights dont help. they are not set up properly, i cant even play it no more... if it stays like that i will not play this no more.....
WAR666 Jun 29, 2015 @ 4:40pm 
Dark? Mine is complety BLACK, big black blocks lol

(like the french say: "I'ts black like in the ♥♥♥♥♥♥♥♥ of a cow"
Last edited by WAR666; Jun 29, 2015 @ 4:41pm
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Date Posted: Jun 29, 2015 @ 4:07am
Posts: 11