ARK: Survival Evolved

ARK: Survival Evolved

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LogicalEgo Jul 14, 2015 @ 6:43am
Dev's, please reduce light glare in metal bases
I know its a petty thing to whine about in my shiny im better than you base but it looks like an alien kid napping any time i turn on a lamp to see at night.
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Showing 1-15 of 17 comments
L.Mao Jul 14, 2015 @ 6:45am 
++++
Seaxneat Jul 14, 2015 @ 6:49am 
I dont really think it is a petty thing at all. I would really like to not be blinded any time a light is on or the sun is setting.
Otterwald Jul 14, 2015 @ 6:50am 
Metallic luster is beautiful, but if you paint a wall matt then there's nothing more reflective. Please less light glare!

standard metal wall = 100% (for outer Shell ^^)
painted white = 100% (white as standard?)
all other colors = 30% (maybe?)
Last edited by Otterwald; Jul 14, 2015 @ 6:54am
Lord Zultron Jul 14, 2015 @ 6:50am 
agreed +1
Babylonian Jul 14, 2015 @ 6:53am 
"r.bloomquality 0" in console for no glare
"r.bloomquality 5" in console for max glare
LogicalEgo Jul 14, 2015 @ 7:27am 
thanks for the settings Dreaming, sucks we have to do this every log in.
=Nexus= ™ Aug 18, 2015 @ 5:29am 
Can we get this as a setting in the options menu? I hate how reflective the metal objects are!
HighFlyer15 Aug 18, 2015 @ 5:31am 
Originally posted by Belcross:
thanks for the settings Dreaming, sucks we have to do this every log in.
Once you've done it once, all you have to do is use the Up arrow and the command will be right there to quickly use :)
Sanquin Aug 18, 2015 @ 5:50am 
Originally posted by HighFlyer15:
Originally posted by Belcross:
thanks for the settings Dreaming, sucks we have to do this every log in.
Once you've done it once, all you have to do is use the Up arrow and the command will be right there to quickly use :)

Yea, but it's more like a temp fix really. We shouldn't see such an incredibly bright glare in the first place.
Admiral Kobi Aug 18, 2015 @ 6:10am 
Originally posted by Dreaming:
"r.bloomquality 0" in console for no glare
"r.bloomquality 5" in console for max glare

This does not work well if you have shadows off for example. The DEVS need to first make it so that light from the outside only shines into the base where there are openings instead of bleeding through. The same goes for interior lighting not to bleed through walls.

Secondly, the devs need to adjust the way bloom affects without shadows so that we can enjoy a "soft light" that illuminates instead of spotlighting everything. This is definitley a must have for the community.
ElgarL Aug 18, 2015 @ 6:12am 
They need to reduce the reflectiveness of everything.

While they are at it, fix the damn water reflections. They are just wrong.
{PR} Saiboogu Aug 18, 2015 @ 6:32am 
It's almost not the devs fault - Every game is so damn shiny these days (though being an old gamer it's sadly not a new trend). Back when reflectance was first a thing it was all "Ooo," and now every dev/designer/engine on the planet knows only shiny. Though, consider -- Matte surfaces in games often turn out looking way too dark/dull. Maybe a tricky balance to strike, honestly.

+1 to this thread in general though -- r.bloomquality 0 is the only way I can handle being in any of my metal structures, or around anything remotely shiny, and it's a hack - The higher levels of bloom are simply out of control and should be dropped.

At the very least, give us a bloom slider and make the setting stick - tiresome inputting it. Put it in my INI once, very next update wiped it (another tiresome thing, but a bit more understandable).
Last edited by {PR} Saiboogu; Aug 18, 2015 @ 6:32am
Me too...don't like the reflection system of Metal.
Wate Aug 18, 2015 @ 6:41am 
Doing those things is not Wildcard Studio's priority at all.
Red_warning Aug 18, 2015 @ 6:57am 
I think the problem is the indoor lighting mechanic, it takes light sources even from other rooms and outdoors into account.
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Date Posted: Jul 14, 2015 @ 6:43am
Posts: 17