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bright in the night now.
I imagine it has to do with whatever graphic settings you are using.
I know it is fine for me but I'm using a mix of elite/high settings with some other
stuff detuned from max.
GTX970.
I suspect it is that dark to reflect how dark it really is in a place like that at night. I notice with a clear moon things do lighten up a bit but all the same it seems realistic.
in a wooded area.
Beaches (dangerous) are pretty well lit if moon is out.
Anyone remember camping out in the middle of nowhere, I mean really in the middle of nowhere?
Remember how dark it can get at night?
http://steamcommunity.com/app/346110/discussions/0/615086038676926278/
i think the gamma suggestion might actually fix it! just waiting for night time to see the difference
Both of us went through the optimization steps found here:
http://segmentnext.com/2015/06/10/ark-survival-evolved-tweaks-guide-to-improve-performance-and-graphics/
My game improved remarkably, his was able to run, but at lower settings than my own(mostly medium).
The problem is not as simple as it gets really dark when it's dark. I believe that it has to do with how the game renders ambient lighting when the sun source is taken out of the picture. His game is literally pitch black at night, showing only the overlays and player/dino tags. However, we can also go to a cave I found where, after proceeding just around the first corner, it is if a switch was flipped and all goes black. Torches, campfires, and forge fires do nothing to help. However, supply drops can be seen from a moderate range of like 40 or so in game feet.
I think this implies that the shader system is not reflecting/recasting ambient light from some sources. I think that the obelisk must use its own light emitters, as opposed to reflecting light, allowing him to see them. However, his case extends to torchlight as well (not being visible), which is odd, since they also give off light and he can see them in the day. I think in the day time, the sun source is reflected properly, or handled differently, so it allows him to see until that source is 'blocked' out or occluded from the rendering calls, when it immediately goes pitch black.
So, our plan is to tinker with the settings pertaining to lighting and shaders. If I get any good news, I'll post back.