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Enabling TSR does seems to tighten it up but its still visible.
Any ideas are welcome :)
Yup.
Global illumination in this game is implemented in software only and you can't have properly working ray tracing without specialized GPU hardware acceleration, it's just too resource intensive to run on a general purpose CPU only. I don't even understand why CSS bothered with it if it's unsupported and software only. Seems like a waste of their time.
As soon as I read "the next to the pool lighting that doesn't stop moving" I knew we were on the same page. You're awesome. Thanks!
(command: r.fog = 0)
As nice it looks at daylight, during the nights it's not really playable/enjoyable.
It might be part of the problem that it's only software lumen, not hardware. But honestly I have no clue. It's just one of the many things we thought it would get fixed very soon, but didn't.
And if in doubt: Always believe Zak. Or Fenix.
Cheers for the advice.
But the devs opted not to invest the time on updating the world to suit it, because they felt it was not worth delaying v1.0 for.
This is why Global Illumination makes it pitch black in caves and indoor areas. It's no good for regular gameplay, it's only there for cosmetic purposes when you have lighting.
This ...
We had a long talk today if CSS is not able to fix a certain list of long lasting things or not willing to. I voted for 'not willing' in 95% of cases. What you wrote is just sustaining that.