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Light sources have shimmering godray (annoying)


Rejlive

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I never noticed this before, but is there away to get rid of this?

I turned bloom almost all the way down but it didnt affect it.

Hope this isnt something added on purpose, its immersion breaking for me

 

I saw it in Crucible of omens BCD

 

I have Windows 10, 4790k I7, GTX 980, 16GB Ram latest drivers all

post-8499-0-36338700-1454191898.jpg

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That's a particle effect added (yes, on purpose) by the map designers to indicate a murky damp atmosphere. It's not bloom. Afaik, the only way to turn it off is to set r_skipParticles via the console, but doing that would also remove weather and torch flames, so not really a possibility.

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The way this effect works is there is an emitter that shoots down particles really fast to simulate a godray. Unfortunately it does produce shimmering as you said, but it's the only way to fake volumetric light currently. The mapper can make the particles shoot out faster to hide the shimmering but that usually tanks the FPS.

My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!

 

 

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There are options to remove the particle effect. If it's just a targeted entity then remove the target arg from the base entity in the map file. If it's part of an entity def, make your own replacement def. Finally, if you aren't inclined to learn some entity arg basics, you could edit the map in Dark Radiant and remove the light entity with the problematic particle then replace it with a light entity without one.

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If im going to learn how to remove stuff i might as well learn to be a mapper.

Join ussssss!

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Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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