Quick Poll - Fake Contrast
Quick Poll - Fake Contrast
How many of you play with Fake Contrast ON ?
I'd like to get an idea. Lighting my map seems to be a bit more difficult when considering who plays with it off/on, especially when making a very dark room. it can go from mostly dark to pitch black depending on your preference setting.
I'd like to get an idea. Lighting my map seems to be a bit more difficult when considering who plays with it off/on, especially when making a very dark room. it can go from mostly dark to pitch black depending on your preference setting.
- wildweasel
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Re: Quick Poll - Fake Contrast
I leave it on. Any map that needs to have it off can specify it via MAPINFO, these days.
Re: Quick Poll - Fake Contrast
Smoothlighting FTW
Re: Quick Poll - Fake Contrast
Fake contrast or smooth lighting FTW, I can't stand levels that are all a singular, continuous blob of the same colour. Do u even lighting breh
Re: Quick Poll - Fake Contrast
It's a great feature.
Wish there was an option to change the angle (for smooth lighting) in ACS however!
Wish there was an option to change the angle (for smooth lighting) in ACS however!
- MetroidJunkie
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Re: Quick Poll - Fake Contrast
I have it on just because being able to see corners more easily can be quite helpful when you're trying to navigate.
Re: Quick Poll - Fake Contrast
Off, and I force it off via Mapinfo in my maps too.
Re: Quick Poll - Fake Contrast
Does this ever look good? On every line that's straight horizontal or vertical (which is pretty common in Doom), the light will stand out so much it's just looks like it has it own light level. I have no idea how people can think it looks good when all it does is make the level look glitchy.
Remove!
Remove!
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Re: Quick Poll - Fake Contrast
To be quite fair, there's solid reasoning behind it. It's a fact that light at different angles will affect every surface differently, and a sudden change of angle (such as a corner) causes a change in the light's brightness on that corner unless the light is an exact 45 degrees out from said corner. Take any small hand lamp and hold it against a wall, close to a corner, to see this in action - the wall that the hand lamp is closest to will always be darker because of the more extreme lighting angles. The wall that is directly facing the hand lamp (even if further away) will be brighter because the light is striking into a smaller area more intently on that surface.Chl wrote:Does this ever look good? On every line that's straight horizontal or vertical (which is pretty common in Doom), the light will stand out so much it's just looks like it has it own light level. I have no idea how people can think it looks good when all it does is make the level look glitchy.
Remove!
Doom was never rooted into "reality" like this, but the designers did take this into consideration, none the less. Changing the shading on the wall does make it look a little more realistic, even if you know what's going on and don't like it.
- NeuralStunner
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Re: Quick Poll - Fake Contrast
The difference is way too extreme, and when it only affects walls that are along one axis or the other, it looks horrendous. SmoothLighting fixes the second problem only, so it remains off for me. (Personally, I don't have any problems with evenly-lit walls 99% of the time. Flat color textures can be a problem, of course.)
Re: Quick Poll - Fake Contrast
Well - if it could be customized, it would be a whole lot better, I think.
- Caligari87
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Re: Quick Poll - Fake Contrast
It can, via [wiki]MAPINFO[/wiki]: VertWallShade = <amount> and HorizWallShade = <amount>. It's not specified, but I assume SmoothLighting interpolates between these values.


- zrrion the insect
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Re: Quick Poll - Fake Contrast
I use -4/4 as values for the wallshade in mapinfo, then turn on SmoothLighting and it looks so very good with those settings.
Re: Quick Poll - Fake Contrast
Well, I meant with CVARs, but the MAPINFO option works, I guess. XD