• Added lighting improvements (brought forward from 1.8.2 update) and snow & rain improvements.
I wonder, specifically, which ones.
Here are the changes that refer to lighting and rain/snow. Not sure which ones they are talking about though (probably all?):
• New improved lighting
• Day/night cycles no longer require chunk updates and is a smooth transition
• The lighting on a block is given a tint based on the most prominent source of light
• Redish from Non-sunlight light sources
• Blue from Moonlight
• Total darkness keeps the same black tint
• Sunlight gives the same white tint
• Non-sky based light now gives a very subtle 'flicker'.
• Improved sunrise and sunset.
• Clouds change color during sunrise and sunset to match the sky color.
• Horizon, specifically haze changes color more vividly during sunset and sunrise.
• Rain and snow both render faster
And would these be included? (please, please, please, please, please...)
• Cloud height raised to the top of the map, so clouds can no longer phase through blocks.
• Cloud movement syncs with the game's time.
What you've just said is one of the most insanely idiotic things I have ever heard. At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul.
LOL All I see is a slight change in brightness between the two. I'm going out on a limb here, and speculating that it will be a bit more than that.
Nope, that is exactly what Smooth Lighting is. Instead of the light being calculated per each block, it's calculated across all blocks at once allowing for smooth light spreading, better atmospheric lighting, and much smoother shadows across objects.
LOL All I see is a slight change in brightness between the two. I'm going out on a limb here, and speculating that it will be a bit more than that.
If you look harder there is much more going on than less brightness. Shadows are softer, Light transitions are softer, Shadows are calculated and rendered much better.
Also, with the addition of Smooth Lighting, you should no longer see those chunks in the distance at night time that look like it's still day time. Unless they chose to keep that out for now until 1.8.2.
In Beta 1.8, a new lighting engine was implemented. The new engine has added and changed the following:
The lighting of an area is influenced by the type of light source that is lighting the block: moonlight gives a blue tint, torches and lava give a reddish tint, and complete darkness and sunlight are the same as before.
Changes in lighting are now instant, and can be gradual as changes in the time of day and the state of rainfall now smoothly change the lighting value rather than individually updating the lighting of chunks one by one.
Using the new instant lighting, non-sunlight lighting now subtly flickers, although this feature is purely cosmetic and has no effect on gameplay.
Sunset is much more intense and realistic than before, and its intensity dims if the player turns away from it.
At extreme depths, black fog closes in. At the bedrock level, a torch can no longer be seen from 11 squares distance. This effect is inhibited by proximity to open sky (i.e. the degree to which the place where you are standing would be lit by sunlight), whether or not the sun is currently up.
When inside the void, lighting operates similar to Classic, where objects in the void will remain at a constant brightness, regardless of how far they travel away from a light source, provided that they remain directly underneath an opening into the void. The brightness of the particular "column" of space is based on the current light level at level 0, the bottom bedrock layer. This applies to all entities, as well as particles.
Additionally, sitting in the void underneath a shaft which allows sunlight directly into it will remove the void fog, regardless to whether is it daytime or not.
I'm going to ignore all the void stuff, because that seems fairly unremarkable since you can't even GET to the void in the XBox version. So, to summarize:
1. Lighting changes instantly, not gradually one block at a time away from a light source
2. Hue changes for different kinds of light
3. Torch flickering
4. Sunset changes
5. Black fog down deep in a mine
I was similarly confused by the discussion about "smooth lighting". Is that a settings checkbox on the PC version? Or is the 1.8 lighting system called "smooth lighting"?
I was similarly confused by the discussion about "smooth lighting". Is that a settings checkbox on the PC version? Or is the 1.8 lighting system called "smooth lighting"?
On the pc there is a slider that increases/decreases the smooth lighting.
I was similarly confused by the discussion about "smooth lighting". Is that a settings checkbox on the PC version? Or is the 1.8 lighting system called "smooth lighting"?
Smooth Lighting was actually added in Beta 1.3, but was given huge enhancements in 1.8
I was similarly confused by the discussion about "smooth lighting". Is that a settings checkbox on the PC version? Or is the 1.8 lighting system called "smooth lighting"?
The PC version has an option to smooth the lighting that's relatively new. You can enable and disable it on-the-fly through the options screen. It's more of a performance vs quality setting that's getting pretty irrelevant now with all these great graphics cards coming out.
On the pc there is a slider that increases/decreases the smooth lighting.
Ah, that's interesting. The GIF in the earlier pics, then, is the difference between slider settings in the same version, not the difference between 1.6 and 1.8.
The next obvious question, then, is will the update include the "smooth" slider? Or will they pick a value that they think is optimized for the XBox? (I assume the slider exists in the PC version to account for differences in CPU/speed/GPU)
One additional thought: does this update to lighting fix the glitch where a shallow cave just one or two blocks away from direct sunlight can be pitch black?
One additional thought: does this update to lighting fix the glitch where a shallow cave just one or two blocks away from direct sunlight can be pitch black?
That helps... and I can't wait to see how my world looks after this update.
I also just want the clouds to be above my castle... not in it.
Rollback Post to RevisionRollBack
What you've just said is one of the most insanely idiotic things I have ever heard. At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you no points, and may God have mercy on your soul.
Ah, that's interesting. The GIF in the earlier pics, then, is the difference between slider settings in the same version, not the difference between 1.6 and 1.8.
The next obvious question, then, is will the update include the "smooth" slider? Or will they pick a value that they think is optimized for the XBox? (I assume the slider exists in the PC version to account for differences in CPU/speed/GPU)
One additional thought: does this update to lighting fix the glitch where a shallow cave just one or two blocks away from direct sunlight can be pitch black?
I think they will pick a set value, but I am not 100% on that. As for your second question, I am not entirely sure what you mean.
One additional thought: does this update to lighting fix the glitch where a shallow cave just one or two blocks away from direct sunlight can be pitch black?
I think they will pick a set value, but I am not 100% on that. As for your second question, I am not entirely sure what you mean.
I would guess you are correct that they will pick an optimized value.
Regarding the shadow glitch, haven't you ever been exploring a map, and looked over to the side of a mountain to see what appears to be a pitch-black cave? Then when you went over to expore it, found it was only a single block deep (ie, it wasn't a cave at all)? I have a theory that it occurs when the hole is up off the ground level, so calculating from the nearest block on the ground actually being hit by the sun results in low calculated light levels.
I've seen a different lighting glitch while mining, where a certain small area (normally near flowing lava) won't light up no matter how many torches I put there, but I move 5 blocks away and the lighting seems to work fine.
I wonder, specifically, which ones.
Here are the changes that refer to lighting and rain/snow. Not sure which ones they are talking about though (probably all?):
• Day/night cycles no longer require chunk updates and is a smooth transition
• The lighting on a block is given a tint based on the most prominent source of light
• Improved sunrise and sunset.
• Clouds change color during sunrise and sunset to match the sky color.
• Horizon, specifically haze changes color more vividly during sunset and sunrise.
• Rain and snow both render faster
And would these be included? (please, please, please, please, please...)
• Cloud movement syncs with the game's time.
That's hard to explain.
If you look harder there is much more going on than less brightness. Shadows are softer, Light transitions are softer, Shadows are calculated and rendered much better.
In a nutshell there is much more going on now.
In Beta 1.8, a new lighting engine was implemented. The new engine has added and changed the following:
I'm going to ignore all the void stuff, because that seems fairly unremarkable since you can't even GET to the void in the XBox version. So, to summarize:
1. Lighting changes instantly, not gradually one block at a time away from a light source
2. Hue changes for different kinds of light
3. Torch flickering
4. Sunset changes
5. Black fog down deep in a mine
I was similarly confused by the discussion about "smooth lighting". Is that a settings checkbox on the PC version? Or is the 1.8 lighting system called "smooth lighting"?
On the pc there is a slider that increases/decreases the smooth lighting.
Smooth Lighting was actually added in Beta 1.3, but was given huge enhancements in 1.8
Didn't we disprove that in another thread? Some people can. You technically aren't ever supposed to be able to in vanilla - but as we saw, it happens.
The PC version has an option to smooth the lighting that's relatively new. You can enable and disable it on-the-fly through the options screen. It's more of a performance vs quality setting that's getting pretty irrelevant now with all these great graphics cards coming out.
The next obvious question, then, is will the update include the "smooth" slider? Or will they pick a value that they think is optimized for the XBox? (I assume the slider exists in the PC version to account for differences in CPU/speed/GPU)
One additional thought: does this update to lighting fix the glitch where a shallow cave just one or two blocks away from direct sunlight can be pitch black?
It doesn't. That still happens.
That helps... and I can't wait to see how my world looks after this update.
I also just want the clouds to be above my castle... not in it.
I think they will pick a set value, but I am not 100% on that. As for your second question, I am not entirely sure what you mean.
I would guess you are correct that they will pick an optimized value.
Regarding the shadow glitch, haven't you ever been exploring a map, and looked over to the side of a mountain to see what appears to be a pitch-black cave? Then when you went over to expore it, found it was only a single block deep (ie, it wasn't a cave at all)? I have a theory that it occurs when the hole is up off the ground level, so calculating from the nearest block on the ground actually being hit by the sun results in low calculated light levels.
I've seen a different lighting glitch while mining, where a certain small area (normally near flowing lava) won't light up no matter how many torches I put there, but I move 5 blocks away and the lighting seems to work fine.