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As simple as the title suggests. Especially now that controller mapping Is a thing for console players .

Sincerely, a guy tired of having to keep increasing/decreasing his brightness all the time.

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over 4 years ago - /u/Veegie - Direct link

Originally posted by swiftstorm86

I can’t say for certain, but I think it probably has something to do with Ghost-lights in particular. Veegie mentioned that dark areas with flashlights were specifically made with flashlights in mind, so perhaps charged grenades act as more of an omni-directional light source rather than a directional flashlight? And that directional flashlights are a bit more difficult to work cleanly into the environment?

Completely spitballing here, honestly don’t have much of a clue. He’s likely busy this time of night, but perhaps /u/Veegie could shed some light hehe on the situation. He’s usually quite knowledgeable about these things!

Yeah that is generally the reason.

Lights that are part of the player sandbox can appear anywhere in our world, so we can't carefully cater the scenes GPU cost towards them, so they have to render quite cheap, achieved through both limiting their size or the complexity of the lighting effects — thankfully these lights tend to be temporally quite rapid so you can get away with it. Since we know that combat won't be present around flashlight areas we can use more expensive lights that are actually casting dynamic shadows on their surroundings.

Generally speaking the cost of a light is proportionate to the amount of pixels that it hits on screen, rather than the shape of the light (omnidirectional, spotlight, line, etc.). Things like shadow casting are so costly that we enforce a total number of shadow casting lights that can be on screen at a single time, this is why you won't ever find the effect on any lights that are part of the player sandbox.