

This has the effect of drawing your eye to it and not in a good way as it doesn't blend. Up close more vibrant, further away less vibrant.Ī trend with GIANTS at the moment is to make the trees very bright and over saturated, including on the distance LOD model as well. That said getting the balance right is extremely difficult, because trying to replicate RL colours ingame where the lighting doesn't adapt the same as in RL is very time consuming.įor example colour pigment saturation changes depending on light angle, and distance. I am not one personally for the over saturated look present in some of the Fs19 pics and now in Fs22, purely for the reason it makes the game look very cartoonish and gimmicky which is not the style of environment I want to play in. Similarly with the more constructive ambassadors.Ĭolour and light are such hard things to get right in a video game.

Part of their job is to feedback to those developing the game and the last couple of days must have been a nightmare. I do feel sorry for Chaki, Lisertan and Kerminator especially though. Plus whoever thought it was a good idea to choose what is surely an unfinished and bland map for one of the most important marketing videos for the game.

You've got to wonder about the decisions made by those who are coordinating the graphics, environment and maps though. If we can continue to tweak that further, adjust the foliage and trees and it helps the plastic-wrapped vehicles too, then I think it can be rescued. Elmcreek's lighting was a long way from good (still far too saturated with trees especially too bright), but it was a heck of a lot better than the footage from the last couple of days. If that is the case rather than being some features and settings being hard-coded into the game engine since FarmCon then it won't be so bad. Some thoughts that the American map (Elmcreek) might 'just' be using different lighting and environment settings to the French map (Haut Beyleron).
