NewLight Point/Bugs and limitations: Difference between revisions
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====Shadows doesn't appear | ====Shadows doesn't appear instantly after save load==== | ||
The game doesn't load shadowmap for dynamic lights instantly, which is why light sources remain without shadows for a short time. This issue doesn't depends on how powerful device the game running at. The more dynamic lights with shadows level has, the more noticeable this issue, because for the game it takes longer to load shadowmaps. Example in a short [https://youtu.be/jZG12lzzS-s video]. | |||
<gallery mode=packed heights=400px> | |||
File:bmsgb_ShadowsDoesn'tAppearInstantlyAfterSaveLoad_1.jpg| frame |Before save load. | |||
<gallery mode=packed heights= | File:bmsgb_ShadowsDoesn'tAppearInstantlyAfterSaveLoad_2.jpg| frame |After save load (note that the large shadow from the bucket disappeared). | ||
File: | |||
File: | |||
</gallery> | </gallery> | ||
{{workaround|Enable in {{ent|worldspawn}} settings <code>Level Fade In</code> to hide this issue, this setting also will hide some other issues with loads in {{bms|4}}. {{ent|env_fade}} entity can be used for this as well.}} | |||
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Latest revision as of 06:25, 14 September 2025
Deferred lighting have issues with transparency
Deferred lighting is incompatible with transparency. In some cases, it shows one of the lighting layers applied to the color of the transparent texture.
This bug is currently available by default for VertexLitGeneric and Lightmapped_4WayBlend, if they are using $translucent material parameter.
No $translucent. Behind the wall placed lighting and some models with small room.
With $translucent. Now player see everything, but only what lighted.
The same happen if used $decal material parameter.
This problem also applies to brushes which don't use $translucent, but which is a part of a func entity with a transparency brush (the only exception is func_detail). This happen even if transparency used for shader that doesn't shows one of the lighting layers.
This sticker is brush, that is part of func_brush, which uses glass as part of itself. Flashlight off.
This sticker is brush, that is part of func_brush, which uses glass as part of itself. Flashlight on.
If a func entity or model uses render mode Glow (3) or World Space Glow (9) - they will show one of the lighting layers. This means that you can't use this renders to make your brush transparent, you will have to create a separate texture.
Other render modes will have similar effect, but only for brushes.
Similar issue happen with overlays/decals on brushes with $translucent.
Metal speaker is overlay that use $alphatest, but lighting of the health charger visible anyway, because overlay pasted on the transparency window.
In some cases, use $alphatest, if it'll give similar to $translucent resualts, with this your surface also will cast dynamic shadows.


Deferred lighting doesn't shows on transparency materials
Very noticeable with shaders that doesn't shows one of the lighting layers applied to the color of the transparent texture. Properly works with $alphatest.
The same moment, but in
Portal 2: Community Edition (this game uses env_cascade_light from
Counter-Strike: Global Offensive.)
Clipping near new light BBOX volume corners (newLight_Point only)
If a client is near newlight_point's BBOX volume corner, the lighting starts clipping on the client side in a form of triangle shape. The size of clip depends on how close the client to the BBOX corner volume, it can be minimal or hide lighting completely. This bug disappears (the triangle shape goes away) if the client is in BBOX or is not near one of the 4 corners. The distance and how far/close should be the client directly depends on BBOX volume size.
Brush polygons may clip deferred lighting
Rare phenomenon, sometimes brush polygons clip deferred lighting, the reason that cause this is unknown. Can be easy fixed if divide invalid brush into two parts.

Deferred lighting shines through nodraw texture
The toolsnodraw texture doesn't create dynamic shadows for dynamic light sources, there is no option for this feature to be enabled/disabled.

Objects with refract shader self refract if illuminated by deferred render
Objects with refract shader in their own refraction disable self, to escape some problems. However - objects with refract shader illuminated by deferred render refract self because of game can't tell the depth of objects because of the transparency, what you are see in the pictures is just the lighting layer applied to the color of transparency texture.
Similar issue happen if model with refraction behind wall with refraction.

Viewmodel illuminated by deferred render draw in refract shader
Refract shader and Water shader take and refract player screen space without taking into account viewmodel. However - viewmodel illuminated by deferred render draw in refract shader because of game can't tell the depth of viewmodel because of the transparency, what you are see in the pictures is just the lighting layer applied to the color of transparency texture.
Motion Blur
blurring viewmodel lighting layer
For some reason Motion Blur
blurring viewmodel lighting layer, you can notice this when you just rotate camera.
Strange "holes" when player's camera is at a great distance
In some cases may will appear strange "holes" when player's camera is at a great distance. Strange bug that occurs quite rarely. It is affected by game resolution, for example in bm_c4a1b1
this bug shows up well with a resolution wtih 1920x1080
, but with 3840x2160
the light source from the teleporter flickers, but does not form a hole.


NormalBias
value increasing.
Gbuffer doesn't draw during cubemaps building
This leads to lighting and other affects will not be shown in cubemap image, which in some cases significantly affects the difference between the scene in the cubemap and the real scene.
The scene during cubemaps building (the tunnel appears to be dark, although the crystal glows due to $selfillum).
Gbuffer doesn't draw in 3D Skybox
Due to gbuffer is not included for sky_camera, this causes gbuffer effects not displayed in 3D Skybox, including lighting and godrays.
Example, sky_camera is used in this small area with model for npc_alien_grunt_melee and newlight_point, but the lighting and godrays is not visible in 3D Skybox.
Materials reload causes new lights with enabled shadows to disappear
Only for new lights which uses shadows. This issue happen when you open Hammer while game is opened, when a client disable cubemaps with mat_specular 0, when a client reload all materials with mat_reloadallmaterials, e. t. c. Can be fixed with save reload.
Gbuffer incorrect work with cloak
Cloak is a material shader parameter for VertexLitGeneric
shader, female assassins uses it to make self transparent when they need it. Godrays all time fully render through them, same for deferred lighting and xog, even
Deferred lighting does not draw with -tools
If you don't use Full Screen
- deferred lighting will not draw.
Broken water transition in viewmodel
You can note the broken lighting transition when you go into water (only if water is world geometry and uses refractions).
Godrays incorrect work with $translucent
Godrays (also disk) all time fully rendering through textures with material shader parameter $translucent, because of this you will see unexpected results like in the picture (the same issue happen if used material shader parameter $decal). Disable godrays when you need or use $alphatest if it'll give resualts similar to $translucent. You also can try use some other tricks to escape this problem.
Godrays fully draws through water
Deferred lighting doesn't fully draws through water, unlike godrays.
Godrays leaks
Due to way how godrays works, in some cases you can note the leaking. Can be drawn even through walls, appearing where they should not be visible at all. Disable rays with triggers or minimize the effect. Because of this, it is not recommanted to use rays in multiplayer, as there is no way to disable rays for each client individually.
Godrays doesn't process viewmodel if player is underwater
Necro Patch fixed the old issue with godrays that wasn't processing models above water. This fix caused new issue, now godrays doesn't process viewmodel if player is underwater. Doesn't happen with func_water and func_water_analog.
Godrays can't be displayed in monitors and reflections
Godrays is post process effect that depends on player screen. That means that they can't water reflections or monitors can't show it.

Godrays doesn't refracting by refract shader and fully draws through
Unlike deferred lighting, godrays doesn't refracting by refract shader, also fully draws through.
Shadow acne with moving lights
Shadow acne (also can be called "projection clipping") appears for moving lights with shadows if parent is moving at high speed. This issue appears even if used a very high value for nr_shadow_max_passes_per_frame console variable. This issue causes black squares or dark floors due to incorrect shadow overlaying. Multiple examples can be seen in this 1 minute long video.
Can be partially fixed with NormalBias
value increasing. Also, if your moving light is just simple decoration (the puzzle crystals from Xen is great example), it is highly recommended to disable shadows to save limits and performance.
Shadowmaps split boundary artifacts (newLight_Point only)
newLight_Point uses 1–4 separate shadowmaps to cover its projection volume. When an object is positioned close to the boundary between these shadowmaps, the shadow may appear broken, clipped, or misaligned. This artifact is most noticeable with point lights using low-resolution shadowmaps, where precision issues become more visible.
Shadows have noise
This noise appeared with Necro Patch, greatly spoils blurry shadows. The only workaround is to make ShadowRadius
value very low, but then the shadows will become extremely sharp and stepped.
Shadows doesn't appear instantly after save load
The game doesn't load shadowmap for dynamic lights instantly, which is why light sources remain without shadows for a short time. This issue doesn't depends on how powerful device the game running at. The more dynamic lights with shadows level has, the more noticeable this issue, because for the game it takes longer to load shadowmaps. Example in a short video.

Level Fade In
to hide this issue, this setting also will hide some other issues with loads in 
Shadows don't appear immediately with a lot of lights with shadows
If your level use a lot of lights with shadows - shadows from enabling lights will not appear immediately, this happens if light source was disabled and if player's camera did not see this light source enabled initially.

SetIntensityForLight
input) to 0, then turn on light source and set the intensity to the desired value with delay of 0.5 seconds. Also, nr_shadow_max_passes_per_frame set to 25 can help in some cases.
Shadows low passes per frame if used a lot of lights with shadows
Sometimes many lights with shadows sets low values for nr_shadow_max_passes_per_frame cvar. This cause shadows to be looking a lot less natural.

Viewmodel doesn't support self-shadowing with deferred ligths
Unlike cascade shadows - viewmodel doesn't support self-shadowing with deferred ligths. Not a bug, but this is not what you expect from real life, it also isn't so with env_projectedtexture.
Spot lights have sharpness bug if shadows enabled
It is most noticeable if spot light is at not a right angle. It greatly degrades quality of shadows. Issue can be partially fixed if make NormalBias
value bigger. Also can be minimized with shadow quality, range, outer and inner angles.
Moving newLight_Spot clipping if shadows enabled
Even with low speed, newLight_Spot clipping when rotating, but only if shadows enabled. With pause this bug get fix.