sh3riff 12 月 5 日 上午 12:44
Why Do So Many Modern Games Lack Proper Shadows and Lighting?
Shadows and lighting are the backbone of immersion, yet it’s striking how many modern PC titles only implement primary shadows — from the sun or moon — while completely skipping secondary shadows indoors or at night. Walk into a house lit by a fireplace, or stand near a torch in a dungeon, and your character casts no shadow at all. It feels unfinished, especially when mobile games in the same genres manage to include these effects.

Examples are everywhere: Dyson Sphere Program, Enshrouded, Crimson Desert, Assassin’s Creed Shadows, Diablo IV, Horizon Zero Dawn/West — all show shadows outdoors during the day, but indoors or near artificial light sources, shadows vanish. In “most wanted” upcoming titles like Lunar Strike, Soulmask, Deep Rock Galactic, Last Flag, Spellcasters, Den of Wolves, Brightfall, Rivage, Nioh 3, Resident Evil Requiem, the same issue appears.

Lighting effects suffer too. Many recent games render special effects — spells, skills, explosions — in a single flat color shade. It looks uncanny, stripping away depth. In Thick as Thieves, Killing Floor 3, Last Flag, Spellcasters, Luna Abyss, Remnant Protocol, Rivage, Starsand Island, Liquid Swords, the problem is obvious. And in Light No Fire, one arrow explosion turned the entire screen white — the radius was so exaggerated it drowned out everything else. That’s not dramatic lighting, that’s broken balance.

What makes this bizarre is that mobile games often do better. They use baked shadows and efficient lighting systems that run even on weaker hardware. So why are PC releases, with far more power available, cutting corners? There’s no technical reason — it’s either budget, shortcuts, or misplaced priorities.

Good lighting isn’t just cosmetic. It’s atmosphere, immersion, and realism. When developers skip secondary shadows or flatten effects into one color, it breaks the illusion and makes otherwise beautiful worlds feel hollow. And saying “other games do it worse” doesn’t excuse it. As Geralt of Rivia put it: evil is evil, lesser, greater, middling… it’s all the same. Bad lighting is bad lighting, whether small or big.
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Chika Ogiue 12 月 5 日 上午 1:13 
Most of those are also on consoles where the simple answer is hardware limitations. Most people want smooth gameplay, little details like shadows are low on the list of wants. Other titles in your list are Early Access. They are still in development. Again, shadows and other high-end details are going to be lower on the list of priorities when the development focus is on gameplay.
ArielNugie 12 月 5 日 上午 1:30 
Not everyone is running high end hardware, so there are real limitations to consider. The comment above already explains the same point I had in mind.
Sciencemile 12 月 5 日 上午 1:35 
I thought Ray Tracing was supposed to standardize lighting and shading?

EDIT:

Oh wait... em-dashes and a "it's not just X, it's Y" hmm... <_<
最后由 Sciencemile 编辑于; 12 月 5 日 上午 1:35
i always turn off shadows. i don't want to get flash banged by in game sun / lighting source. i know it's more immersive, but i care more about my eyes in long term.

besides that, it's not fun watching people playing in dark places. i rather see custom effect.
wesnef 12 月 5 日 上午 4:36 
And here I thought that the big problem with 'modern games' was UE5 having Lumen lighting (raytraced) built in, so that devs who don't get how to tone it down end up with horrific performance. i.e, too *much* lighting.

But yeah, put me down as another person who's always reduced Shadow quality as a way ti get more performance, even back in the old days.


(hmm, another thing I've seen people say about Lumen & raytracing, is that now that we have real-time lighting, devs aren't doing "baked" lighting as much any more, so that might also be part of the difference you're seeing from "the goode olde dayes". Why waste the time, everyone's got amazing Nvidia RTX, right? /eyeroll)
引用自 Chika Ogiue
Most of those are also on consoles where the simple answer is hardware limitations. Most people want smooth gameplay, little details like shadows are low on the list of wants. Other titles in your list are Early Access. They are still in development. Again, shadows and other high-end details are going to be lower on the list of priorities when the development focus is on gameplay.

Can agree. Gameplay comes first. Like in the 90s. Probably why there have been so many games coming out that look and play like they were made back then and selling well.
I dunno, probably the same reason people get ChatGPT to write threads for them.
rawWwRrr 12 月 5 日 上午 6:22 
I miss seeing my reflection in mirrors or surface water. It was always that "whoa" moment when you passed a mirror and doubled back to see what your face looked like in the game. I think it was Duke Nukem when I first encountered it.

As far as light and shadows, they've been a struggle since the beginning. Ray tracing will help but the tech is still too new and not very efficient unless you can pay for the high end GPUs which most people cannot. As a developer I would be hard pressed to exclude the majority of my targeted audience just to showcase the latest lighting tech.

We did without ray tracing because of how computationally intensive it is. Even the GPUs with dedicated cores struggle to provide the lighting with decent frame rates.

People like OP will just have to make do with broken immersion and realize that it is just a video game after all and just enjoy it for what it is.
AustrAlien2010 12 月 5 日 上午 6:26 
If you don't mind playing horror games, then Doom 3 has nice shadows.

It doesn't require a powerful computer.
最后由 AustrAlien2010 编辑于; 12 月 5 日 上午 7:09
Overseer 12 月 5 日 上午 8:09 
Thats the thing. They tell you that too many shadows or too much lighting tanks performance and thats why you cant have that, while at the same time they say you need to buy expensive hardware to run demanding ray tracing.
The priority rigth now is to make development cheaper, because nobody wants to optimize games anymore.
Luckily a big title like Battlefield 6 now went against that development and received good feedback on its performance on varying hardware.

Indoors typically have multiple light sources of different brightness and color and not just one like the sun, and every light would require its own shadow map which is essentially a camera looking at the scene from a different perspective. That can add up quickly, but the reality is also that a simple option in the game could let us set the amount of shadows being rendered. The possibilites are endless, developers just don't want to spend the time on them.
Sciencemile 12 月 5 日 上午 8:25 
引用自 Overseer
The priority rigth now is to make development cheaper, because nobody wants to optimize games anymore.

Maybe they should automate optimization then. :steamsad:
I don't know man, but I just finished playing the DRM free version of Shadow of the Tomb Raider I own on GOG and the shadows in that game are astounding on low even without raytracing. That game is visually stunning from beginning to end. And no FSR needed.
最后由 Sigma957 编辑于; 17 小时以前
引用自 Chika Ogiue
Most of those are also on consoles where the simple answer is hardware limitations

Hardware limitation is a hoax, you should read it all.

Same hoax as ..
Dont eat after 1800 ..
Humans use 10% of brain ..
Carrots improve night vision ..
Sun is yellow etc.

If the games had proper ALL shadow 6 years ago .. or 10 .. or 20 ..
There is no reason to NOT to have them today.
Especially if mobiles games of the same genre have it ..

Mobile hardware is not considered high end. Get your facts straight.



引用自 AustrAlien2010
If you don't mind playing horror games, then Doom 3 has nice shadows
Thats exactly my point though. I am talking about new games, not old ones.
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