Torch radius is too low?

  • I aim to recreate D&D dungeons, but find the torch radius should be twice what it is.


    I just want that feeling of going thru a D&D dungeon - you should be able to see the opposing wall of an average room using a torch. Testing this in Rising World, I was thinking I must have made my rooms too big as I could not see the opposing wall from the door.


    So I set up a calibrated tests, three blocks is a 5' D&D tile per dev posts that for calculation purposes ~20" (~.5m) blocks should be assumed. My tests show 20' away the wall is not lit at all, dimly lit at 15' feet, and brightly lit at 10'. D&D torches are double that range, so that an average 20' room for a monster encounter would be brightly lit from the torch from across the room, and even a larger 40' room would still be dimly lit from across the room (and fully lit except for corners when move to center).


    So is there a setting, database, or mod that can be used to change this, and I think it should be up for discussion of changing the default with a slider. Of course the gameplay argument that the primitive torch is meant to be upgraded to a lantern and should be dimmer, but that also applies to D&D as the lantern is also upgraded radius from a torch. So I presume the reason must be for GPU performance, but less range would actually worsen performance as you would need more wall torches to light up a room.

  • Abomination Vaults, the only Pathfinder 2e adventure path to made in hardcover after the serial softcover, and also releases in D&D Beyond 5e this month, and someone is working on an ARPG (shame it was not a CRPG) video game version. A dungeon crawls ten levels deep that should take ten character levels to complete. Currently more into Shadowdark now and it rules that only the monsters have darkvision, characters do not have that skill - and torches are required!


    I have played the 2D maps and want to really get a sense of 3D scale and see if it matches what I had in my minds eye. I am using a VR virtual screen - though finding it is difficult to calibrate screen size/FOV (is there a 3D VR mod?). Of course there are no monsters (unless I GM in some skellies but that would get boring since the point of the adventure is it is full of abominations!) so I do not think it will be good for larping. Would be interesting to import in the 2D artwork and make life size pawns though!


    Progress is slow, I got the big shrine done 3x over - keep getting the depth to water wrong - which is important as there is a hidden underwater entrance into lower levels. The hardcover release has an elevation drawing showing the water level starting at the ceiling of the first basement level but the map shows there is a 10' stair down to the water, after a 20' stair down to the basement level so it did not add up. Have to be very careful I do not flood the dungeon and do not have room to fudge extra stairs (it already uses 45 degree stairs) so I fixed it by planning a 10' stair up to the water, the text says there is only 3' ceiling above the water so you have to crouch to get over the dam into the water. I just need to make sure the dam is thick enough that I do not accidently pick thru and fill the entire dungeon with water (really need blocks to block water!). That was my first mistake thinking I would do the moat dig underwater - quickly dirt filled it so I could dig it out again dry!


    I really need a torch with doubled radius though to get the authentic feel - and I really do not want to be dropping wall torches everywhere just to see the room - especially since I am digging it in survival mode as creative mode is too fast too easy to overshoot and more likely to make a dimensional error that ends up flooding

  • at door (5' deep as this is castle keep block walls = I use 90deg FOV on 90deg screen so it looks deeper than it is) looking into 15' deep room. I cannot see the opposing wall, even though in D&D terms a 3x3 (15'x15') room is really too small and crowded for a 4v4 combat - its just a simple corner guard room.


    This lighting is not suitable for gameplay.

    Looking at wider FOV image on a narrower FOV screen and adjusting by eye you would think this is twice as deep as it actually is. This is why I am asking if there is a setting to change so it can be done properly by torch block radius and not misjudging false FOV perspective and calibrating visually.



  • A few half step Unity versions back Unity decided to change the way lighting renders to make it more performance efficient. The problem is Unity being Unity and them having all their best and brightest supposedly working on the full rebuild of Unity managed to fuckupshoi the new light rendering. Of course their grand solution is just letting the game developers deal with it in their own projects so all of the lighting in projects needed to be remapped, settings changed, etc. and even then most light as still too dark. And of course this is all in combination of who knows when / what Unity will screw up with it in the next half step upgrade so most devs haven't bothered with all the extra work just for it to possibly get undone again.

  • A few half step Unity versions back Unity decided to change the way lighting renders to make it more performance efficient. The problem is Unity being Unity and them having all their best and brightest supposedly working on the full rebuild of Unity managed to fuckupshoi the new light rendering. Of course their grand solution is just letting the game developers deal with it in their own projects so all of the lighting in projects needed to be remapped, settings changed, etc. and even then most light as still too dark. And of course this is all in combination of who knows when / what Unity will screw up with it in the next half step upgrade so most devs haven't bothered with all the extra work just for it to possibly get undone again.

    While that is good to know why the light calibration seems off, the question is surely there must be some database or setting to change radius of each light source so it must be accessible! These are not prebaked lights where you drag the radius in the level editor - this is dynamic moving lighting that depends on which light source your character uses. Like there is a day length setting that controls how long the sun is lit and what angle it is at in the sky - the sun is not prebaked into the level.

    Even if the devs recalibrated all the lights every time unity updates - players might still want to change the defaults as they do not like their gameplay vs. realism balance. Like Skyrim darker dungeon mods - add unrealistic artificial difficulty by having torch radius that barely lights your own feet - or those who want a torch that is bright as the sun just to make things easier to see (maybe they stream and video compression mangles the dark).