Lighting quality is controlled by several graphics settings, not one setting only. Lighting Quality chooses the main light manager path, while Shadow Quality, dynamic reflections, mirrors, clouds, PostFX, HDR output, and the overall graphics preset all affect how lighting is perceived.
Physically based light values do not change between quality settings. A light set to 1000 cd still uses the same physical value, but lower settings may render it with simpler lighting, lower shadow resolution, disabled reflections, reduced clouds, or missing PostFX.
The current graphics presets combine several independent settings. For example, the Normal overall preset already uses High Lighting Quality, while Low and Lowest disable many expensive effects.
Lighting Quality currently has four modes: Lowest, Low, High, and Ultra. There is no separate Normal Lighting Quality mode; old numeric values or "Normal" are upgraded to High.
| Lighting Quality | Light manager | Shadow filter | Main effect |
|---|---|---|---|
| Lowest | Basic Lighting | None | Fastest fallback path. Not representative of final physically based lighting. |
| Low | Advanced Lighting | SoftShadow | Lower-end advanced path with some shadow and effect limits. |
| High | Advanced Lighting 1.5 | SoftShadow | Main physically based lighting path and recommended authoring baseline. |
| Ultra | Advanced Lighting 1.5 | SoftShadow + sun PCSS | Same main lighting model as High, with contact-hardening penumbra enabled for sun shadows. |
Used by Lowest Lighting Quality.
Basic Lighting is a simplified fallback renderer intended for performance. It is not representative of the final physically based lighting result.
On this setting:
This mode is useful for very low-end settings, but should not be used for authoring final lighting or materials.
Used by Low Lighting Quality.
Advanced Lighting provides a more complete lighting pipeline than Basic Lighting. It supports dynamic lights, soft shadows, and better material response, but it is still a fallback compared to Advanced Lighting 1.5.
Used by High and Ultra Lighting Quality.
Advanced Lighting 1.5 is the main lighting path for physically based rendering. It is the recommended mode for content creation, material checks, local lights, emissives, reflections, and final scene lighting.
Shadow Quality is separate from Lighting Quality. It changes the global shadow texture scale used by shadow maps.
| Shadow Quality | Texture scale |
|---|---|
| Lowest | 0.25 |
| Low | 0.5 |
| Normal | 1.0 |
| High | 2.0 |
| Ultra | 4.0 |
Lower Shadow Quality can make shadows appear blurrier, blockier, or missing. This can affect interiors, headlights, street lights, foliage, and small prop details.
Lighting Quality also affects shadow behavior through the light manager and shadow disable level: Lowest can disable more shadows, Low can still disable some, and High/Ultra keep the advanced shadow path enabled.
Shadow Quality controls shadow-map resolution, while Ultra Lighting Quality enables PCSS penumbra filtering for sun shadows. Clustered local lights on Advanced Lighting 1.5 can use contact-hardening filtering when their shadow softness is greater than zero. Screen-space shadows are a separate PostFX effect.
See Lighting Techniques for the differences between shadow maps, PCSS, screen-space shadows, and GTAO+.
Dynamic reflections and dynamic mirrors are separate from Lighting Quality. The overall presets control whether they are enabled and how expensive they are:
This affects vehicle paint, glass, mirrors, wet roads, glossy props, and other reflective surfaces. Correct lighting should still have cubemap and material fallbacks, because some users will run without dynamic reflections.
Cloud quality is now a separate graphics setting with Low, Normal, and High modes. It changes volumetric cloud sampling and shadow/transmittance update cost.
Cloud quality can affect lighting because clouds feed into sky ambient lighting, cloud transmittance, and fog/cloud consistency. Lower cloud quality may make dynamic weather less accurate or less detailed, even if Lighting Quality is High.
Fog and ambient lighting also depend on the current exposure, sun direction, sun radiance, sky SH9 ambient data, and cloud transmittance. When checking outdoor lighting, test weather and cloud settings, not only local lights.
The lower overall presets disable several PostFX effects that affect perceived lighting:
GTAO+ and screen-space shadows add view-dependent occlusion and shadow detail. Bloom affects bright emissives, headlights, and highlights. Do not tune physical light intensity only to compensate for these effects being disabled on lower presets.
See Lighting Techniques for how these effects complement shadow maps and where their screen-space limitations apply.
Auto Exposure, local exposure, and tone mapping are part of the current lighting pipeline and should be evaluated on the main advanced lighting path. Lowest/low-end settings are fallback checks, not the authoring target.
HDR output is controlled separately from overall quality. The game tracks whether HDR is requested and supported, and uses settings such as paper white, peak white, and UI multiplier when HDR is active.
Content should not be authored separately for SDR and HDR. Use physically meaningful values and check that highlights, emissives, and exposure remain readable in both output modes.
Lighting Quality changes how accurately the scene is rendered, not how lights should be authored.
You should still use:
texSize valuesAvoid increasing light intensity just to compensate for lower quality settings. That can make the same light too bright on High or Ultra.
When creating lighting or materials:
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