Lighting Shadows, Specular, Reflections, Normals? (Not sure about normals) are all bugged in DirectX11
In the other renderers Vulkan, and OpenGL (Aside from the shadows being bugged again.) this issue doesn’t exist and works just fine
This also effects in game outside of studio meaning that everyone or almost everyone on DX11 will have buggy lighting. this example uses Decaying Winter
Missing Reflections on the locker
Specular is missing
As far as I can tell it seems like DX11 is rendering lighting at a lower graphics level but increasing rendering distance to the correct distance.
The extra evidence is that the lighting is always stuck rendering at Voxel instead of Shadow or Future.
Expected behavior
DX11 Should look like Vulkan and OpenGL
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