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Gif of the difference in lighting:
This persists even after the recent patch, both X1 and PC seem to be missing what seems to be volumetric shadows.
That outlining of the tail pipe is what happens when you clip your volumetrics against the world before particles are drawn and then additively splat them on top after the particles. A more correct implementation would take the particles into account. I'm sure other stuff can create similar artifacts, but it's one I'm used to looking at.
Probably that implementation issue is cross-platform and the primary difference in this scene is the presence of more particles in the foreground.