Lichtblick Graphics Mod for OMSI 2 Trailer | OUT NOW

Опубликовано: 25 Июль 2026
на канале: Unmatched Games
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OMSI 2 turns thirteen this year. The modding community is still producing lots of amazing content. Everything about OMSI 2 has aged gracefully, except the renderer.

Lichtblick (German: "ray of light," "silver lining") fixes that. It's a drop-in mod that sits between OMSI and your GPU, intercepting the game's rendering calls and quietly upgrading them in flight. No game files are modified. No content packs are touched. No new launcher, no modified exe.
V1 is shipping soon, and it's deliberately small. The goal of the first release is feedback, to find the rough edges on maps, buses, GPUs, before adding the bigger structural features waiting in the queue. Here's what's in it.

What's in V1
Anti-aliasing. FXAA 3.11 Preset 3 cleans up shader-output aliasing and thin edges. Note: You must ensure Nvidia control settings are set to application controlled.
Screen-space ambient occlusion. Contact shadows under vehicles, in corners, beneath foliage, and along the long oblique surfaces OMSI maps are full of.
Godrays. Sun shafts traced from the captured depth buffer. When the sun cuts through trees or between apartment blocks, you'll see it. Note: You need to turn off OMSI sun glow of in the settings.
AGX tonemapping + auto-exposure. AGX is the same modern filmic tonemap Blender adopted as its default, the successor to ACES that finally stops bright reds from turning orange and saturated greens from turning yellow when they get clipped. Out of the box, OMSI does no tonemapping at all: anything brighter than 100% just slams to white.
Pair it with auto-exposure , eye adaptation borrowed from real photography , and the camera handles the dynamic range of a real day on a real route. Pulling out of a sunlit Hauptbahnhof into a dim depot, your eyes adjust over a second or two; with auto-exposure on, the screen does the same.
True HDR pipeline. Internal scene rendering is promoted to A16B16G16R16F, so linear values above 1.0 survive to post-process. Tonemap and bloom finally have real HDR data to work with instead of clipped LDR.
sRGB linear-space lighting. Per-texture sRGB classification plus D3DRS_SRGBWRITEENABLE on every draw. The result: colours that feel right, mid-tones that don't wash out, and lighting math that happens in the colour space the math actually expects.
Anisotropic filtering + LOD bias. Forces 16× anisotropy and a configurable mip-bias. Distant road markings, building textures, and station signage stay sharp. Note: You must ensure Nvidia control settings are set to application controlled.

How V1 ships
A fresh install drops the mod into your OMSI directory. On first launch, Lichtblick writes a six-line lichtblick.ini with just the user-facing on/off knobs, anisotropy, FXAA, SSAO, godrays, and FXAA passes. Everything else is dialled in via curated internal defaults that have been tuned. No tweaking required.

Compatible with…
OMSI 2 base game. Steam, Aerosoft, and standalone OMSI 2 installs are all targeted.

Notes:
OMSI 2 base game is required
Only works on spawned vehicles not taking over AI vehicles
Turn off sunglow in OMSI settings if using God Rays
Make sure Nvidia Control Panel Settings are set to application controlled for Anti Aliasing and Anisotropic filtering
Look can vary depending on how a developer has done the bus windscreens