Granted, Tom's screens are made somewhere over dam reservoir or Lake Mead, and these areas are in lower-rez parts of the map (both terrain mesh and textures), also very aggressive LoD switching waterman mentioned above doesn't help, and neither does "depth of field". It's a bullcrap option anyway, I always disable it in any games that try to implement it nowadays, just as I do with other useless Hollywood'ish effects. After all, that's neither like human eyes nor cameras work at these distances.
Back to the lighting, I can live with somewhat brighter desert terrain and sky at scorching noon (actually the sun and horizon is a big improvement over 2.0.5), not to mention superior colours and shadows during sunsets and sunrises, but what gets on my nerves is PBR, which, apart from projecting real-time reflections on the external models (yay!) makes them illuminate the damn cockpit from below as well (nay
). Fly over concrete - pit turns bright grey, fly over sand - pit turns bright yellow, fly over grass - pit turns green, fly over water - pit turns blue. That's more annoying than non-adjusted texture reflections and I'm a bit worried about how long it's going to take them to tune this right, as it's not a simple question of fixed value gamma adjustment.