As for lighting I've just sent you a PM on SRPL forums As for sky, well I don't think we can do much about it. That's just the way ISI's implementation looks at the moment. They seem to have per-vertex calculations of Rayleigh and Mie scattering implemented, but it's still too fresh to produce realistic results. Getting sky colors right, especially during sunset and right after it, is quite a challenge. Most of programmers who happily start implementing Rayleigh scattering aren't really aware what they're getting themselves into Neither was I the first time One needs to give it a lot of thought. Otherwise you will not be able to identify weakness in calculations that cause something to look different than desired and you may end up tweaking something else instead. And when that goes wrong aswell, you'll probably end up running blind and tweaking everything there is I haven't seen a single game so far that got sunsets right. The problem with many realtime atmosphere implementations is that they do not take presence of ground into account properly. Sounds funny, but that's not so straightforward to introduce into equations And sometimes it's about incorrect calculations of optical depth.