Professional Engineering Series

Glare Control, Shielding & Optics in Sports Lighting

Glare, Shielding & Optics for Player Visibility

Glare is light that hits the eye at the wrong angle and degrades visibility and comfort. Controlling it through optics, aiming, shielding, and mounting height is as important to a good field as raw footcandles. A field can hit every illuminance target and still be unpleasant or unsafe to play on if glare isn't managed — which is why glare control is a first-class design objective, not an afterthought.

This reference distinguishes the two kinds of glare, explains how each is controlled, and notes the trade-off against coverage.

Two kinds of glare

TypeEffect
Disability glareReduces actual visibility — a player loses the ball against a bright source
Discomfort glareStrain from overly bright sources in view (CIE GR outdoors; UGR indoors)

Both kinds worsen at low aiming angles and high source brightness — a fixture aimed near-horizontal into players' sightlines is the worst case for either. Outdoor sports use glare-rating methods (CIE GR) to quantify discomfort glare; interiors use UGR.

How it's controlled

Four levers control glare. Full-cutoff and asymmetric optics put light on the field while limiting output toward the eye. Aiming within recommended limits avoids near-horizontal aim that throws light into sightlines. External shields and internal louvers physically block the bright source from view. And taller mounting gives steeper, lower-glare angles — a higher fixture aimed downward presents a shallower, less glaring angle to a player looking up. Used together, they keep the source out of the eye while keeping the light on the field.

The trade-off

Glare control isn't free. Aggressive glare control can trade against coverage and uniformity if pushed too far — over-shielding can dim the edges of the field. So the design balances glare limits, uniformity, and spill at once, which is exactly what a photometric study resolves: finding the optics and aiming that meet the glare target without sacrificing the coverage and uniformity the class of play requires. And usefully, the same measures that protect players also limit light leaving the property, so glare control protects neighbors and secures zoning approval. Duvon balances glare, uniformity, and spill in every layout.

Frequently asked questions

What are the two kinds of glare?

Disability glare (reduces visibility — losing the ball against a bright source) and discomfort glare (strain from bright sources in view). Both worsen at low aiming angles and high source brightness.

How is glare controlled?

Full-cutoff/asymmetric optics, aiming within limits, external shields and louvers, and taller mounting for steeper, lower-glare angles.

Is there a trade-off?

Yes — aggressive glare control can reduce coverage and uniformity if overdone, so the design balances glare, uniformity, and spill, resolved by a photometric study.

Does glare control help with zoning?

Yes — the optics and aiming that protect players also limit light leaving the property, helping secure zoning approval.

Does mounting height really reduce glare?

Yes — a higher fixture aimed downward presents a shallower angle to players looking up, reducing glare while improving uniformity.

Request a free certified glare-controlled photometric layout. Get it at duvonlighting.com/free-quote.