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Hi, @madig !
Yeah, it's not implemented - I've put it into backlog.
not necessarily dark, just "wrong". Also I'm working on lighting model in slow phase, improving thing bit-by-bit.
Magic/VFX and local light are special case still. With magic - it's common problem in current-gen engines. No one knows how many LUX/watts in paladins holly-arrow. And there is good values, as shown here: Local lights are not quite solved in games, and do not work with single-float exposure. Afaik GoW and Ghost of Tsushima games are using some sort of 2D/3D LUT for exposure, yet not sure how to implement it on top of existing content. Current workaround for magic/light - bypass exposure completely. For local light: Fillament is too correct here, showcasing content problems, such as light from nowhere, so I've bump-down curve a little. |
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Hi |
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Hi! I stumbled over this project recently, exciting.
I'm currently playing Chronicles of Myrtana and re-discovered how dark Gothic is, as in, I have to turn up the gamma because I can't see in broad daylight. In OpenGothic, the gamma sliders don't work...
I noticed that the raytracing discussion thread was talking about how the game was made for a "wrong lighting" model and doing it correctly will make it appear very dark. Is there anything that can be done? The DX11 mod for the original had the same problem, and "HDR" made the game look... off.
Is there anything that can be done?
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