To be honest, the auto exposure in the game needs some fine-tuning. Another problematic time is sunrise and sunset.
Description
Details
- Severity
- Tweak
- Resolution
- Open
- Reproducibility
- N/A
- Operating System
- Windows 10 x64
- Category
- General
Related Objects
Event Timeline
Auto exposure is the worst thing to happen to Reforger. It was also this bad back in A2 times but they had it work much better in A3 and now we're back in AR again.
I cannot agree enough. I understand that auto-exposure is essentially required for a HDR Pipeline, but the settings need to be heavily tuned. The tech can *significantly* impact the visuals and make it look poorer than it should. I think some time sorely needs to be spent experimenting with how the average scene luminance is captured (certain objects or the sky have too much influence), clamping, and exposure compensation depending on the player environment so the image looks right?
The way the system is implemented lends itself to having this ultra-bright and washed out appearance in a lot of places that makes the beautiful Enfusion graphics far worse than we should give it credit for in many situations.
It’s one of the factors that really negatively harmed DayZ’s graphics when they implemented it in Enfusion. Things are either too dark (in the forests) or waaay too bright (in interiors and cities). Prior to its engine upgrade in 0.63, the colors, contrast, and tone-mapping looked balanced and had a beautiful, striking look to them (e.g shadows were very dark, skies had pleasant saturated blues, and specular highlights were immensely bright). That’s not as much the case anymore (as shown in T149799 and T142613)