Nothing wrong with my setup--that is an in-game high-res screenshot tool, my monitor is set up using Lagom using monitor controls, I don't change monitor settings in drivers. This is what the game gives me. There is absolutely no problems with black level in any other application.
Monitor settings have no bearing on what's in a screen shot. The Legacy client should not be producing scenes in deep space where the lowest illumination level of they skybox is (5,5,5), unless you're specifically seeking out the most brightly illuminated areas and zooming all the way in, or the is a reflection on the canopy of the ship from being near a star or something. In the bubble, I struggle to find any area of the sky that's outside the heart of a nebula, where the minimum luminance is not (0,0,0). There is a lot of the sky that's usually brighter than that, but your account of what you experience in Legacy is nearly as different from my experience in Legacy as Legacy and Odyssey are from each other.
The Legacy grey blotches is not what I see in the sky in real life, Live doesn't have noticeable grey blotches, ergo Live represents what I see in real life more truthfully than Legacy. That's all that matters, all that debate about how human eyes sees a single photon under special conditions or how Live crushes blacks a bit hiding detail that shouldn't be there in the first place is moot.
I was pointing out that what you see from Earth may not be what everyone else sees from Earth, probably isn't what they'd see from space, and almost certainly isn't what our CMDRs are supposed to see from their ships/suits.
If your preference is to simulate what you see from Earth, that's fine. However, how Odyssey gets there is not fine. Your preferences could be satisfied, quite easily, with fewer side-effects, without the bugged stages of the Odyssey renderer that are incorrectly applying baking in a tone map and crushing blacks. Many other people's preferences cannot.
To be honest I never go that far into things. I normally just play games as the developers intended, unless something is stopping me play.
With
Elite: Dangerous I'm never entirely sure what the developers intend.
However, I can certainly infer that they've always intended for us to be able to see things in this game that would be impossible for an unaided human to see in real life. That's been highly consistent across the game's entire run. Despite the impressive observations that were made before telescopes, human eyes aren't all that great as astronomical sensors (an John Cavil
agrees!). There is little reason, even when targeting a high-degree of versimilitude, to be a stickler for those limitations in a far future setting that explicitly features all kinds of personal augmentation and other advancements.
I can also infer, with a high degree of confidence, that the current state of the Odyssey skybox is due to a
bug that was never corrected. It takes work to draw that skybox from the galaxy map. So much so that we have presets that sacrifice a ton of quality with it to make sure lower end systems don't take minutes at a time to load a system during hyperspace jumps (one of the main things the jump animation conceals is the creation of the skybox for the next system), or run out of VRAM in the process. Drawing a ton of stuff (a lot of that skybox is very low brightness, cause space) just to invariably, unrecoverably, destroy it with a tone mapper later in the render is profoundly wasteful. The end result may have satisfied a developer's visual preference, but the fact that we have scenes where half the information is being rendered at a 40% performance reduction vs. the previous renderer version should have been a dead giveaway that something was profoundly wrong with how they got there and never should have passed the QA for the original release, let alone been allowed to continue through to this day.
When it comes right down to it, I've never cared much about developer intent, especially in titles like this. Interactive media sets the stage for players, it doesn't solely define their experience. I'll usually play single player titles with tight narratives more or less as intended, the first time, but that sort of thing never applies to open world or sandbox games; the setting is just the canvas here. I am a stickler for rules, if they are clearly defined, or can be unambiguously infered (both things that
Elite: Dangerous generally lacks), that define a multiplayer game--we all have to be playing by the same rules for it to be equitable--but what's allowed and how we were envisioned to play do not need to be the same thing.
Mostly, though, in this context, I'm just fixing what little I can, to my own preferences, because waiting for Frontier to do something with it would be waiting too long. The game is more enjoyable if I take it upon myself to make adjustments, even if it's frustrating when some paths have been unintentionally closed off by sloppiness on Frontier's part.
Any idea what's going on here? Taking off from a planet, so maybe it's "earthshine" or the equivalent? But it seems too uniform. Shouldn't the dark areas on the ship be as dark as the background space is?
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The game uses image based lighting to allow illumination from the environment. So, yes, it's either the planet lighting up the ship, or the IBL for the rest of the skybox being too strong.
There are settings for this, though it's been a while since I checked their functionality.