The issue I'm talking about (the one in that issue tracker link) is Odyssey clipping the brightness range of the skybox to map it to a wider range, presumably for the purpose of increasing apparent contrast, which it does. The problem is that clipped range, which was not empty, is then baked into the image before we have any control over it, destroying the information it contained.
When players try to recover that information, by any means (turning up the brightness of the display, changing the in-game gamma setting, manipulating the tone mapping in the configuration files, or using third party tools), they find they can only washout the image, or make what's already there brighter. The darkest parts of the skybox that would have been visible in Legacy are
gone.
See
this post for a comparison I made just a few days ago.
The first image is Legacy, the second Odyssey. The Odyssey sykbox has both higher contrast and less detail, because there is a tonemapper stage somewhere in the render pipeline that does something like this:
I opened my Legacy screen shot in GIMP and then adjusted the color levels until they closely (though not exactly) matched Odyssey. You can see that by omitting anything darker than "8" and brighter than "224" then mapping them to a new 0-255 output we get 'more contrast', but throw away nearly half of the image and lose tons of darker details.
Some people like this result because it makes space blacker and gets rid of those questionable clouds. Some people are more concerned about the loss of detail. I'm firmly in the latter camp, despite feeling like much of those illuminated gas/dust clouds are out of place. Problem is, that the way FDev has done this was largely unnecessary...just turning down gamma in legacy, or altering the game's tone maps in the config files, achieves much of the same effect, and there is no corresponding way to reverse the effect in Odyssey and get that detail back.