Here's a grab of my screen - i play at 3840 x 2048 double triplehead:
http://postimg.org/image/hsc4cz5zd/full/
As you can see, it's not-at-all sparkly or vertigo-inducing. It's flat, dull, lifeless, too sparse, most stars are too grey or brown or beige..
Yet if i increase the gamma any further, the space between stars becomes a horibbly splotchy pixelated purple sprawl.
I don't know if you've seen Assetto Corsa, buts its HDR is
amazingly lifelike - compared to say rFactor 2, which looks atrociously garish and over saturated... point being that there's good and bad implementations of HDR effects.
But you can't tell me that image above is supposed to pass as an awe-inspiring enrapturing rendition of a realistic sky. YEAH the brighter ones are too big. But that's not the half of it... i could make a more evocative image of heavenly serenity by spraying my living room windows with muck and setting the on fire.
The stars should glow, and the space between them should emit a low hum of ambiguous radiance - so a given pixel
could be a distant star, or it could just be a figment of your eyes.. that sort of thing, which we all see on a clear night in the countryside. I know "depth of field" has a different, particular, meaning in GFX-speak, but it's the literal definition of what we're lacking here.
For a start, i'd suggest the starfield needs to render at higher resolutions for higher-res displays, but that'd only be the tip of the iceberg. The sky in that screenshot i've posted wouldn't be out of place in a Hannah-Barbera cartoon. For all it's astronomical accuracy, it's about as magnificent and humbling as a high-school drama prop. I'd forego the placement accuracy in a heartbeat for a randomised but
realistic-looking alternative. I need to be impressed by visual spectacle, not technical specifications.