Excessive exposure compensation around stars?

I've tweaked my graphics settings extensively using both GraphicsConfigurationOverride.xml and Old Duck's mod, but one thing still isn't to my satisfaction: whenever I'm close to a star and look directly at it, the brightness of the star decreases immensely. I've adjusted tonemapping and exposure settings and increased star brightness in shader files, but nothing makes a difference. Anyone know what settings this is tied to?
 

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Update: I've obtained a new result by setting tonemapping type to 0, as opposed to the default of 1. Still not quite what I'm looking for, but it could get pretty close if I tweak the shoulder values.
 

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This is something that, to some extent, has always bothered me.
On the other hand, I understand that for gameplay reasons the stars cannot feature an "immersive" magnitude.
It's just like sound in space, some compromise is required, and my justification is that the ship's (SRV's/suit's) computer automatically adjusts the opacity of the glass.
But what you suggest is actually interesting, and I might try to do it!
 
I reached more or less the same conclusion, but it just bothered me too much to stop at coming up with a lore based reason for it. Last night I did some more tinkering and found that leaving the tonemapping type untouched and setting the exposure type to 0 instead of the default 2 gave me precisely the look I wanted without sacrificing darker areas! Exposure type 1 seems to do the same thing, but lightens shadows somewhat in the ships interior. I'd also like to note that I've tried prototype lighting balances on and off, and that doesn't seem to have any affect on this particular issue.
 
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