This was a band aid fix to address the actual lighting problems with the dark skybox. Alot of people wanted the skybox lighting to be fixed, but instead we got a half baked attempt at a fix rather than anything being done to actually address the root cause of the issue.
I am still not ruling out what is going on, in either case, being a full-screen operation done in post, that affects everything indisciminately -- no balancing one thing but leaving everything else unaffected, at that stage. (A side thing I just spotted, is that the cockpit holographic displays appear to be shadow receivers now... That didn't use to be the case, surely?)
I don't think the skybox needs
brightening, so much as it needs
less contrast -- the high detail amplitude and low detail frequency makes galaxies and nebulas look less like "whispy gas clouds", and more like "globs of mucus".) :7
Same with performance and the new AMD Fidelity system. Playing at lower supersampling and then upscaling it with Fidelity is not a form of optimization, it's playing at a lower resolution than what you were playing on before pre- Odyssey.
I quite like the way the sharpening makes the terrain pop, though, although here too we have things applying indiscriminately, producing things like excessive contrast, halos, and exacerbating the surface texture aliasing that had previously thankfully been attenuated, between alpha and release... :7
(Then again - I notice some objects appear to have gained a new low-res "detail" texture, that makes them look very coarsely bumpy
both with CAS
and without... (...where they were pre-patch-5 smooth, but finely pitted, blank metal))