Odyssey space has "too much contrast" - breaking down the rendering of a frame

On a related tangent, every analysis I've ever read from any third party looking at how this game does rendering has commented on various seemingly bizarre/inefficient UI issues.

I have a feeling the FDev is still struggling with the loss of official Scaleform support, which they mentioned once in passing years ago, right around the time various pieces of the UI started to stagnate and fall apart. Just speculation though.
 
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It's like meta data that goes with image data that tells the underlying graphics system how to interpret the image data. It sounds like this is taking the default approach and not sending a specific type so the graphics layer (direct x) is making an assumption and doing some standard things it does with that default type. Which in this case becomes redundant applications of gamma corrections.

Yeah I see, thanks very much for the explanation. I always knew there were many types but didn't realise their importance in setting the colour space.

It's a very interesting topic, if I had my time over I'd would have loved to go into this field more deeply
 
Too bad fdev doesn't read the forum. You should have posted this as a youtube video...that seems to get their attention.

What's sad is that their operation probably would have taken a month+ to identify this problem as directly as done in the OP. What's worse is that it wasn't identified in the months leading up to release.
Yamiks made one on similar subject, so at least word is getting out to more people.
Source: https://youtu.be/V8wBvtI3yaM
 
Too bad fdev doesn't read the forum. You should have posted this as a youtube video...that seems to get their attention.

What's sad is that their operation probably would have taken a month+ to identify this problem as directly as done in the OP. What's worse is that it wasn't identified in the months leading up to release.

This just isn't true. Here's one example. They might not often reply but just looking at profiles will show you many of the well known devs do read it. Maybe others read without being logged in, who knows.
 
If the OP has IDed this issue correctly, I going to guess its not a simple fix but a massive re write of the underlying graphicla sections to get them all on the same page?
 
I, as some many other people got appalled by the hideous luminance
distribution and color saturation issues exhibited by the Odyssey
renderer. Since I'm a computer graphics developer myself and do consulting
work for critical graphics systems (think medical imaging, CT, MRI, and
such) I took a dive in the sequence of steps that go into rendering
a single frame of Odyssey.

So I learned a lot from your post and found the shader you mentioned here

20_tonemapping_pixelshader.jpg


Plus four other shaders that provide general rendering effects to the whole scene.

I did a rebalance and found a result that's not too dissimilar to the original Horizons lighting. It's not perfect and requires fine tuning of individual elements on the HUD, but I'm happy with the image for just a small amount of work

It's probably easier to see the changes if you overlay the images on top of each other (Note, you probably won't be able to see the differences on mobile devices)

ED Odyssey: Default

EDO-Default.jpg


ED Odyssey: Enhanced

EDO-Enhanced.jpg


ED Horizons: Default

EDH-Default.jpg


As you can see I didn't add back the low contrast / gamma filter from Horizons as I prefer it turned off (and would take me a while to find). But it can always be added as an option

Anyways, just a quick demo to show improvements can be made

o7
 
Yeah, you can try to make the in game experience less "noir", but it doesn't help with the excessive blackness part.
Nulls are post-processing resistant ;)

You can add back the Horizons skybox as well .. fills in those gaps of black space

Or do you mean another element?

ED: Odyssey Enhanced, with Horizons Skybox

EDO-with-EDH-skybox.jpg
 
Or do you mean another element?
Sky is not bothering me, blackness in the sky feels "normal".

It's excessive blackness in shadowy areas in your surrounding that seems to be off.
It's like a reality where photons don't "bounce back" from any non-mirrored surface, making any surface not exposed to DIRECT light source pure black.
If feels wrong, light is more "leaky" then that.
 
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Bumpety bump (even though it's been only 6 minutes :-/). Thanks for the educational post, OP! Worth seeing/checking.
 
Black space is less of a problem than the areas of shadow where the luminance is now zero, but probably shouldn't be.

I'll have a look at that tonight, it might be possible to adjust the floor levels of the shadows. But if you're flying around and notice an example then please post so I can see what you mean.

But all that aside, even modding is just a temporary fix. I'm hoping FDev see the OP's post and can make some adjustments to the lighting so these workarounds aren't necessary
 
I'll have a look at that tonight, it might be possible to adjust the floor levels of the shadows. But if you're flying around and notice an example then please post so I can see what you mean.

But all that aside, even modding is just a temporary fix. I'm hoping FDev see the OP's post and can make some adjustments to the lighting so these workarounds aren't necessary
Is it too early to tell you how much I love you dude, because we know, if it's anything like the orange UI, Fdev aren't going to rework it if it's too much hassle (no offense to the hard working devs but this would be a management decision).
 
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