Well then they lie because they've said on multiple streams that they do so....
That must explain why nothing we ever suggest on the forums and issue tracker ever gets dealt with.Well then they lie because they've said on multiple streams that they do so....
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.
Yamiks made one on similar subject, so at least word is getting out to more people.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.
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.
FDev doesn't read the forums.
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.
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![]()
Sky is not bothering me, blackness in the sky feels "normal".Or do you mean another element?
Black space is less of a problem than the areas of shadow where the luminance is now zero, but probably shouldn't be.
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).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