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

The "Vibrant" paint jobs took a big hit as well. My formerly bright red Asp now looks darker than tactical crimson even in direct white light.

Before and after:

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I feel really sorry for your poor AspX being all depressed. All the color has gone.

Here, see what they did to the poor Acceleration White. My gold. She's DED! 😭😭😭

Oddy vs. Not Oddy
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ewww poor thing!!
I know, it's REAL BAD. It's super obvious SOMETHING is wrong with the lighting for ships. The gold isn't GOLD anymore. It's just an ugly yellow now. It's so unsatisfying. Where's the gold leaf? How am I supposed to feel like I'm flying a stunt ship when it looks like someone covered it in matte paint that doesn't SHINE.
 
There are some incredibly talented people that play this game.. It is an immense pool of knowledge so I'd not be amazed if they didn't help out quicker than the average!
 
So yes, the choice of intermediary format is clearly to blame here. R11G11B10 is a weird format though and for this particular application the shared exponent format DXGI_FORMAT_R9G9B9E5_SHAREDEXP would have been the far more sensible choice. On the bright side: This choice of format is super easy to change in the source code: If best practices were followed it should be as easy as changing the value of a global configuration constant. Worst case they'd have to do a search and replace DXGI_FORMAT_R11G11B10_FLOAT→DXGI_FORMAT_R9G9B9E5_SHAREDEXP and that'd at least take care of the banding.

I suspect this isn't just an Odyssey thing. The ugly banding has been around for a very long time.
 
This thread made me wonder how quick would ED be bug free if FD had published the source code.
Could you even imagine? Multiple atmospherics worlds with tweaked flight mechanics, comets would be in, two star systems with 2 light points, animated and interactive gas giants, an insame amount of mission story lines, Powerplay that evolved and changed, improved piracy and punishment, Thargoid war zones not locked off in USS's.
Then Fdev sell Legs DLC and in 6 months we'd have EVA, ship internals and exploring ghost ships out on the rim...
To the "Space should be dark!" people. Let's consult an expert on what space should look like FROM SPACE, NOT FILTERED THROUGH OUR THICK ATMOSPHERE FILLED WITH LIGHT POLLUTION
Someone should show this to David Braben, like STAT! (tho' I like dark space, just not black internals and washed out planets).
 
FDev - a developer that has a community able to reverse-engineer their product and show errors but ignores their input in alpha stages and does not do beta stages because why would you.

And charges 10$ for Alpha participation.

But, you are only able to do that if you have fanboys that say things like:

Regarding the original poster: no 3d professional would argue like that. Nor post something like that. Enjoy the game and wait until it gets ironed out. It's just a matter of time.

There is so much stupid in that sentence above one has to wonder if that's not a paid clacker.
 
Not sure if this is related (most of OP's post went whizzing over my head) but I noticed when sneaking around a dark base that in the open, I was able to see enough of the outlines of things by the ambient light (stars?), but when I went under any overhead building (walkway, exterior corridor or awning) everything went pitch black. I couldn't even see the objects in the open that I was able to distinguish easily before. This really breaks the immersion for me.
 
Not sure if this is related (most of OP's post went whizzing over my head) but I noticed when sneaking around a dark base that in the open, I was able to see enough of the outlines of things by the ambient light (stars?), but when I went under any overhead building (walkway, exterior corridor or awning) everything went pitch black. I couldn't even see the objects in the open that I was able to distinguish easily before. This really breaks the immersion for me.
I guess it's supposed to be adaptation of human to different lighting conditions.
 
I guess it's supposed to be adaptation of human to different lighting conditions.
It's called "dynamic exposure adjustment" and this has been around for some time. If you want a nice, interactive explanation of what it does and how it works, I suggest you download and play through the "Half-Life 2 – Lost Coast" chapter with developer commentaries enabled. This level was cut from the original Half-Life 2 and was later used by Valve as a testbed for their HDR integration into the Source Engine, and the developer commentary is quite educational. And there's one specific segment (shortly before you arrive at the plaza), where it goes into some length the why and how of HDR tonemapping.
 
I guess it's supposed to be adaptation of human to different lighting conditions.
If so - that does not work at all.
In deep deep space you should see everything brighter, because adaptation makes eyes more sensitive to any light.
 
If so - that does not work at all.
In deep deep space you should see everything brighter, because adaptation makes eyes more sensitive to any light.
But you are NOT in the "dark space" you are on a surface of planet, moving next to artificial light sources that impact your eyes sensitivity.
 
But you are NOT in the "dark space" you are on a surface of planet, moving next to artificial light sources that impact your eyes sensitivity.
That's does not matter if you are not in direct light.

Technically all space that is not in direct light (or scattered light from atmosphere from any source) of star is dark space.

If there is no atmosphere there is no light scattering in gas, so it does not impact anything.


And if in space is dust, dust absorbs light. (but it is so minimal that you can't really observe in microscale. Dust can be seen in macro scale.
 
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