HDR/Exposure control?
Turtle
Join Date: 2002-10-18 Member: 1540Members
Will the NS2 engine have HDR lighting, or exposure contol? It's a often included thing in games these days where if you go in a dark room it takes a little before your eyes adjust to the lower lighting, and if you go outside in bright sunlight it also takes time to adjust.
I'm wondering if we'll have to map with this in mind or does the real-time lighting engine not take this into account?
Most likely no, since HDR lighting tends to be, well, complicated to implement and map for.
I'm wondering if we'll have to map with this in mind or does the real-time lighting engine not take this into account?
Most likely no, since HDR lighting tends to be, well, complicated to implement and map for.
Comments
I'm wondering if we'll have to map with this in mind or does the real-time lighting engine not take this into account?
Most likely no, since HDR lighting tends to be, well, complicated to implement and map for.<!--QuoteEnd--></div><!--QuoteEEnd-->
its also retarded... there isn't enough range to do it properly in 8 bit and it ALWAYS looks amateurish... always overexposed/maximized for bad screens. Cheap effect, do a good job lighting so we can enjoy it, don't cover a bad job with crap overexposure.
By implementing this, if you as a player accidentally manage to stare into a spotlight or bright area you'll be effectively "flashbanged" for a short moment, and even though it may look cool I think we're all better off without it.
Wouldn't mind seeing more of these kinds of features for the engine when UWE go for singleplayer content perhaps.
But I wasn't asking for this feature, not sure why people are so up in arms about it. I just wanted to know if the feature would be in the game, and thus if I would have to adjust my lighting setups accordingly.
But I wasn't asking for this feature, not sure why people are so up in arms about it. I just wanted to know if the feature would be in the game, and thus if I would have to adjust my lighting setups accordingly.<!--QuoteEnd--></div><!--QuoteEEnd-->
You can make it work but there's not really a reason to, the actual HDR part adds very little to the game, and usually requires a second lighting pass to fix all the problems with, and I would hope that they're disconnecting the bloom from the HDR and even if they aren't, you should be able to clamp the exposure like you can in HL2, so I would suggest just disabling it in any map you make, which is what I do for HL2 maps.