HDR/Exposure control?

TurtleTurtle 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.

Comments

  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    <!--quoteo(post=1741000:date=Nov 27 2009, 05:24 PM:name=Turtle)--><div class='quotetop'>QUOTE(Turtle @ Nov 27 2009, 05:24 PM) <a href="index.php?act=findpost&pid=1741000"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    Think this may be one of those things we can live without in a multiplayer game.
    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.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    HDR is a bit bleh, honestly low level bloom combined with good mapping and maybe texture-based bloom can do much more much easier and look much less stupid.
  • TurtleTurtle Join Date: 2002-10-18 Member: 1540Members
    Actually, most implementations of it work well enough. HL2 episodes are a good example.

    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.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited November 2009
    <!--quoteo(post=1741123:date=Nov 28 2009, 05:02 AM:name=Turtle)--><div class='quotetop'>QUOTE(Turtle @ Nov 28 2009, 05:02 AM) <a href="index.php?act=findpost&pid=1741123"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, most implementations of it work well enough. HL2 episodes are a good example.

    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.
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