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Does anybody know what's the technical ground for some games to have dark areas turn brighter (typically, of a squashed, dark, green/blue) instead of darker? I
by pizza234 9y ago
Does anybody know what's the technical ground for some games to have dark areas turn brighter (typically, of a squashed, dark, green/blue) instead of darker?
I remember one game ("Through the woods") which had this problem in a very aggressive form. It was very visible while playing, but it's hard to find a screenshot.
Here, for example, the house on the left (but also the cabin in the center:
http://cdn.akamai.steamstatic.com/steam/apps/368430/ss_74ec0ff9c9c29ba576d021b2332a3547800a35f2.600x338.jpg?t=1477404343 http://cdn.akamai.steamstatic.com/steam/apps/368430/ss_74ec0...
What's the exact issue? Is it a tone mapping problem? I'm curious, because I have a rather good monitor, and some dark games (eg. "Alien: Isolation") are equally dark, but don't look as bad as this.
- pasta 9y agoLooks like environment lighting to me. I'm not sure this is the case in your example, but a lot of render engines use an environment light when rays don't detect collision. So the camera is looking at the wall of the house and bounces into oblivion. Therefore the environment values are used. And since the stones of the house are gray a lot of environment light bounces back to the camera. But when the camera is looking at the trees a lot of rays bounce to leaves and the ground returning almost no light back to the camera. I would even say that your example looks realistic (although way to dark).