07-24-2014 10:32 PM
07-25-2014 11:08 PM
"tranceology3" wrote:"Asane" wrote:
Is the smearing only noticeable when you have quick changes from dark to light areas? I saw someone say the ReverendKyle tried Elite Dangerous with it and since much of the game is dark away from the stations, it wasn't as noticeable when you have dark gradients closer to one another.
I can imagine it being a problem when approaching space ports though.
Guess I'll find out next week. First game I'll try will be Elite Dangerous.
This is actually good to know early on since the prototype my friend and I are working will mostly be a dark scene.
It's strange, it's not just a clear answer where it happens. But most noticeably it is in pitch black areas. After doing the Totoro Bus demo, and looking up at the dark black night sky, it was HORRIBLE, the black smeared over the trees a whole lot, like a major shadow effect. In that situation, the trees were not that bright either...
07-25-2014 11:44 PM
07-25-2014 11:58 PM
"michealv" wrote:
I'm amazed that no staff have commented on this yet, this is pretty groundbreaking, even for developers.
How can they build an immersivee environment? take out the color black? bah, not having a bar of it.
07-26-2014 12:06 AM
We will have a fix for reducing this artifact. The artifact appears when a dark pixel becomes much brighter in the following frame. The green haze will not be necessary.
07-26-2014 12:16 AM
07-26-2014 12:16 AM
07-26-2014 12:41 AM
07-26-2014 12:44 AM
07-26-2014 01:16 AM
07-26-2014 01:23 AM