Lies Beneath on Quest - How was the tone mapping done?
Does anyone know how the tone mapping for Lies Beneath was done?
This unreal dev post with Drifter Entertainment was interesting:
However it did not touch how they did the visual style in Unreal apart from one sentense near the end:
Switching to Vulkan
in order to bring down rendering overhead and enable visual effects
like tone mapping (via subpasses) while still staying within budget
in order to bring down rendering overhead and enable visual effects
like tone mapping (via subpasses) while still staying within budget
But as far as I know tone mapping in Unreal on mobile still requires Mobile HDR on (see mobile tone mapping info here):
Vulkan
with mobile HDR on has not worked in my tests, either black screen or
crash, so it would be great info if anyone had some tips on how to do
tone mapping on Quest?
with mobile HDR on has not worked in my tests, either black screen or
crash, so it would be great info if anyone had some tips on how to do
tone mapping on Quest?
