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May 18, 2020

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

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?

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4 replies

Inspiring
May 18, 2020
I think they most likely rewrote shaders for UE4 and basically made their own tonemapper to replace what UE4 comes with.
May 18, 2020

motorsep said:

I think they most likely rewrote shaders for UE4 and basically made their own tonemapper to replace what UE4 comes with.



yeah most probably the case - anyone know of an example shader doing something similar?
Inspiring
May 18, 2020
Before tonemapper, I'd be more worried about lack of alpha to coverage in UE4 for ES3.1 / Vulkan.
May 19, 2020
Would also be cool to have alpha to coverage on mobile, but would not necessarily create a visually unique game with UE4 like Drifter managed with the great looking Lies Beneath though ;)