'Tonemapping' issues in trailers and gameplay recordings of PoE2
lol don't know how bad your monitor has to be that it wont be able to display ... colors lul
its not that people can't see it, they either don't care for such details or can't tell because they cant be bothered to pay attention. happens all the time edit- maybe if your flux is set to candle light then yellows/whites will blend together but you still should tell there is a hue shift. Last edited by AintCare#6513 on Nov 26, 2024, 6:09:45 AM
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" That's actually a good point. However, I'm hoping (and I'm pretty sure) GGG has enough decent monitors to clearly see the issues. The screenshots I have posted are only the tip of the iceberg, as the issue lies in the lack of a proper transformation from the linear game data to a viewable image. These errors crop up everywhere where there are a bit of harsh light or a strong reflection. This was really visible in PoE1 (to the point I had to run re-shade to try and minimize that), and my hope was, since I'm going to be playing PoE2, that this will be fixed. It's a big improvement over PoE1, but the problems persist. Anyway, there's no rush to get it fixed for EA. This can likely be done at any time, when the pressure is off the studio. I just hope to plant a seed and make GGG aware that there's an issue and if they want to improve, there are ways of doing so. (I'd love to get my hands on a couple of .EXRs from GGG, maybe put a little demo together of what's going on) Last edited by DasIstEmpy#7465 on Nov 26, 2024, 6:14:13 AM
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(I realized this really should've been posted "Art and sound feedback" subforum, sorry for the bump. Can this be moved?)
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really interesting. it never occurred to me as an eyesore or anything, but that's where your background comes in I guess.
The question is: Would GGG prefer the "fixed" look or would this change just be a case of implementing best practice for the sake of it? |
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" I think GGG AND players would appreciate it more. 1. It's more realistic 2. It does not lose as much detail 3. Fewer weird artifacts (see 'secondary cyan ring in the attached image') 4. It's more "natural" for our brains to understand at a glance Here's a demo I stole. The black circle indicates a strong white light against a blue surface. The screenshot is divided in two parts - on the left 'standard' view transform (similar to what I can see in the videos and screenshots of PoE2), on the right - something that might be done to improve the situation. The good news is that it's not that difficult to implement (depends on the engine, of course), but I think any engine that sends images to the display should be able to handle some rather simple color math. Last edited by DasIstEmpy#7465 on Dec 3, 2024, 6:15:03 PM
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