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Posted

Dear @BIGNEWY, the question is still the same: is this in-cockpit overexposure thing being already reported in any form?

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Posted
11 minutes ago, St4rgun said:

Dear @BIGNEWY, the question is still the same: is this in-cockpit overexposure thing being already reported in any form?

It is part of 2.8 introduced dynamic exposure control and it's supposed to recreate our eyes' ability to adjust quickly to the brightness range of the view. It's hard to simulate exactly but it seems realistic after awhile. Currently the graphic engine detects the overall brightness and normalize it for the current fov, so it's normal that when you look at the dark cockpit it gets lightened and the bright outside view is darkened on the display. Perfectly it'd be based on you eye focus point but that'd require additional hardware and software to work.

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Posted
41 minutes ago, St4rgun said:

Dear @BIGNEWY, the question is still the same: is this in-cockpit overexposure thing being already reported in any form?

Yes, I have a report internally about the brightness changing when switching between F10 and F1 I think it is somewhat related. I am waiting to test a fix and then I will take another look. 

thanks

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Posted
3 hours ago, draconus said:

It is part of 2.8 introduced dynamic exposure control and it's supposed to recreate our eyes' ability to adjust quickly to the brightness range of the view. It's hard to simulate exactly but it seems realistic after awhile. Currently the graphic engine detects the overall brightness and normalize it for the current fov, so it's normal that when you look at the dark cockpit it gets lightened and the bright outside view is darkened on the display. Perfectly it'd be based on you eye focus point but that'd require additional hardware and software to work.

That's pretty clear, but it's working worse than that right now. It would be preferable that (at least in VR) the center of the view should be weighted more when determining where we're looking at. Now it seems to be a simple average of the total view while preferring the darker instruments visibility. But in reality your eyes accomodate to the brightest incoming light, so for a better solution the cockpit should be underexposured when it's bright outside.

Or make somehow two different exposures for the inside and the outside. Te problem with the current overexposure that it reduces contrast dramatically.

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Posted
2 hours ago, St4rgun said:

It would be preferable that (at least in VR) the center of the view should be weighted more when determining where we're looking at.

That is the great idea.

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Posted

Or just remove it.

Our eye-> mind interface doesn't work like that. It's like video games trying to do motion blur.

If we look at a dark interior and then look at a bright view outside our eyes automatically need time to adjust. We don't need the game making this happen for us. It is artificial, unneeded, and in this case poorly implemented.

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Posted (edited)

The adaptive brightness is .... in need of an option to toggle it, even when the weighting is done in a more 'correct' way than it is now.

 

side by side view of the Harrier cockpit and the Mirage F1 cockpit, same mission, same time, all I did was select a different spawn in between (~1sec difference, so no time-change in those)

The image is brighter on the F1 cockpit than on the Harrier cockpit.

harrier_f1_side_by_side.jpg

 

 

To highlight the difference... here the F1 cockpit with the Harrier cockpit in the cutout

f1_cutout_harrier.jpg

 

and this is the Harrier cockpit with the F1 cockpit in the cutout

harrier_cutout_f1.jpg

 

and to make things worse...

here the F1 viewed straight on and to the right, including a side-by-side cutout.

adaptive_tonemapping_issue.jpg

so by rotating your head, and therefore reduce the amount of 'darkness' in the viewport the picture gets more normal, as soon as you look forward again it goes too bright.

 

The pictures were done using gamma 1.8, 2.2 is unplayable and on 1.0 you would barely see the cockpit in the screenshots.

 

On snow maps is is almost nuclear bright in the F1 (no clouds in the mission, 4YA aerobatics, shadow bug is still present so they removed the clouds)

Its really annoying to have the image go dark and bright when rotating the head but it's even more annoying when the cockpit is mostly 'dark' that the environment gets brighter.
and this is particularly bad when the scenery contains snow... have to tune down gamma all the way down to 1 and suffer from a too dark cockpit.. at least the eyes don't hurt then in VR.

 

It would be really nice to have toggle options for 'new features' (like blurred shadows and alike), including this adaptive brightness 'feature'.


not sure if this is really how it's supposed to be but at least in VR it is really bad and brightening the outside world while in a darker cockpit without the ability to control it is very uncomfortable. (and during winter season in the mission it's too bright for the eyes)
 

Edited by durp
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Posted
On 5/1/2023 at 10:55 AM, durp said:

It would be really nice to have toggle options for 'new features' (like blurred shadows and alike), including this adaptive brightness 'feature'.

Absolutely, it should be optional as it seems it can take some time to tune in the right settings.

I did not make screenshots but it seems that those russian planes (like Mig21) where the cockpit is lighter blue rather than dark grey are more immune to this overexposure because of the "average" brightness of the whole scene, but in the Mi-8 it's worse because the cockpit is closed not only on the bottom but on the top as well.

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Posted
On 4/28/2023 at 10:20 PM, wowbagger said:

If we look at a dark interior and then look at a bright view outside our eyes automatically need time to adjust. We don't need the game making this happen for us. It is artificial, unneeded, and in this case poorly implemented.

I am also sceptical of some effects that rendering engines try to simulate. But here the problem with this is that a computer monitor does not have the dynamic range to give realistic eye sight in mixed dark/bright conditions, nor will it be bright enough to blind you and therefore wash out dark areas.

So I see the point in trying to simulate that.

But I agree that it seems like we have a problem with the game just making the outside extremely bright because of dark cockpit frames.

Like someone else suggested we'd probably need eye tracking to get it right.

But like somebody else said weighing brightness differently around the center of the view might help already.

It should not remain like it is now. I agree that you feel blinded all the time in VR on G2. So far I thought the display is just bad, but now I think the dynamic exposure might be it.

I am happy that they are looking into it.

Posted

Last night playing the Skyhawk on winter Caucasus, a combination of midday sun, low clouds and snow produced a white haze outside the cockpit. I could barely see anything.

Pretty ridiculous if you ask me.

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Posted

The effect is realistic.

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  • 2 months later...
Posted
On 11/21/2022 at 12:14 PM, wowbagger said:

I didn't change anything between 2.7 and 2.8. I think I actually reduced gamma to 2.0 because the world is so bright and washed out. 

There are two problems with the current lighting on PG.

1 - The view from the cockpit is massively over bright on everything out the window. Details get washed out and it's difficult to see things.

Here's the what the world is supposed to look like:

Here's what it looks like inside the cockpit:
 

2 - Then when you zoom in and out the brightness changes so much is destroys any sense of immersion.

 

Another example of the zoom effect.
 

23.jpg

24.jpg

 

It's still strong, universal and not VR-specific

 

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