by dpJudas » Wed Jun 14, 2017 11:16 am
About the tonemaps: I actually somewhat regret adding those to GZDoom partly because I'm not sure what I did there is correct. My theoretical foundation isn't good enough to say for sure if I'm supposed to pass in overbright values directly into the tonemap operators, or if I first need to divide them by the bloom expose (like I'm doing right now). As it is right now I'm not using any of the tonemaps myself as I don't like what it is doing.
So if it were up to me, I'd remove the tonemaps except the palette one.
About the exposure settings: I would have made sliders if I knew a proper way of doing so. The current values are a bit voodoo where I tweaked them until they got a somewhat acceptable result, but making a slider going between Less Bloom and More Bloom is not so easy without somehow changing the current cvars and the math behind it.
About shadows and difficulty: please know that people like me will get the brightness level we desire no matter what you do as a game designer. Usually in games I get what I want by cranking up the gamma settings until the game is no longer dark. I've been doing that in Doom, Quake, Unreal Tournament, Battlefied Bad Company 2 and countless other games. Generally speaking, if you meet me in an online game and think you can use shadows to hide in you're wrong.
All that said, I agree that the current tonemaps just ruin the light - hence why I don't enable them myself.
About the tonemaps: I actually somewhat regret adding those to GZDoom partly because I'm not sure what I did there is correct. My theoretical foundation isn't good enough to say for sure if I'm supposed to pass in overbright values directly into the tonemap operators, or if I first need to divide them by the bloom expose (like I'm doing right now). As it is right now I'm not using any of the tonemaps myself as I don't like what it is doing.
So if it were up to me, I'd remove the tonemaps except the palette one.
About the exposure settings: I would have made sliders if I knew a proper way of doing so. The current values are a bit voodoo where I tweaked them until they got a somewhat acceptable result, but making a slider going between Less Bloom and More Bloom is not so easy without somehow changing the current cvars and the math behind it.
About shadows and difficulty: please know that people like me will get the brightness level we desire no matter what you do as a game designer. Usually in games I get what I want by cranking up the gamma settings until the game is no longer dark. I've been doing that in Doom, Quake, Unreal Tournament, Battlefied Bad Company 2 and countless other games. Generally speaking, if you meet me in an online game and think you can use shadows to hide in you're wrong. :)
All that said, I agree that the current tonemaps just ruin the light - hence why I don't enable them myself.