Is it just me or does software rendering seemingly have the best contrast and dynamic range? I've been trying to get the same look using D3D9 or Xopengl and while I can get close it always winds up looking more washed out in comparison. Perhaps there's a trick with the fact the textures arent being filtered? The behavior of the brightness slider in software seem to be what I would expect, i.e. increases highlights without affecting the shadow point, i.e. makes the image have more contrast, whereas in the accelerated modes it just seems to add gamma instead of brightness, i.e. mid tones, I can never get the highlights to be brighter while keeping the shadows dark. I tried playing with gamma correction in advanced settings but that seems to basically affect the same thing so the end result is the same.
Is there some secret command or anything like that I'm missing? Or this is just the reality of accelerated modes vs software? Normally I would be fine just playing in software to get the best look, but the performance is atrocious and there are bugs, but damn it looks amazing, the image pops like crazy, accelerated modes feel like they are missing the top end. I'm on 227j btw.
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Contrast/Dynamic range- Software vs Accelerated modes
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PalmliX
- OldUnreal Member
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- Joined: Thu Apr 11, 2024 5:34 pm
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PalmliX
- OldUnreal Member
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- Joined: Thu Apr 11, 2024 5:34 pm
Re: Contrast/Dynamic range- Software vs Accelerated modes
I have spoken with some experienced community members on Discord about this and was informed that this is just unfortunately the way things are, and that software is not supported/viable. Fair enough! Just wanted to make sure I wasn't missing something, I only noticed this because I recently started mapping for Unreal 1 for the first time and UnrealEd defaulted to software rendering and I noticed that my lighting looked better in editor than in game.
I've resigned myself to the fact that this is just the way things are, but I wanted to post a couple of tests I did for posterity sake, perhaps this is something that can be addressed in the future.
I attempted the highest contrast possible on accelerated (which involves setting display brightness to 0.45 in advanced options, 0.4 is too dark and 0.5 is too bright imo) and then ran the screenshot through photoshop levels analysis and this is what it looks like:
then the same location in software (with brightness slider cranked to max):
In addition to more dynamic range and contrast (note how the levels extend past the middle triangle), software seems to also have more lighting/shadow detail. In accelerated you can see how smoothed over the level line is in comparison. A bumpy line is good! It means the image has more lighting/shadow detail.
And to clarify I tried a few different accelerated modes, they all more or less have the same end result.
I've resigned myself to the fact that this is just the way things are, but I wanted to post a couple of tests I did for posterity sake, perhaps this is something that can be addressed in the future.
I attempted the highest contrast possible on accelerated (which involves setting display brightness to 0.45 in advanced options, 0.4 is too dark and 0.5 is too bright imo) and then ran the screenshot through photoshop levels analysis and this is what it looks like:
then the same location in software (with brightness slider cranked to max):
In addition to more dynamic range and contrast (note how the levels extend past the middle triangle), software seems to also have more lighting/shadow detail. In accelerated you can see how smoothed over the level line is in comparison. A bumpy line is good! It means the image has more lighting/shadow detail.
And to clarify I tried a few different accelerated modes, they all more or less have the same end result.
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yrex .
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Re: Contrast/Dynamic range- Software vs Accelerated modes
You may have a bit more luck with something like
...before you run into "greenies" (i.e. lightmap clamping).
Also, make sure OneXBlending is NOT enabled.
Also, if you can write UScript, you can fake the software brightness by drawing a full-screen-sized modulated white square.
Code: Select all
set levelinfo brightness 1.5
flushAlso, make sure OneXBlending is NOT enabled.
Also, if you can write UScript, you can fake the software brightness by drawing a full-screen-sized modulated white square.
My work | contact: ampoyrex at wp dot pl
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PalmliX
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Re: Contrast/Dynamic range- Software vs Accelerated modes
That's it! That's the secret command I was hoping for!
This is D3D9 with brightness slider to 4 and the levelinfo brightness 1.5 command, everything else at default.
The levels look MUCH closer to software now, brilliant!
Confirmed, not enabled.Also, make sure OneXBlending is NOT enabled.
Is this what would be required if I wanted to force this brightness on a custom map that I make? Also how do I keep from having to re-enter this command on each load?Also, if you can write UScript, you can fake the software brightness by drawing a full-screen-sized modulated white square.
Thanks!
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yrex .
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Re: Contrast/Dynamic range- Software vs Accelerated modes
In that case, you can simply change it directly in Level Properties -> LevelInfo -> Brightness.Is this what would be required if I wanted to force this brightness on a custom map that I make?
Besides by writing a mutator, I don't know. Perhaps bind it to some key?Also how do I keep from having to re-enter this command on each load?
My work | contact: ampoyrex at wp dot pl
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PalmliX
- OldUnreal Member
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x21
- OldUnreal Member
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Re: Contrast/Dynamic range- Software vs Accelerated modes
Here's a basic mutator that can run the command on each level.
Code: Select all
class HWBrightnessFixMut expands Mutator;
function PostBeginPlay(){
if (Level.NetMode == NM_Standalone){
ConsoleCommand("set levelinfo brightness 1.5");
Log("HWBrightnessFixMut Active.");
ConsoleCommand("flush");
} else {
Log("HWBrightnessFixMut Error: Can only run in SinglePlayer mode.");
}
}
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